Nek_Food (13-02-2014)
Hideo Kojima Talks PS4: “Can Render 1080p at 60fps with Room to Spare;” its the “Closest to Photorealism”
Here are a the most relevant new points made by Kojima-san during the interview:
- You can play each mission a number of different times, since there are a variety of routes and possibilities available. Its comparable to NES games of the old days in terms of replayability and longevity.
- Thanks to the PS4′s memory its possible to load the map in the background without the loading times that were necessary for instance in the first Metal Gear Solid when you moved from room to room. This creates a challenging “game of hide-and-seek.” Kojima-san wanted to develop the first Metal Gear like this on MSX2, but couldnt because of hardware limitations.
- The voice from the iDROID is played from the built-in speaker of the DualShock 4.
- The game looks even more beautiful on the screen of the PS Vita via Remote play.
- Kojima-sans aim with Metal Gear Solid V: Ground Zeroes was to create a photorealistic game, that looked like an actual picture.
- He actually didnt try to convey the sensation of what you see the naked eye, but he attempted to imitate something seen through the lenses of a camera, especially thanks to the real-time lighting techniques used.
- The game is displayed almost completely within a single camera shot from the opening to the ending, following the “one world” philosophy. Gameplay transitions into cutscenes dynamically and without cuts. This is very easy to explain, but it was very hard to achieve in practice.
- Kojima thinks that while everyone says that it was difficult to develop with PS1, PS2 and PS3, he actially liked that, as he liked the challenge. Now the times have changed and multi-device, multi-platform, multi generation development has become commonplace. Its easy to port to PS4 from a PC environment, and that allows for the release of a wide variety of titles, though he wants to make games different from what others developers create. That said, He loves the PS3 and it has a special place in his heart.
- Kojima-san feels that the biggest challenge for the future is to create games with high degrees of freedom, but still being able to tell a compelling story, and thats what Ground Zeroes and The Phantom Pain are all about.
- Originally he felt that Metal Gear Solid V was best enjoyed as a full package, but he heard calls from people that wanted to play it earlier, and also wanted to help celebrate the opening of the new generation of hardware, and thats why Ground Zeroes is being released by itself.
- Most importantly, he wants to convey the idea that “the future of gaming is fun.” There was a time in which games where enjoyed together with friends, but he doesnt see that anymore now. Thanks to the PS4 and its social features, he feels that its possible to return to that kind of fun.
Kojima-san also had very specific words of praise for the PS4.
I think, between the home consoles available in the domestic market, the PS4 is the best. Its also excellent for graphics, being able to render 1080p at 60fps with room to spare. Since it does it a little better than other hardware, the image quality of the PS4 is the most beautiful. Its the closest to the photorealistic quality we are aiming at.
Nek_Food (13-02-2014)
http://www.gog.com/
To Dungeon Keeper, , .
MS. 2 One ( ps4). exclusive ... kinect price drop. 3ds Ps4 week per week.
feb 8./global
3DS - 141,550
PS4 - 140,308
PS3 - 59,176
XOne - 53,670
PSV - 37,113
WiiU - 36,033
X360 - 29,507
PSP - 16,169
Wii - 13,064
psx3 (17-02-2014)
Bleszinski: "I'll never make another disc-based game"
"I'll never make another disc-based game for the rest of my career, and [at E3] they're trying to woo buyers from Target and Walmart?"
eurogamer
Deathtrick (18-02-2014),DJTaurus (18-02-2014),hakoo (18-02-2014)
A Message From Ken Levine
"I am winding down Irrational Games as you know it. Ill be starting a smaller, more entrepreneurial endeavor at Take-Two. That is going to mean parting ways with all but about fifteen members of the Irrational team."
When Jon Chey, Rob Fermier and I founded Irrational Games seventeen years ago, our mission was to make visually unique worlds and populate them with singular characters.
We built Rapture and Columbia, the Von Braun and The Rickenbacker, the Freedom Fortress and some of the nastiest basements a SWAT team ever set foot into. We created Booker and Elizabeth, the Big Daddy and the Little Sister, MidWives and ManBot. In that time, Irrational has grown larger and more successful than we could have conceived when we began our three-person studio in a living room in Cambridge, MA. Its been the defining project of my professional life.
Now Irrational Games is about to roll out the last DLC for BioShock Infinite and people are understandably asking: Whats next?
Seventeen years is a long time to do any job, even the best one. And working with the incredible team at Irrational Games is indeed the best job Ive ever had. While Im deeply proud of what weve accomplished together, my passion has turned to making a different kind of game than weve done before. To meet the challenge ahead, I need to refocus my energy on a smaller team with a flatter structure and a more direct relationship with gamers. In many ways, it will be a return to how we started: a small team making games for the core gaming audience.
I am winding down Irrational Games as you know it. Ill be starting a smaller, more entrepreneurial endeavor at Take-Two. That is going to mean parting ways with all but about fifteen members of the Irrational team. Theres no great way to lay people off, and our first concern is to make sure that the people who are leaving have as much support as we can give them during this transition.
Besides financial support, the staff will have access to the studio for a period of time to say their goodbyes and put together their portfolios. Other Take-Two studios will be on hand to discuss opportunities within the company, and well be hosting a recruiting day where well be giving 3rd party studios and publishers a chance to hold interviews with departing Irrational staff.*
Whats next?
In time we will announce a new endeavor with a new goal: To make narrative-driven games for the core gamer that are highly replayable. To foster the most direct relationship with our fans possible, we will focus exclusively on content delivered digitally.
When I first contemplated what I wanted to do, it became very clear to me that we were going to need a long period of design. Initially, I thought the only way to build this venture was with a classical startup model, a risk I was prepared to take. But when I talked to Take-Two about the idea, they convinced me that there was no better place to pursue this new chapter than within their walls. After all, theyre the ones who believed in and supported BioShock in the first place.
Thanks to Irrational and 2Ks passion in developing the games, and the fans who believe in it, BioShock has generated retail revenues of over a half billion dollars and secured an iconic place in gaming. Im handing the reins of our creation, the BioShock universe, to 2K so our new venture can focus entirely on replayable narrative. If were lucky, well build something half as memorable as BioShock.
We do our best to update an FAQ in this space as questions come in.
-Ken Levine
@iglevine
*If youre a 3rd party interested in interviewing some of the best game developers in the world, please contact chris.bigelow@2k.com
Leon_DiZ (19-02-2014)
....
Ken Levine coming to you soon via Facebook and IOS/Android mobile platforms...
Bioshock Vita , mobiles/tablets. Way to go...
gaming . E studio ( top 10 top 5) ...
Levine dev core gamer . indie digital mobile/tablet ().
fatigue Infinite 2K, 3+ ps360, ( ). studio /departures . studio internally .
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chronohill (19-02-2014)
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