Warhawk + Lair = Starttitel

.ram

Editor in Chief
Team-Mitglied
PSN-Name: dethforce
#1
PSM: What do you say to the Playstation 2 owner that knows the PS3 is coming in 2005, and isn't sure what that means for their current system?

Kaz Hirai: We're into year five now with the Playstation 2 and we see a lot of life left in the Playstation 2 even after the Playstation 3 is launched. I think that a lot of publishers who were really not as aggressive in pursuing the older platform in terms of software support saw how the Playstation was in business for 10 years, so I think this time around you're going to see a lot more titles coming out for the Playstation 2, certainly next year and even beyond, obviously from first party, but also third party community as well.

PSM: What ever happened with the PS2 HDD and the media software for it?

Kaz Hirai: A couple of things there. One, we felt that a lot of those uses were suited for a portable environment, so you see a lot of that on the Playstation Portable. By the nature of the portability of the product, you going to have more uses for things like showing photos to your friends and what have you. That, as well as, quite honestly, the ramp up and the number of units were able to get out of the hard drive and the software support unfortunately did not mean we were going to have a 1:1 tie ratio with the Playstation 2s we had out in the market. We also had the redesign to the slim model PS2 as well, so, what we've done, again, in realize that these are all good functions to have, and we've incorporated them into the Playstation Portable. I think it's proven to be nice functionality that many people will take advantage of.

PSM: Can we expect more totally original titles on PSP in 2006?

Kaz Hirai: Yes. We certainly want to bring a lot of franchises to the PSP that are originally developed for that platform, but, at the same time, one of the things we want to accomplish with the Playstation Portable is to really expand the Playstation experience to the handheld enviroment. So both in terms of variations of existing franchises-Which, as you know, aren't just simple ports; they're using the same name but have completely different gameplay- we want to take advantage of the franchises we've built, but also being cognizant that you don't establish a new platform by just relying on existing franchises and you do need to push the envelope with great original content, like, for example Pursuit Force.

PSM: Are you still committed to a spring launch for PS3?

Kaz Hirai: We are still strategizing over that, and we've not come to a decision yet as to whether we want to with Japan first, the same time, three territories at the same time. Those things we're still looking at, and it's obviously a decision that needs to be made with us weighting a variety of actors, including how many units we can ramp up to, what is the manufacturing capacity, but, more importantly, what kind of software lineup are we going to have between first- and third-party in any of the three territories that will get the product first, being Japan, Europe, and the U.S. Which territory has the flow of software, the lineup of software? That will factor into it as well. So, basically, in a nutshell, it's too early to answer that question both from the manufacturing ramp up standpoint as well as the software lineup standpoint.

PSM: Can we sqush the rumors of PS3 slipping into 2007?

Kaz Hirai: [laughs] yes...unless we have no software, which I doubt very much, we're still on track for a sping 2006 launch.

PSM: How much of an impact on PS3 will Microsoft's head start with Xbox360- however long it may be-have?

Jack Tretton: I consider myself womewhat of a student of history, and while I don't think that the past is ever any guarantee of the future, a couple of things I like to point out factually that clearly are indicative of what you can expect going forward. Number one, we've never been the first platform to market. When we original launched the Playstation, the Sega Saturn hit the market before we did and ultimately that didn't help them prevail. The last time around with Playstation 2, the dreamcast hit the market first and ultimately that didn't help them prevail. Number two, if you say that this generation really came down to a battle between us and Microsoft, we sold three million PS2s before it hit the shelves in the States and if you look at the score now, it's 34 million for PS2 to roughly 14 million for Xbox. I think that, in Microsoft's mind, that three million we sold was really paramount. As far as what it would take for a lead by Microsoft to be significant, I don't think it's a matter of time, but rather a matter of units.

PSM: How important to Sony is the idea of a simultaneous worldwide launch of Playstation 3?

