The thing is, I absolutely guarentee the "Unreal Engine" running on iPhone is *heavily* modified from the actual UE3 used for consoles. So saying the UE can't run on 3DS is bullcrap, because I guarentee it couldn't run on iPhone either without major revisions (and I wonder how much it still serves as a middleware engine at that point - I doubt we'll be seeing UE3 games popping up on iPhone with any consistancy).
But eh, whatever, his loss. I'm not a big fan of the UE to begin with - too many developers rely on it and it's kind of a piece of shit.
Engines get modified heavily all the time between individual games to suit the product. But I think the fanboyism is getting laid on pretty heavily when people are whining to have an engine without an OpenGL 1.1 path "modified" so that it runs on noncompliant hardware. If it were that easy they'd just modify their engine so that it runs on older iPhones, the current gen DS, netbooks and anything else that's sold well. Old video cards aren't just slower versions of new ones. The iPhone starting from the 3GS has had a GPU that supports OpenGL 2.0, and the 3DS apparently won't. It doesn't seem hard to get from point A to point B from there.
Re: UE2
I'd think that would certainly be viable. But from Epic's point of view it would be premature to start doing anything until they have a 3DS, or at least have the specifications.
Re: Western developers
Man alive but Ubisoft went in for the DS in a big way. Plus id Software made an extremely generic RPG way back.
The thing is, I absolutely guarentee the "Unreal Engine" running on iPhone is *heavily* modified from the actual UE3 used for consoles. So saying the UE can't run on 3DS is bullcrap, because I guarentee it couldn't run on iPhone either without major revisions (and I wonder how much it still serves as a middleware engine at that point - I doubt we'll be seeing UE3 games popping up on iPhone with any consistancy).
But eh, whatever, his loss. I'm not a big fan of the UE to begin with - too many developers rely on it and it's kind of a piece of shit.
Engines get modified heavily all the time between individual games to suit the product. But I think the fanboyism is getting laid on pretty heavily when people are whining to have an engine without an OpenGL 1.1 path "modified" so that it runs on noncompliant hardware. If it were that easy they'd just modify their engine so that it runs on older iPhones, the current gen DS, netbooks and anything else that's sold well. Old video cards aren't just slower versions of new ones. The iPhone starting from the 3GS has had a GPU that supports OpenGL 2.0, and the 3DS apparently won't. It doesn't seem hard to get from point A to point B from there.
Re: UE2
I'd think that would certainly be viable. But from Epic's point of view it would be premature to start doing anything until they have a 3DS, or at least have the specifications.
Re: Western developers
Man alive but Ubisoft went in for the DS in a big way. Plus id Software made an extremely generic RPG way back.
Wasn't that a port of a cell phone game that Carmack made? (That he specifically made as a challenge to himself to make software on much, much more limited hardware.) What Carmack does to test his skill isn't necessarily good business sense for everyone.
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Warlock82Never pet a burning dogRegistered Userregular
The thing is, I absolutely guarentee the "Unreal Engine" running on iPhone is *heavily* modified from the actual UE3 used for consoles. So saying the UE can't run on 3DS is bullcrap, because I guarentee it couldn't run on iPhone either without major revisions (and I wonder how much it still serves as a middleware engine at that point - I doubt we'll be seeing UE3 games popping up on iPhone with any consistancy).
But eh, whatever, his loss. I'm not a big fan of the UE to begin with - too many developers rely on it and it's kind of a piece of shit.
Engines get modified heavily all the time between individual games to suit the product. But I think the fanboyism is getting laid on pretty heavily when people are whining to have an engine without an OpenGL 1.1 path "modified" so that it runs on noncompliant hardware. If it were that easy they'd just modify their engine so that it runs on older iPhones, the current gen DS, netbooks and anything else that's sold well. Old video cards aren't just slower versions of new ones. The iPhone starting from the 3GS has had a GPU that supports OpenGL 2.0, and the 3DS apparently won't. It doesn't seem hard to get from point A to point B from there.
True, I meant modified more in the sense that it would have to be seriously down-scaled compared to say, the differences between UE3 running on a 360 or a PS3.
Surprisingly, Quantum Theory producer Yasuo Egawa stated that targeting new audiences – women, specifically – has been Tecmo’s new focus in the last three or four years. Perhaps this is why Quantum Theory features a prominent female co-op partner.
