Miniviciao@ escribió:No se referirá que al que no le gusten los análisis de IGN, que se mire los de Meristation o Hobbyconsolas, así con un poco de ironía y tal...
Calllaaa, que me estaba haciendo el tonto
Nueva Info y mitad entrevista
* Factor 5 sought the most powerful of the next-gen systems -- in fact, it's implied that they started a game for the 360 before beginning production on Lair because Sony was so quiet about the PS3 at first.
* The see a lot of risk in Lair because it's unusual and defies classical categorization by genre. They've never been a multi-million unit selling company, either. But they find a good number of rewards, too. Seamless world, new genre, air to ground combat, combat systems, and the choice of the PlayStation 3 can be both a risk and a reward... depending.
* Have they found out what the PS3 can do? Not yet, they say, but "the PS 3 has more of the situation where you could go another six months easily and forever. You can get so much more power. RSX is a known quantity. But Cell is pretty limitless at this point."
* Poor port quality from 360 to PS3 has become an obvious issue, but PS3-specific titles look so much better. Eggebrecht explains the situation: "They created the 360 engine with a unified memory architecture in mind, with the embedded frame buffer with its advantages and disadvantages, and not thinking too much in early stages about multicore. If you try to get that over to the PS3, you're in for a bad surprise. The PS 3 is all about streamlining about the two different memory pools. They are separate. You don't have to do tiling because you don't have an embedded frame buffer. All of these advantages of the PS3 turn into disadvantages if you don't start making your game on the PS3. If you create first on the PS3, it is pretty easy to port it to the 360."
* What will we see in Lair not seen in other PS3 titles? Scale, really. Going from 20,000 feet down to the ground and keeping a consistent level of detail is pretty amazing. All lighting is calculating in real-time, giving a nice day-night cycle. Not to mention fluid water dynamics.
* Compared to Gears of War, Eggebrecht cites scale as the difference -- GoW is based on moving slowly from corridor to corridor (metaphors, though there is a lot of that anyway), Lair gives you a 32x32 kilometer bubble to explore with detail kept throughout, at extreme speeds.
* This scale allows for more non-linear play, with vague mission goals, unlike the linear fashion GoW plays out.
* Multiplayer is just leaderboards and chat -- they want online multiplayer, but are having trouble getting the streaming and latency issues out of the way.
* The SIXAXIS sounds great -- their implementation is pretty impressive but they realize it can be overdone... so expect an option to turn it off, but no promises.
http://blogs.mercurynews.com/aei/2007/04/qa_with_factor_5_chief_julian_eggebrecht.html