Jack Tretton: I don't think a consumer really cares whether or not if [the PS3] is available in another country before or after it's available for them. Everybody wants a new platform as asoon as they can get their hands on it, and I guess selfishly every territory wants to be first, but I think ultimately what the consumers are going to be excited about is going to be the software content that's available for it. The actual machine isn't very exciting unless you have compelling software to put into it. Often times, the first territory the system launches in suffers from the weakest launch lineup because the other territories have that additional time to do development and really get more games available and make each game that much better in time to hit the launch window.

PSM: Are you confident that the final PS3 will deliver the quality of visuals seen in the E3 demos?

Kaz Hirai: Yes, and I think the proof will have to be in the pudding. Because no matter what I say here, people are going to try dispel that and be skeptical until they see what we bring in terms of the final product. I'm going to say it's going to be just as exciting or even better than what people have seen, we will deliver, just as we have on the original Playstation. The Playstation 2, and most recently, the Playstation Portable.

Jack Tretton: We wouldn't be making claims of what our platforms could do if we didn't feel we could deliver on them. We've actually got three internal [PS3] titles that we're working on at Sony Computer Entertainment America. On of them, WarHawk, is playable, and you can compare the graphics and see them live, and also with another one of our launch titles, a game from factor 5 called Lair, again live footage, that footage compares very favorablely to what was shown at E3 press conference. I think that, in the very near future, you'll see some comparable gameplay footage that will really put those rumors[PS3 can't be as powerful as we're claiming it is] to bed.

PSM: There's been a lot of speculation about downscaling the PS3 in order to keep the price of the system down-is this really happening?

Kaz Hirai: The specifications that were distributed at E3 are the only verison of the Playstation 3 that exists. I have not seem any revisions to that, certainly not any offical internal communication. (notes: SCEA has since clarified that it was never officially stated that the PS3 would serve as a full wireless router. The system will simply act as a basic hub for connecting other Ethernet devices via an existing connection to home wireless network.)

PSM: When will we get to play actual PS3 game on real PS3?

Kaz Hirai: It's hard to say when at this point in time, but what I can say is as soon as we feel that the quality of the software is up to where we expect it to be, and that we're confident of us being able to present that to everybody and have everybody go home with the impression that, yes, these guys are really pushing the envelope in terms of what they bring to gameplay, graphic quality, and everything else. If that takes longer, then again, people are going to be skeptical until the day we show that. If it take longer than a lot of people expect, and that cause more speculation, it is what it is. I don't think it's something we can do anything about until we come out with an exact showing of those games, and we'll present those games just as soon as we're good and ready to go.

PSM: How will the Playstation online experience change with the introduction of PS3?

Kaz Hirai: With the Playstation 3, you can expect to see a lot more of the freatures that make it exciting to be part of an online community, beyond just the gameplay. Wether it's matchmaking or other community features, those are a integral part of being an oline community. We're hard at work on integrating those functionalities, as well as other functionalities that people have come to expect, and even some new things that people will find very refreshing.

PSM: What about the talk from others at Sony that PS3 online will be just like PS2 online, more or less?
Kaz Hirai: I think that when people at SCEE or SCEA talk about keeping the oline model pretty much along the lines of what we have now[on PS2] what they're actually saying is that they want to make sure that we maintain all of good business model points that we had in the open model and try to improve upon those with our third-party publishing partners.

PSM: Can you tell us anything about the pricing of the Playstation 3?

Kaz Hirai: pricing [of the system itself] is again something we'll have to take a very close look at as we get closer and closer to launch. So at this point in time, it's really difficult to say what the pricing structure is going to look like.

PSM: There some concern about PS3 being priced out of the reach of everyone but the hardcore early adopters. Is this valid?

