
Just over the weekend (just there, really!) Black Rock Studio, the developers of awesome off-road racer Pure, revealed their brand new racing title called Split/Second on Game Trailers. While I'm excited about what this new, Burnout-esque racer will have to offer, the trailer left a pretty bitter taste in my mouth because it was a nasty, nasty pre-rendered effort.

A brutal reset, a smarter story, and a return to what made it great—Mortal Kombat (2011) revived the series.
15 years went by so fast. I remember playing through the story mode at launch.

Why did Sony push Shuhei Yoshida out of his role leading PlayStation's first-party games? He'd overseen some huge successes. Well, apparently, he didn't listen.
Yeah I can see that for sure. Shuhei Yoshida should have been in charge not Jim Ryan.
More confirmation that Jim Ryan is the culprit for what has happened to Sony. Hulst needs to go too. What sucks is that a lot of the good top heads at Sony are no longer there. I wish that guys that were forced out prematurely by Dumbo Jimbo like Shuhei and Layden came back.
Makes you wonder if MS even thought about hiring him after Phil and Sarah were leaving. He certainly couldn't make their situation any worse.
All the gamer/consumer lead heads are gone across PS and Xbox. shuhei gone phil's gone (questionable) but gone. The future of gaming is somewhat uncertain across the board.
Former Naughty Dog artist Gabriel Betancourt explains why the "sweet spot" for game teams is under 200 people and how AAA "factories" kill creativity.
There’s definitely some truth to this. When teams get too large, coordination starts to outweigh creativity—layers of approval, risk aversion, and tight deadlines can turn bold ideas into “safe” ones. Keeping a team under ~200 people sounds ideal for maintaining clear communication and a shared vision. That said, massive AAA projects also come with huge technical demands and expectations, so scaling up isn’t always avoidable. The real challenge is figuring out how to keep that small-team creativity alive inside big studio structures.
hmm. lets see who else done pre-rendered trailers. From the top of my head.
Epic. for BOTH GEARS
M$. for HALO 3
2k. for Bioshock.
And sarcastic gamer got it wrong, Jack was talking about Resistance and not KillZone 2.
youtube.com/watch?v=AZbOF9QC- -o
start watching from 3:00 minutes.
It kinda sad when informed "journalists" are ill informed.
This game seems to be a mix of Burnout and Stuntman Ignition.
And who cares about pre-rendered movies?
So long as they surpass their target renders, like Killzone 2 did, then I'm all for it.
Wait... What?!
The first trailer for Halo 3 was pre-rendered. So was the first teaser for God of War III. And so was Bioshock 2 for that matter. This article just reeks of epic fail and it goes to show the low standards of gaming "journalism" these days.
yeh in all fairness a lot of game devs use pre-rendered scenes when a games first announced. In fact it's very rare that a game doesn't. The whole point is to grab your attention, give you an idea of what the games about and then a bit later down to line you start to get into the actual gameplay.
Firstly, there's the assumption that's it was created first and foremost for our benefit. I'm sure Black Rock and other such developers have publishers they need to convince about the sort of game they are going to make and a picture paints a thousand words, etc.
Getting it out to the outside world can also garner a bit of feedback before too much money is spent.