“Most thirdperson shooters are just full of men; big, sweaty men. So we thought we could bring a softer character into the genre. We’re Tecmo – we’re good at female characters!” the game’s character designer, Hiroyuki Yazaki, told Edge.
In addition to targeting the female audience, Tecmo also intend to strengthen their foothold in the West. Quantum Theory, does, after all, look a lot like Gears of War. Egawa believes the key to maintaining a presence in Japan and abroad is a careful balance of elements that appeal to both markets. Addressing this point, he said: “Thirdperson shooters aren’t so popular in Japan, but if we try to pitch the game in a way that a Japanese audience will better understand, we could alienate the western audience. It’s a balancing act… We need to present it to the Japanese audience in a different way. We have to focus on story and characters, which a Japanese player might value more than a western player.”
Egawa also said that Quantum Theory is intended to be a “third pillar” for publisher Tecmo, alongside staple franchises such as Ninja Gaiden and Dead or Alive.
* While the Vanquish preview was a little short they had a big write up on Quantum Theory (also a cover-based shooter, it’ll be interesting to see these 2 games go head to head), and more significantly an interview with the game’s director, Makoto Shibata, which pretty much epitomises the whole problem we have right now with Japan’s declining confidence. While the director spoke with pride about his creation, he was adamant that he didn’t want the world to think it was a Japanese game or by Japanese people.
“Don’t look at Quantum Theory as a Japanese game, or a game with Japanese design sense.”
I would have been all over this game, as it fills the "so stupid it's awesome" niche nicely and looked like a total ape of Gears of War (which I love). But the demo's controls were so ass that I wouldn't touch this game if it launched for $20. I might get it for $5 or maybe $10 if I get really drunk first.
The weapons were bland as shit and it never feels like you're damaging anything until it ups and dies. Even old sprite-based FPS's had pain animations.
Most damning of all, it only got a 8, 8, 8, and 7 from Famitsu.
Regarding Quantum Theory, the magazine's reviewers recommended the game for fans of high quality overseas FPS games. They said it should be played in order to see the future of Japanese-developed TPS games.
Oddly enough that game (after watching the trailer at IGN) looks a lot more interesting then all of the western made fps that I've seen recently. Although the art style fro the humans is that odd over-done detailed thingy that seems to be popular with Japanese developers making HD games.
Perhaps if the Japanese kept making games in what ever way they wanted while at least eyeing western genres and conventions they might get a product that is unique enough but still well made enough to sell.
Maybe the guy was joking? I'm trying to think of any Tecmo female characters that aren't eye candy first and foremost.
You might be thinking of Team Ninja, who just makes Ninja Gaiden and Dead or Alive (and well, Metroid: Other M, but the less said about that, the better.)
Are there any female characters in Monster Rancher? Tecmo makes that, if I understand correctly.
Maybe the guy was joking? I'm trying to think of any Tecmo female characters that aren't eye candy first and foremost.
You might be thinking of Team Ninja, who just makes Ninja Gaiden and Dead or Alive (and well, Metroid: Other M, but the less said about that, the better.)
Are there any female characters in Monster Rancher? Tecmo makes that, if I understand correctly.
Tecmo is best known for the Star Force, Dead or Alive, Ninja Gaiden, Deception, Monster Rancher, Rygar, Tecmo Bowl, Fatal Frame, Tōkidenshō Angel Eyes and Gallop Racer video game series.
So Monster Rancher and Fatal Frame... yeah.
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MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
Maybe the guy was joking? I'm trying to think of any Tecmo female characters that aren't eye candy first and foremost.
You might be thinking of Team Ninja, who just makes Ninja Gaiden and Dead or Alive (and well, Metroid: Other M, but the less said about that, the better.)
Are there any female characters in Monster Rancher? Tecmo makes that, if I understand correctly.
Tecmo is best known for the Star Force, Dead or Alive, Ninja Gaiden, Deception, Monster Rancher, Rygar, Tecmo Bowl, Fatal Frame, Tōkidenshō Angel Eyes and Gallop Racer video game series.
So Monster Rancher and Fatal Frame... yeah.
I think one of the Deception games had an ok female protagonist that wasn't eye candy.
Are all pokemon sprites in the game animated like that? Because that actually matters a lot to me and I'd enjoy the shit out of it.
Yes, but a lot of the older ones have rather lame animations, like only a few different frames worth. Most of the new pokemon sprites I've seen have great animations though
The one female I showed Dead or Alive was pretty appalled by it.