Kai Hirai: I woud say that our past performance is the best indication of our future performance, and for at least three platforms, I think we have been bringing an excellent value to consumers, but also providing them with cuttingedge technology. I go back to less than a year ago when people looked at the PSP, and I got questions like "wow, this thing is great, but what do you think? $500?" and I said, "well, the proof is in the pudding: we've done Playstation and Playstation 2 at an affordable price," and people just said "yeah, right!" response. But we went out there with a $249 value pack, and I think people were pleasantly surprised. I not saying, therefore, that the PS3 is going to be $249, $299, whatever, but I think we have pretty good history of providing value for what we bring to the consumers.
 

Planet

50% water, 50% air, the glass is always full!
PSN-Name: PlanetJumble
#2
Einem Punkt muss ich leider widersprechen: "...that will really put those rumors[PS3 can't be as powerful as we're claiming it is] to bed." Die Anti-Sony-Propaganda-Front ist weitgehend erkenntnisresistent und behauptet z.B. hartnäckig dass MGS4 auch nicht in Echtzeit lief. Sofern man sie dahin kriegt, sich das neueste Video mit dem Anhalten des Films und den Kamera-/Licht-/Effektveränderungen anzusehen, behaupten sie, das war gar kein PS3-Devkit.

Man wird nie alle Spinner ruhig stellen! Muss Sony auch keine Energie für verschwenden... :D
 
#3
Original von Planet
Einem Punkt muss ich leider widersprechen: "...that will really put those rumors[PS3 can't be as powerful as we're claiming it is] to bed." Die Anti-Sony-Propaganda-Front ist weitgehend erkenntnisresistent und behauptet z.B. hartnäckig dass MGS4 auch nicht in Echtzeit lief. Sofern man sie dahin kriegt, sich das neueste Video mit dem Anhalten des Films und den Kamera-/Licht-/Effektveränderungen anzusehen, behaupten sie, das war gar kein PS3-Devkit.

Man wird nie alle Spinner ruhig stellen! Muss Sony auch keine Energie für verschwenden... :D
MGS4 ist wirklich Oberfett, nur was mich mom nicht so beeindruckt hat, war die Umgebung. Mom waren die Texturen einfach noch nciht NextGen reif. Ich hoffe Kojima bekommt das noch hin.

Das beste an der dieser Geschichte ist, dass MGS4 nicht auf Finel Dev Kits sondern auf Aplha Kits lief. Und das ist schon heftig.
 

.ram

Editor in Chief
Team-Mitglied
PSN-Name: dethforce
#8
das spiel soll massenschlachten und duelle bieten. wohl am ehesten noch vergleichbar mit dynasty warriors - natürlich auf einem ganz anderen grafischen level!

das spiel wird für scee entwickelt und gilt als zu 90% als europa launch titel.
 
#12
THE ART OF LAIR



We had a chance to see the realtime demo of Lair running up close, and it's easily one of the most impressive displays of visual technology we've seen yet from a next-generation game. Most impressive are the individual beads of water you can see drop and cascade along the scales of the two dragons doing battle in midflight. In fact, even Ken Kutaragi, president and CEO of Sony Computer Entertainment, was shocked to see this particular special effect. You can also pick out muscles, bone, and transparencies in the wings. Actually, the entirety of the dragon models looks spectacular, as it should seeing as how Phil Tippett, the man responsible for designing the dragon featured in the movie Dragonheart, lent his talents to Lair. The models he created for the game were scanned in, allowing the game's artists, sitting in the room pictured here to add multiple layers of detailed textures to the dragons.





The Rise of Lair



Making the jump from the GameCube to the PlayStation 3 is about as drastic as it gets. While the GameCube is a powerful machine in its own right (as shown by Factor 5's work on Rogue Squadron II and Rogue Squadron III), its power was tapped fairly early in the console's life cycle. The PlayStation 3 is a different beast in that it will take some time to first get to know the system and then to max out its power - a challenge perfectly suited for Factor 5. But the developer had some opportunities to prepare along the way. "We were using the Xbox for a while as a transition to the new consoles, because the Xbox had some featuers that the GameCube didn't have because of the Nvidia card," says Eggebrecht. "We knew what the next generation was going to be about, and as a member of the development community, we were expecting the worst, but the dream came true. [The capabilities are] exactly what we were prophesying."

