Vanquish

PSN-Name: juice_2k7
Spielt gerade: warten auf Anarchy Reigns
Looking to get your hands on Shinji Mikami and Platinum Games's new PS3 and Xbox 360 action title Vanquish? Your chance will come in just a couple of weeks. Sega is planning to release demo for both platforms on September 2.

Producer Atsushi Inaba revealed plans for the demo on the 21st during an interview session with Gamespot Japan that was conducted at the Akihabara leg of a Vanquish retail demo event.

The demo will be titled "Vanquish Official Demo - Velocity Attack" and will allow players to work through a prologue sequence along with a boss fight against Argos. Players will be able to try out casual and normal difficulty settings, along with the game's auto aim feature (limited just to casual difficulty).

Those planning on attending the Tokyo Game Show starting on the 16th are in for a special treat. Inaba also said that the show's Vanquish demo will be different from the downloadable demo. It will have additional playable areas. He also said to expect a stage that will have an appearance by a surprising character.

Development on Vanquish is already 100% complete, Inaba also revealed to the site. The game is due for release here on October 21.
Quelle: http://www.andriasang.com/e/blog/2010/08/22/vanquish_demo/

Wer wohl der Überraschungscharakter ist?(
Bayonetta? Jack aus Mad World? Shinji Mikami himself?:D
 
PSN-Name: juice_2k7
Spielt gerade: warten auf Anarchy Reigns
Zuletzt editiert:
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
PSN-Name: wesker85
Spielt gerade: The Last of Us
Cool, das heißt ja das die Demo bereits nächste Woche rauskommt.


@juice Da würde ich mir keine Sorgen machen. Momentan spricht wirklich eniges dafür, das das Game rocken wird. Natürlich muss man erst abwarten, wie sich die Demo spielt, bin aber recht zuversichtlich das mir die Demo sehr gefallen wird. Wie es scheint versteht Mikami immer noch sein Handwerk.
 
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
PSN-Name: AngelVsMadman
Also bei Platinum Games hab ich da keine Bedenken. Ich kann normalerweise nichts mit dem jap. Zeug und schon gar nicht mit religiösem/mystischem Kram anfangen, aber Bayonetta hab ich glatt 2x durchgezockt.
Für Vanquish muss man sicher auch kein Gundam-Fan sein.
 

Greek God

Dynamic Entry into Ark Blast
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
PSN-Name: Greek-God88
Spielt gerade: Cold Steel
Hi. My name is Hideaki Nakata, and I was in charge of Vanquish’s PS3 Engine as well as overall engine tuning. I thought I would write a blog entry to give you some insight into the system programming on Vanquish.So what is system programming? It is actually hard to explain, but it is best described as the foundation of the game. To use a car analogy, it is the engine behind things… This is why we use the term game engine as well. Looking at it from the top down, the system programming is everything to do with the game that doesn’t involve actual gameplay (everything other than the code running the player/enemies, etc.). But still, a bit hard to explain exactly…For the engine powering Vanquish, I tried focusing on all-out quantity. Shinji Mikami, the director of Vanquish, made a number of requests. “I want the game to look unlike anything else out there! I want our battlefields to have the overwhelming feeling of a real battle.” I realized the only way we are going to pull this off is with “quantity.” More and more enemies are going to have to keep appearing, more and more bullets are going to have to fill the air, bigger and bigger explosions are going to have to ring out… We would need an engine that could pull that off while still keeping the characters and backgrounds rich in detail.While the Vanquish engine is based on work done on Bayonetta, it was for that reason that we had a lot of work to do changing things for this project. For instance, we completely rewrote the renderer, implementing a technique known as “deferred rendering.” I think the new renderer turned out quite well.We also tuned the title so that if you play Vanquish on the PS3 or the Xbox 360 you should notice little to no differences. Even the developers on the Vanquish team have a hard time telling the two versions apart at a glance… So no matter which console you have, you have nothing to worry about!
http://platinumgames.com/2010/08/26/programming-the-engine-behind-vanquish/

Das will ich echt mal hoffen !
 
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
PSN-Name: AngelVsMadman
Nun bei 30fps ist hoffentlich V-Sync drinn. Denn selbst auf der 360 hatte Bayonetta an einigen Stellen mit heftigem Tearing zu kämpfen, was bei einem Spiel das ansonsten wie aus einem Guss ist, störender auffällt, als bei Spielen die sowieso schon mit Problemen zu kämpfen haben.
 
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