My buddy had a girlfriend who's favorite game was DOA: Xtreme Beach Volleyball.
I've actually heard of a lot of girls liking those games simply because of the whole collection and dressup aspects, and the overall casual nature of the game.
To be honest, I kind of enjoy them myself. They're not all that bad games to play if you want to just listen to some music(with a game that actually integrates custom soundtracks for once) and relax and occupy yourself with something simple. I used to use the game as a way to pass the time when I was bored and didn't feel like playing something with more depth. The fact that it's babes in bikinis, certainly doesn't hurt either, comical breast physics aside.
Plus I get to play pretty pretty princess dressup.
At least the reviews for FF XIV are coming in positive.
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Dr Mario KartGames DealerAustin, TXRegistered Userregular
edited October 2010
Is it just me, or do the Unreal engine games have INSANE pop-in? I dont play a lot of modern games, but I've played a few UE games, and that always sticks out to me.
I guess back in the day we just had a fog to hide the pop-ins.
The one female I showed Dead or Alive was pretty appalled by it.
My buddy had a girlfriend who's favorite game was DOA: Xtreme Beach Volleyball.
I've actually heard of a lot of girls liking those games simply because of the whole collection and dressup aspects, and the overall casual nature of the game.
To be honest, I kind of enjoy them myself. They're not all that bad games to play if you want to just listen to some music(with a game that actually integrates custom soundtracks for once) and relax and occupy yourself with something simple. I used to use the game as a way to pass the time when I was bored and didn't feel like playing something with more depth. The fact that it's babes in bikinis, certainly doesn't hurt either, comical breast physics aside.
Plus I get to play pretty pretty princess dressup.
It's one of the more hilarious aspects of the DOAX games that they essentially got a bunch of dudes to play Barbie.
Man, Epic makes good games and all, but whenever I read their interviews, they come off as smug douches. That Mark Rein guy in particular, whatever he does.
At least the reviews for FF XIV are coming in positive.
Is that sarcasm? I thought it was pretty much universally getting panned for being awful and possibly made in China but Square-Enix is "politely requesting" that no one actually review it yet (though people have been saying it sucks anyways).
doesn't really talk about actual performance numbers (I have no god damn clue was a "PowerVR SGX535" GPU is, just tell me the damn processing speed).
That's kind of how GPUs and CPUs specs are, the last I checked (and have been for the last 16 years or so). The processing speed is generally useless as a point of comparison unless you're actually comparing the same chip at different clock speeds.
The PowerVR chip is what they put in the Dreamcast. I've read where the iPhone is similar in power to the Dreamcast.
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
Is it just me, or do the Unreal engine games have INSANE pop-in? I dont play a lot of modern games, but I've played a few UE games, and that always sticks out to me.
I guess back in the day we just had a fog to hide the pop-ins.
UE has always had trouble with pop-ins. I think the problem is a result of just how it handles textures, particularly when transitioning getting closer to an object. Farther objects have different textures (less nice-looking ones) simply because past a certain distance, you can't tell they're any different from the regular ones. Swapping textures on distant objects saves a lot of system resources, but the closer you get, the nicer the textures have to be and that also means loading new textures.
I used to see pop-in all the time for UE stuff, but I think the technology and understanding is now enough to where most games using UE shouldn't have much trouble with texture pop. Mass Effect ran horribly and suffered terribly from texture pop (regardless of what you played it on), but Mass Effect 2 runs incredibly well and I can't remember texture pop in that at all.
It's not unique to the Unreal Engine at all, though. Everyone remembers how horrid the pop-in was on Halo 2, but that used a different engine. The engine and the OXbox simply couldn't load textures fast enough and it made things look awful, even in cutscenes. Hell, even Reach does this to an extent. If you back away just far enough, certain rocks will visibly and clearly suffer from texture pop. It's pretty minimal, though, and most of the time you just aren't going to be in a situation where you can take time to notice.
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Warlock82Never pet a burning dogRegistered Userregular
I used to see pop-in all the time for UE stuff, but I think the technology and understanding is now enough to where most games using UE shouldn't have much trouble with texture pop. Mass Effect ran horribly and suffered terribly from texture pop (regardless of what you played it on), but Mass Effect 2 runs incredibly well and I can't remember texture pop in that at all.
