the crash physics.. chances are, since the first 5 or so iterations of the game were arcade racers, this one is expected to be arcady too. the physics of the game will revolve around the crashes, which is what the burnout series is renown for. particles, parts flying each and every way, requires lots of computing power.
sixaxis control will probably be used with aftertouch. i found that burnout takedown had a very clunky aftertouch feet with the analog stick. i think it...
the dev was talking about the demo. he said that they weren't ready to implement damage YET. i wouldn't be surprised if they released 1.5 later this year with damage.
but w/e..
they'd conclude that i was training to kill people via counter strike, and that i like to role play as a girl on guild wars... hmmm (only one of my characters is a girl fyi)
and they check my ps3: i train to kill aliens via resistance..
this guy is garbage. i wrote a 6 page paper about how he was right last year, and let me tell you, all the stuff i came upon was mostly speculation on his part..
hey man, i can hope... :D
ps3 gets the beef, other platforms get a bone.
and what hypes me up even more for the game is the "we're trying to recreate advent children battles in real time." Tifa fight, Cloud x Sepheroth.. if i get to control something remotely similar to that, i'll be happy
who the hell carries around their system while its running with a game in it?
problem... i thought they were addressing the ring of death.. oh well
i like it more than halo 1/2. hl2 is the greatest fps of all time, unreal is good only for multiplayer, and even quake iii arena has that trumped...
but yeah, it does bring together almost every entertainment medium.
yah for positive press. wait for "them" to come in...
first off, e3 2005 trailer wasn't cg. it was a target in-game cutscene running on what was preliminiary ps3 specs. however, it was running at about 4fps, so they sped it up to 30.
and note how the only things they said were bad about the new trailer was the jerky animation and the jaggy environment. everything else was on par with it.
the producer of the technical demo said it would take 3 years and 200 workers to make the game at the level of the tech demo released in 2005... well, three years later is 2008, and they haven't denied that they're working on it.
mmm.. conspiracy
so much for "choice" eh?
actually, its 480p "limited buffers" (w/e that means) vs. 480p "full buffers" (w/e that means)
but yeah, still can't tell the difference... anyways, the game doesn't look that good when its stretched on a 60" tv. maybe i should have kept my ps2 and played it on my sd 32".. lord knows GOW1 was a beast running on that
was about to say the screens reminds me of LoK. screens aren't that impressive though. i guess i've been spoiled by all the Lair stuff thats came out yesterday... haha. haven't had chance to check the videos yet
early adapters are saturated. new games are needed to draw potential buyers
the first 2 or 3 days were informative and everything, but then they did "art of heavenly sword" and then "ten things everyone already knows"... well, at least the first few were informative.
now we just need a direct feed of that... quality isn't doing the game justice.
but yeah, wow.. detail. 32km x 32km.
i hope the fluid engine isn't completely done yet, because it looks like when the ship blows up, its two ripples then done. hopefully it'll be better in the end (though its already amazing as is)
they breathe blue fire to avoid confusion between your allies (who breathe red fire) and the enemies (blue)
are you freaking kidding me?! that huge huge sea creature? shadow of the colossus anyone?
but can't you watch these for free on youtube
nice renders for gba... but i'm betting that all the power is put to making it look like that. throw in a few enemies, AI, controllable character, and all that will go to hell