From there, Factor 5 went back to what it has been about since the beginning. Instead of waiting, the team goes ahead and starts learning about new hardware on its own before it is even really revealed. This more than likely has come in handy during the development of Factor 5's PlayStation 3 launch game, Lair. But there's more to making a launch game than just being first. It's an opportunity to make a statement as a developer - a statement Factor 5 is more than prepared to make. "The gameplay has to be very intuitive and accessible. Yes, we have a certain emphasis on graphics, but graphics alone won't do it." says Eggebrecht. "Also, you have to find a balance between physics and gameplay, so you need to choose your battles wisely. That's the thing bout launch titles - if you don't pick you battles right, [then you will encounter problems]."

Can Factor 5 upstage itself and bring a whole new level of visual quality to consoles? The answer is simple. The shift from the hard lines and metallic surfaces of Star Wars to the organic look and feel of the dragons from the Lair demo presents the team with all-new opportunities to reveal levels of detail that were previously unattainable on consoles. "It comes down to subject matter. There's a reason why [Lair] is what it is,"Eggebrecht adds. "that's where the jump in graphics is going to happen."

Ultimately, the decision to become a PS3 developer boiled down to finding the best fit. "It came down to talking to Nintendo, Sony, and Microsoft, but Sony just [made the most convincing argument]," Eggebrecht says. "I'd love in the future to work on another Star Wars title, [but] working on an original IP is so much more exciting. It was tough finding a publisher, but Sony was totally cool about it."






AUS CW von Ness
 

.ram

Editor in Chief
Team-Mitglied
PSN-Name: dethforce
#13
du hast den rest ja vergessen. der artikel stammt übrigens aus dem us opm2.

FACTORED IN

HOW FACTOR 5 WENT FROM BUILDING ITS OWN DEVELOPMENT KITS TO BECOMING A PREMIER PLAYSTATION 3 DEVELOPER

Moving on Up

The office building at Lucas Valley Road - which houses developer Factor 5 - looks fairly inconspicuous from the outside. The cement exterior conveys the sense that there are a bunch of accountants or desk jockeys inside, whittling away at stacks upon stacks of forms and other paperwork. Little would you know that it's quite the opposite on the inside, where a team of nearly 100 people - including programmers, artists, designers, and other talented individuals - is working on one of the most high-profile games for the PlayStation 3 launch: Lair. The crazy thing is, Lair isn't getting all this attention simply because of its subject matter or because of some license that would automatically guarantee it massive amounts of hype. No, Lair is high profile because Factor 5 is high profile.

This is the same developer that ostensibly got the most out of the GameCube hardware - or at least more than most other developers - with its very first game - a launch game, in fact, by the name of Star Wars Rogue Squadron II: Rogue Leader. It's the same game that propelled Factor 5 into the spotlight and made the company synonymous with technical wizardry. How many other developers do you know who produce work that gets compared side by side with that of Industrial Light & Magic?

But it wasn't always this way. As with most developers, Factor 5's foundation was laid in garage development, when the company started out as Factor 3. "We started in high school in the late '80s. We wanted to do something cool on computers because we couldn't really do anything on consoles at the time," says Julian Eggebrecht, president and creative director of Factor 5. "This was all in Germany, and we started work on the Commodore Amiga. There weren't any games specifically written for the hardware - they were all shoddy ports. We met on the weekends and all huddled together in a living room and [got to work on these games]."

