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Splinter Cell Essentials (PSP) - first direct screens

Wario64

works for Gamestop (lol)
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Looks really impressive. Would look even better if they released them at the actual PSP resolution, though. Still don't know why they're doing that. The scenes aren't very flattering, either. They should release official screens of the ones that were in the scans.
 
Nice! My inner gfx whore lubs this. My only graphics gripe before was that the carachters didn't seem to cast shadows, and it shure seems like they are now.

If it gets posetive game reports, then this'll be a must buy for me.
 
The character models are shitty (like only in the hundred poly range shitty), but the lighting + texturing is hot as hell (IMO). Regardless, this is damn impressive.
 
Looks great! You can clearly see that the models have much fewer polygons than their console brethren, but you wouldn't probably really notice that on the native res anyway.
 
The more I see games like this coming out for the PSP, the more I realize how badly the machine needs a second analog stick. :|
 
Great to see that this is going to be another game I'll buy for my PSP. That's already 100 dollars already spent...

Side note:

In that first pic, the sign on those explodable crates looks like the Crashbreaker sign from Burnout.
 
Today Ubisoft, one of the world's largest video game publishers, announced Tom Clancy's Splinter Cell Essentials, a spy action game available exclusively for the PSP system. Available spring 2006 and developed specifically for the PSP system, Tom Clancy's Splinter Cell Essentials will offer a new and unique gaming experience with a storyline drawn from the highest-rated spy action series of all time.

"Splinter Cell Essentials is a groundbreaking handheld game that has everything Splinter Cell fans love about the top-selling franchise," says John Parkes, EMEA marketing director at Ubisoft. "It will also feature a number of surprises that will allow players to dive deeper into the story of Sam Fisher."

About Tom Clancy's Splinter Cell Essentials:

Tom Clancy's Splinter Cell Essentials takes players deep into the Splinter Cell saga. Experience all-new missions and objective exclusive to the PSP system, and discover the untold story of Sam Fisher through flashbacks to various missions from the entire Splinter Cell franchise, including Tom Clancy's Splinter Cell Double Agent.

Key Features:

* PSP system debut: The highest-rated and top-selling spy franchise hits the PSP system for the first time, pushing the boundaries of yet another platform.

* Developed specifically for the PSP system: Unique gameplay sequences designed specifically for the on-the-go nature of handheld gaming and a new adapted interface.

* Exclusive content: Tom Clancy's Splinter Cell Essentials starts where Tom Clancy's Splinter Cell Double Agent ends, and takes players to the years before Tom Clancy's Splinter Cell when Sam was still a Navy Seal.

* A game of gadgets for your gadget: Features all the weapons and gadgets from the Tom Clancy's Splinter Cell franchise, in addition to some new ones exclusive to the PSP system version.

* Accessible Wi-Fi multiplayer: Challenge your friends in Spy vs. Spy Deathmatch multiplayer mode.
 
Is the Wi-Fi gameplay infrastructure? If so day one purchase. This game looks too hot.
 
Vaandaviii said:

960x544 accumilative framebuffer render bicubic resampled to 700x394, then bicubic resampled again to 305x175? I don't think so....

Try 480x272 without any AA what so ever:

PSPSC.jpg
 
Shogmaster said:
700x394 accumilative framebuffer render resampled to 305x175? I don't think so....

Try 480x272 without any AA what so ever:

PSPSC.jpg

Now you almost made it look like a NDS game. :lol
 
Shogmaster said:
960x544 accumilative framebuffer render bicubic resampled to 700x394, then bicubic resampled again to 305x175? I don't think so....

Try 480x272 without any AA what so ever:

PSPSC.jpg

Now add the ghosting of the psp and bye bye jaggies :lol


Seriously, I'm on the work and just did it with irfanview's defaults and mspaint, thanks for the correction.
 
Where the hell does Wario get first pics from and how does he get it so early? Yeesh

Great pics tho...even if it does need a little AA lol
 
Shogmaster said:
960x544 accumilative framebuffer render bicubic resampled to 700x394, then bicubic resampled again to 305x175? I don't think so....

Try 480x272 without any AA what so ever:

PSPSC.jpg

I will NOT look that bad.

There are TONS of artifacts you just introduced.
 
Matix said:
The character models are shitty (like only in the hundred poly range shitty), but the lighting + texturing is hot as hell (IMO). Regardless, this is damn impressive.


I gotta ask, what the hell are your expectations? This looks phenomenal for a handheld title.
 
