http://www.bizarreonline.net/index.php?action=fullnews&showcomments=1&id=60
Comparison pictures from real life Tokyo and PGR3's Tokyo:
http://www.bizarreonline.net/news/images/tgsupdate/02_comparison.jpg
http://www.bizarreonline.net/news/images/tgsupdate/03_comparison.jpg
http://www.bizarreonline.net/news/images/tgsupdate/01_comparison.jpg
BIZARRE CREATIONS AM LIARS: http://www.bizarreonline.net/index.php?action=fullnews&showcomments=1&id=61
Some images:
http://www.bizarreonline.net/news/images/polycount/poly3.jpg
http://www.bizarreonline.net/news/images/polycount/poly4.jpg
http://www.bizarreonline.net/news/images/polycount/mclaren_new_wire.jpg
http://www.bizarreonline.net/news/images/polycount/mclaren_new.jpg
Bizarre Creations said:This is part two of Bizarre Creations report on the Tokyo Game Show.
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We played most of the Xbox 360 games on the show floor, and were suitably impressed with all those we tried. The two that stood out from the pack are as follows:
Call of Duty 2 - Really epic and dramatic. The smoke effects look superb, and the gameplay felt fast and frantic. I was particularly impressed with the planes flying overhead doing strafing runs and what not. CoD2 looks like it's shaping up to be another great title to add to your collection.
N3: Ninety Nine Nights - This was the game of the show for me (aside from PGR3 of course!). Having only heard a little about it before TGS, I was blown away by the super-detailed graphics and extremely fun & frantic gameplay. I'll be picking this one up, assuming it'll launch in the UK!
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Gareth gave an intro to the game, and outlined some thoughts about the various game modes we've included this time around:
The game has been split into two main sections. "Gotham Career" is for the serious gamer; and will present a challenge as tough as you've come to expect from the Project Gotham Racing series. If you want to win medals and make a name for yourself, this should be your first port of call. The career mode is split into various championships, which are themed around a particular city or style of play. For example, you might see a "style championship", which includes cone challenge and various other Kudos-related game types.
The second game type, "Playtime", is for those of you who aren't too concerned with competitive racing. If you want to call the shots yourself, go here. Choose any combination of cars, any track, set the number of laps and race conditions, and you're off. You don't need to complete levels or earn medals, do whatever you want... (and yes, that includes making your own circuits!)
All of cars in PGR3 will reach at least 170mph, and can be purchased for their real-world cash values. You earn cash, and can spend it on building a garage full of plush super cars. We've tried to make things a little different this time around though... from the start you can choose virtually any car in the game and make it your own. You don't have to play for 200+ hours just to earn the Enzo Ferrari... you can race it straight out of the box if you want to. We're not interested in telling you how to play; we've given you the tools to decide for yourself.
Our car selection this time around is quite focused. We've got the cream of the crop... only the fastest and most desirable super cars in the world need apply. The great thing about narrowing down our car selection is the flexibility it gives us to express the individual car's personality. In PGR2, we knew that an Enzo was faster than a Skyline, which was faster than a Focus. That's about as deep as it got.
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We've added over 100 new parameters to our physics engine compared to Gotham 2. This means that attributes such as acceleration, top speed, braking power, weight etc. are all realistically represented in a way that we've never been able to do before. It all adds together to not only make each car look great, but give them unique personalities too.
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At the Tokyo Game Show, we were unable to demonstrate Gotham TV. Ironically, we were only supplied with dial-up Internet access in our super-plush suite! Gareth went on to describe the details of the service, as well as dropping the bombshell: up to 30,000 people can watch GTV at once!
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Comparison pictures from real life Tokyo and PGR3's Tokyo:
http://www.bizarreonline.net/news/images/tgsupdate/02_comparison.jpg
http://www.bizarreonline.net/news/images/tgsupdate/03_comparison.jpg
http://www.bizarreonline.net/news/images/tgsupdate/01_comparison.jpg
BIZARRE CREATIONS AM LIARS: http://www.bizarreonline.net/index.php?action=fullnews&showcomments=1&id=61
Bizarre Creations said:...
The results were surprising... therefore I'd like to take this opportunity to apologise to all gamers who were expecting 80,000 triangles in PGR3. I can conclusively reveal that in fact we do NOT have 80,000 polygons on average per car.
It's actually closer to 96,000...
Some cars have around 85,000 polygons, but many go as high as 105,000. The McLaren F1 LM (my favourite PGR3 car!) clocked in at over 100,000. Obviously these counts include the car interiors as well as the exteriors, but they don't include the extra geometry to display car damage, which can add between 10,000 and 20,000 more triangles per car.
Some images:
http://www.bizarreonline.net/news/images/polycount/poly3.jpg
http://www.bizarreonline.net/news/images/polycount/poly4.jpg
http://www.bizarreonline.net/news/images/polycount/mclaren_new_wire.jpg
http://www.bizarreonline.net/news/images/polycount/mclaren_new.jpg