One of the team's first projects was a clone of the popular shooter R-Type, but it would quickly move on to more ambitious projects, such as Turrican, that were influenced by a number of other popular games at the time." It was partly influenced by Metroid, but the main influence for Turrican comes from Super Mario Bros.," Eggebrecht recalls. "In Germany, the Nintendo sold about 0.5 units [laughs], and I'm sure Nintendo wouldn't contest that because the [NES] simply wasn't aimed toward the German market. So, the concept behind Turrican was, why don't we take the jumping in Super Mario Bros. - which was so much fun - and merge it with an arcade game from Data East, along with Contra and Metroid?"

Turrican went on to be incredibly successful in Europe - so successful that Factor 5's publisher, Rainbow Arts, asked if the team could also do a version of the game for home consoles. "That was always our dream," says Eggebrecht "That's when we started to get [international] recognition, and around that time Sega was one of the first companies to realize that the European market was huge, but Nintendo didn't wake up [to that fact] until later. So our publisher asked us to do a Genesis version and a Super Nintendo version of the game."

Instead of taking the easy route of just asking Sega and Nintendo for development kits of their respective systems, Factor 5 did what any other technologically savvy developer would've done - it just built its own. "It didn't exactly cross our minds to contact them," says Eggebrecht. "But we had a buddy in the German secret service and we basically told him [to] hack it, and we came up with our own development kits. We wrote all the tools, the compilers, and handlers."

It's that kind of motivation and effort to really get to know hardware that's been Factor 5's hallmark, but the company really wouldn't begin to hit its stride until its relationshiops with LucasArts and Nintendo were well established. While LucasArts and Factor 5 were growing their relationship, it became immediately clear that for it to grow any further, Factor 5 had to move to the United States. The problems with staying in Germany while developing a game such as Rebel Assault for the consoles were not only caused by the time difference between Germany and the California-based LucasArts, but also by the massive amount of data being used for the game - a full 650 megabytes to be exact, which may not seem like all that much these days, but it fills nearly an entire CD, and back then the Internet just wasn't fast enough to transfer files that big back then. FedEx bills started to pile up because it was the only practical method to send builds of the game back and forth. It got to be too much, so LucasArts told Factor 5 to pack up and move on out to sunny California to continue its work on the the Star Wars franchise and build its reputation as a developer even more.

"LucasArts was nice enough to say, 'Why don't you transfer your whole company over [from Germany]?'" Eggebrecht recalls. "At the time, we only had 10 people - it's one thing to come over separately, and another to bring the entire company over." Fortunately, Factor 5 managed to get all of its equipment over in just two containers, but the days of less thean 20 employees and very little equipment would soon be over.

The Star Wars Years

The idea for the first in a series of Star Wars games from Factor 5 didn't come from some sort of divine vision or anything glamorous like that. Rather, it was mostly based around the idea of a fractal landscape generator (essentially an easier method for generating landscapes), which is pretty much the reason you would expect from a technologically oriented team. "We did a lot of research into that," says Eggebrecht. "They said, 'OK, you want to work on Star Wars, but be careful with it,' and they knew we wanted to do a game based on all of the [trilogy's] greatest moments."

LucasArts' response to that second bit of information wasn't as positive. The publisher told Factor 5 that no one wanted to play a game based on all of the greatest moments in the original Star Wars trilogy, arguing that those movies were too old for anyone to really care about. "So we kept Rogue Squadron as close to the movies as we could," says Eggebrecht. "But we used our original story and had a lot of back and forth between here and LucasArts, so the game came together really in the last minute."

Still, it's worth pointing out that Factor 5 wasn't all about pushing the limits of the hardware it was working on. The first Rogue Squadron game also demonstrated the team's ability to address the inherent problem with flight simulators - namely, how inaccessible they can be. Roge Squadron's simplified controls and flexible camera system opened up 3D flight games to an even broader audience thean Nintendo's own Star Fox games did, becoming not only a multimillion seller in the process, but one of the best-selling Nintendo 64 games of all time.

