Doom 3, coperativo solo en XBOX(en ingles)

SACADO D MERY:
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Pues eso parece, chafardeando por http://www.gamekult.com/tout/actus/articles/A0000032322.html he visto que en http://www.gamepro.com/microsoft/xbox/games/features/34068.shtml hay una entrevista a Karthik Bala de Vicarious Visions en donde sugiere este extremo.

A ver si tengo tiempo y la comento un poco:

GamePro: Doom 3 isn't the first big name port that Vicarious Visions has produced. What are some other titles that gamers have played that your company had a hand in developing?

Karthik Bala: Well, just to provide some clarification off the top, Doom 3 for Xbox is really another version of id’s newest title, rather than a port. We’re in simultaneous development with id, and although the game will appear on the PC slightly before it does on the Xbox, Doom 3 will represent more of a multi-platform launch than a typical “port.” Regarding some of our past work, we’ve done a number of big console titles, including Jedi Knight II & Jedi Academy, Crash Nitro Kart, and numerous successful GBA titles like the Tony Hawk’s Pro Skater series, Spider-Man, Crash Bandicoot series, Sponge Bob Square Pants series and Finding Nemo.

GP: What's it like working on something like Doom 3 instead of creating an original title? Do you ever feel constrained by the lack of creative control?

KB: Doom 3 Xbox is now in simultaneous development with Doom 3 PC with strong working relationships between the teams. Neither team is simply looking at Doom 3 Xbox as “incremental” to the PC. We’re committed to creating the best action-shooter on the Xbox. We’re lucky in that it’s based on the content and game play from id, but there’s a huge amount of creativity needed to make Doom 3 a great console experience on the Xbox. We work together to make sure that Doom 3 for the Xbox is perfectly suited for that platform, runs fast, and that the atmosphere and gameplay are terrifying and well balanced. We’re even including new features like co-op play, which require a tremendous amount of creativity and planning from everyone at VV and id.

GP: On the PC, Doom 3 is going to be something of a resource monster. When it was first proposed as an Xbox game was there any concern about getting it to run on a console?

KB: John Carmack made some really good decisions in architecting the engine for scalability. We knew that PS2 and Gamecube were out of the question due to particular graphics requirements (global illumination, normal mapping, shadow volumes etc.), but we knew Xbox had a shot. The key concerns were memory and performance. With only 64MB RAM on the Xbox and a 733Mhz processor, we knew it would be quite challenging –- but not impossible. The team here was really excited to be working on this project -– a chance to work on Doom! -– so we were definitely going to take it on and prove that a great Xbox version could be made. Now, after many months of development, I think it’s safe to say that players will be stunned when they see the type of graphics fidelity that Doom 3 is able to present on the Xbox.

GP: Will Doom 3 Xbox be able to play against Doom 3 PC? (Hey, it worked for Quake 3!)

KB: This is not planned, and would actually be counter-productive in the effort to make Doom 3 the best experience on the platform. We are making a lot of console specific changes, so that, for example, the game plays great with a console controller or is well balanced in multiplayer. With all the changes that are being made, it will not be compatible with the PC version.

GP: Does Vicarious usually work on one project at a time or do you have multiple teams working on different projects?

KB: We have multiple teams, each focusing on a different project. VV does both console and handheld development (which are smaller teams than your average console project).

GP: How does Vicarious pick its projects? Do you go out and track down high profile games or do companies come to you?

KB: We do both. If there are particular projects that the folks at VV want to work on, we try to develop those opportunities and make them real. Other times, because of our track record, publishers come to us.

GP: What would be your "dream port?”

KB: Well, being able to work side by side with id simultaneously on Doom 3 is a dream come true. When we initially pitched our team to work on Jedi Knight II Xbox & Gamecube, it was our intent to prove our capabilities in this area in order to eventually work with id on Doom 3. I guess the plan worked! VV’s focus is on doing great co-development projects as well as new titles based on top franchises for console and handhelds.

GP: For Doom 3, you're obviously developing the Xbox version, while id finishes the PC version. Is this typical, or do you usually wait until a game has gone gold before you start?

KB: When we did Jedi Knight II for Xbox & Gamecube, the project started after work was complete on the PC version, which is what we really think of as a “port.” That’s actually the only time we’ve ever done that.

The Xbox versions of Jedi Academy and, in this case Doom 3, both have been co-developed simultaneously alongside the PC version. It’s obvious in this respect that neither VV or id view the Xbox version as an afterthought. Both teams are simultaneously striving to create the best experience available on each platform.

Our handheld titles are new titles that are based on big franchises. For example, we work alongside Neversoft in doing the Tony Hawk GBA titles every year while they focus on the console version.

GP: Any Xbox specific features that we can expect to see? Any innovations that Vicarious has added to the project?

KB: Our biggest addition for the Xbox is the ability to play the single player game with a friend in co-op mode. We’re also modifying and balancing combat and demon behaviours to present challenging, but not frustrating encounters while still maintaining the action, intensity and terror of Doom 3. There’s a ton of work going into the balance and pacing of the game as well as the control mechanisms -– the player needs to feel connected with the game and a part of the environment in order to suspend their disbelief and really draw them into the atmosphere and terror of the game. We also draw players in with true Dolby 5.1 surround sound support -– there’s nothing scarier than hearing a Demon sneaking up from behind you.

Additionally, Doom 3 multiplayer will be a showcase title for Xbox Live, with a number of features and additions that make playing against others online a fantastic experience.

GP: What are you playing in your off-time when you're not working on Doom 3?

KB: Currently playing Call of Duty PC, Need for Speed Underground, just finished Prince of Persia PS2 and have a stack of games from the holidays still to play.

GP: Anything you'd like to add?

KB: I think fans of Doom will be really pleased with Doom 3 Xbox. It’s truly designed to be a console experience, specifically taking advantage of the Xbox hardware, and will no doubt be the best looking game on the platform. It’s been an amazing project to work on so far and the passion and dedication from everyone on the project is really going to show through in the final product.
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bueno pues parece ke nuestra version aunke tenga menos poligonos ke la de pc, va a tener modo coperatvo [babas]

me parece ke ya no va a ser la peor version para algunos, me incluyo [jaja]

salu2 [chiu]
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