Onix said:
I will NOT look that bad.

There are TONS of artifacts you just introduced.

I can't help the jpeg compression, but none of these shots show the 16 bt color dithering effect either so it might look worse actually.
 
Shogmaster said:
I can't help the jpeg compression, but none of these shots show the 16 bt color dithering effect either so it might look worse actually.

From the looks of the smoke in those shots, it doesn't seem to be running in 16-bit color.
 
Pimpbaa said:
Nope, none whatsoever. Very clean looking.

I don't think you're looking hard enough. If PS2 version of GTAs ran @ 16 bit color with 4MB of eDRAM on the GPU, then the PSP version cannot escape the same fate with 2MB of eDRAM on it's GPU.
 
Shogmaster said:
I can't help the jpeg compression, but none of these shots show the 16 bt color dithering effect either so it might look worse actually.


Okay ... so the game is going to have stuff like a Moire effect on the fence?
 
Shogmaster said:
I don't think you're looking hard enough. If PS2 version of GTAs ran @ 16 bit color with 4MB of eDRAM on the GPU, then the PSP version cannot escape the same fate with 2MB of eDRAM on it's GPU.

PS2 GTAs did not run at 16-bit color. Hell, I can't think of any ps2 game that runs in 16-bit color.
 
yea, syphon filter looks a little cleaner. but the series has been a pos recently, too.

either way, glad to see it's an original title. little sick of the release last years ps2 iteration on psp game.
 
Onix said:
:lol


Seriously though ... that pic you made is asstastic. It will not be that jaggy.

The pic I made was 480x272, native LCD resolution of PSP. And I avoided any resampling method that uses anti aliasing.


Pimpbaa said:
PS2 GTAs did not run at 16-bit color. Hell, I can't think of any ps2 game that runs in 16-bit color.

95% of the PS2 games ran in 16 bit color, especially if it boasted large 3D environments and lots of textures. Games like Fantavision ran in 24 bit color, not GTAs.
 
Shogmaster said:
95% of the PS2 games ran in 16 bit color, especially if it boasted large 3D environments and lots of textures. Games like Fantavision ran in 24 bit color, not GTAs.

Perhaps you are confusing the bit depth of textures with the bit depth the games are rendering at. Because there is no ps2 game i can think of that has the telltale signs of being rendered in 16-bit color (dithering). The only modern console game I can think of that was rendered in 16-bit color was Fable.
 
Pimpbaa said:
Perhaps you are confusing the bit depth of textures with the bit depth the games are rendering at. Because there is no ps2 game i can think of that has the telltale signs of being rendered in 16-bit color (dithering). The only modern console game I can think of that was rendered in 16-bit color was Fable.

I don't think so since I thought most PS2 games uses 8-bit palletized textures/CLUT or something like that, not "16 bit textures". I was told that most PS2 games don't run in full 24bit color because that will not leave enough room in the eDRAM for the devs to put the amount of textures that they desire in games.
 
Shogmaster said:
I don't think so since I thought most PS2 games uses 8-bit palletized textures/CLUT or something like that, not "16 bit textures". I was told that most PS2 games don't run in full 24bit color because that will not leave enough room in the eDRAM for the devs to put the amount of textures that they desire in games.

Then why is there zero dithering? You can't have current gen games with modern lighting techniques and have no dithering in 16-bit color (or very serious banding issues if the ps2 can't do dithering), it just ain't possible. That's why the games on the psp that do run in 16-bit are very apparently they are indeed 16-bit color because of the dithering. You mentioned the ps2 gtas were in 16-bit color. If that were true, the colored lighting plus full screen filter effects would look absolutely horrendous in 16-bit color. Night time scenes alone would be a horrible dithered mess.
 
Shogmaster said:
The pic I made was 480x272, native LCD resolution of PSP. And I avoided any resampling method that uses anti aliasing.

Your point? The resolution of those pics is not a nice multiple of 480x272, so a crap load of obvious artifacts where introduced. Your pic does not have the image quality of a native 480x272 rendering.
 
Shog do you have a PSP? Your resized screen doesn't look nearly as clean as what the PSP outputs. ;)

Musashi Wins! said:
yea, syphon filter looks a little cleaner. but the series has been a pos recently, too.

either way, glad to see it's an original title. little sick of the release last years ps2 iteration on psp game.

Yeah this is what has been getting me mad, too. Things are looking up in 2006, as it seems publishers are actually creating new games for the PSP now instead of hand me down ports.
 
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