The sequel to Rogue Squadron would follow a similar path but on a different console. By the time the GameCube was announced, Factor 5 had solidified its ability to work with hardware more efficiently than most developers could. While still finishing the Star Wars Episode I: Battle for Naboo game for the Nintendo 64 and the PC, Factor 5 was already starting to work on the sequel to Rogue Squadron. "We were dying to work on the [original trilogy] again," says Eggebrecht. "But work on [Rogue Squadron II] was totally clandestine. Nobody knew about it except for LucasArts President Simon Jeffries, and we got out demo together of the flyby [scene]."

It's this flyby of the Rebel assault on the Death Star that launched Factor 5 into the spotlight. People were so completely shocked by the quality that they compared it to work done by Industrial Light & Magic for the Special Edition versions of the original Star Wars films. It was that good. "We did the same thing," says Eggebrecht, referencing a picture-by-picture comparison. Even the special-effects team working on the films was impressed. In fact, in the DVD version of the original trilogy, many assets from Rogue Squadron II, including the Yavin hangar and several of the ship models, were used in the menu screens.

The Rise of Lair

Making the jump from the GameCube to the PlayStation 3 is about as drastic as it gets. While the GameCube is a powerful machine in its own right (as shown by Factor 5's work on Rogue Squadron II and Rogue Squadron III), its power was tapped fairly early in the console's life cycle. The PlayStation 3 is a different beast in that it will take some time to first get to know the system and then to max out its power - a challenge perfectly suited for Factor 5. But the developer had some opportunities to prepare along the way. "We were using the Xbox for a while as a transition to the new consoles, because the Xbox had some featuers that the GameCube didn't have because of the Nvidia card," says Eggebrecht. "We knew what the next generation was going to be about, and as a member of the development community, we were expecting the worst, but the dream came true. [The capabilities are] exactly what we were prophesying."

From there, Factor 5 went back to what it has been about since the beginning. Instead of waiting, the team goes ahead and starts learning about new hardware on its own before it is even really revealed. This more than likely has come in handy during the development of Factor 5's PlayStation 3 launch game, Lair. But there's more to making a launch game than just being first. It's an opportunity to make a statement as a developer - a statement Factor 5 is more than prepared to make. "The gameplay has to be very intuitive and accessible. Yes, we have a certain emphasis on graphics, but graphics alone won't do it." says Eggebrecht. "Also, you have to find a balance between physics and gameplay, so you need to choose your battles wisely. That's the thing bout launch titles - if you don't pick you battles right, [then you will encounter problems]."

Can Factor 5 upstage itself and bring a whole new level of visual quality to consoles? The answer is simple. The shift from the hard lines and metallic surfaces of Star Wars to the organic look and feel of the dragons from the Lair demo presents the team with all-new opportunities to reveal levels of detail that were previously unattainable on consoles. "It comes down to subject matter. There's a reason why [Lair] is what it is,"Eggebrecht adds. "that's where the jump in graphics is going to happen."

Ultimately, the decision to become a PS3 developer boiled down to finding the best fit. "It came down to talking to Nintendo, Sony, and Microsoft, but Sony just [made the most convincing argument]," Eggebrecht says. "I'd love in the future to work on another Star Wars title, [but] working on an original IP is so much more exciting. It was tough finding a publisher, but Sony was totally cool about it."
 

Shagy

Daytoooonaaa!!!
Team-Mitglied
systems, systems, systems, systems, systems, systems, systems, systems, systems
PSN-Name: Shagy
#15
#16
Original von Shagy
Original von Red
Wer sich die PS3 Power angucken möchste einfach auf den Link dises Fotos klicken:

http://ps3media.ign.com/ps3/image/article/651/651387/lair-20050916042717444.jpg

Schaut ziemlich hässlich, da unrealistisch und viel zu plastisch. In der Next Gen will ich realistoische Grafiken und keene wo man auf alle Objekte ne Lagung Öl geschüttet hat ~_?
Genau Schlangen sind auch nicht feucht. :ugly:

Immer noch besser als Plastiklook von anderen Systemen.
 
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