There is some in ME2, but it's generally pretty good (not like ME1 where you'd be in a cutscene and Liara's face would be a blurry blue blob for a good minute). I got the impression that BioWare really took the criticism of ME1's horrible technical issues to heart and tried to fix them as best as possible for the sequel. I imagine there are ways around all of those issues, but it's probably a pain in the ass based on the way the engine is coded (as in, re-writing big chunks perhaps).
Is it just me, or do the Unreal engine games have INSANE pop-in? I dont play a lot of modern games, but I've played a few UE games, and that always sticks out to me.
I guess back in the day we just had a fog to hide the pop-ins.
Yeah, it's not exactly a great system but it's what a lot of people license and use.
And my point was that it's apparent that Bioware used more than half their ass writing Mass Effect 2, compared to most other games on the market, even if you don't agree that the end result was a great piece of literature.
That article didn't even mention ME2 though, it was talking about Mass Effect 1. And really, all I got out of that article was that pacing the story is important, which is a no-brainer.
I know one of my criticisms of Kojima's writing is that he'll throw a ton of stuff at you in one cutscene and continually repeat each point in subsequent cutscenes. I'd really like to see him hire someone that edited his scripts, pacing them better and getting rid of redundant lines.
Isn't Chaos theory a UE2 game? That ubi's porting to the 3ds?
Yep and there's nothing stopping developers from using UE2 with 3DS (and Wii) games).
But Chaos Theory 3DS isn't a straight port anyway, looks like they're 'Conviction'-ing it. More action orientated, the silly 'objectives on the background' effect and whatnot. It's a Ubisoft handheld game, so best idea is to avoid it.
Currently there’s no plan for a release outside of Europe.
Sorry about that guys.
*Not for me.
Vow posted it 7 or so pages back but like Maddoc said, the PS3's region free so it's not a huge deal. I know I imported the God of War Collection and Way of the Samurai 3 from the US 6 months before they even got a PAL release.
But Chaos Theory 3DS isn't a straight port anyway, looks like they're 'Conviction'-ing it. More action orientated, the silly 'objectives on the background' effect and whatnot.
Posts
Engines get modified heavily all the time between individual games to suit the product. But I think the fanboyism is getting laid on pretty heavily when people are whining to have an engine without an OpenGL 1.1 path "modified" so that it runs on noncompliant hardware. If it were that easy they'd just modify their engine so that it runs on older iPhones, the current gen DS, netbooks and anything else that's sold well. Old video cards aren't just slower versions of new ones. The iPhone starting from the 3GS has had a GPU that supports OpenGL 2.0, and the 3DS apparently won't. It doesn't seem hard to get from point A to point B from there.
Re: UE2
I'd think that would certainly be viable. But from Epic's point of view it would be premature to start doing anything until they have a 3DS, or at least have the specifications.
Re: Western developers
Man alive but Ubisoft went in for the DS in a big way. Plus id Software made an extremely generic RPG way back.
...and I shall play that Sonic game, even if it kills me! Just sent another Gamefly game back, crossing my fingers...
That's right, Rare's done some great stuff, though I think Microsoft's finally made them stop developing for Nintendo's portable.
Wasn't that a port of a cell phone game that Carmack made? (That he specifically made as a challenge to himself to make software on much, much more limited hardware.) What Carmack does to test his skill isn't necessarily good business sense for everyone.
True, I meant modified more in the sense that it would have to be seriously down-scaled compared to say, the differences between UE3 running on a 360 or a PS3.
Just Dance 2 is going to be SICK.
http://www.gamerankings.com/ps3/954470-quantum-theory/index.html
http://xbox360.ign.com/articles/112/1126002p1.html
2.5 from IGN.
Also a 3/10 from Edge, Eurogamer, and OXM. CVG gave it a 2.8.
This is from January:
http://www.siliconera.com/2010/01/28/quantum-theory-to-be-tecmos-third-pillar-2/
From September:
http://blog.hardcoregaming101.net/2010/09/gamefan-issue-3-prints-not-dead.html Dumbasses.
So goddamn stupid.
The weapons were bland as shit and it never feels like you're damaging anything until it ups and dies. Even old sprite-based FPS's had pain animations.
Perhaps if the Japanese kept making games in what ever way they wanted while at least eyeing western genres and conventions they might get a product that is unique enough but still well made enough to sell.
Seriously: "Diablosis"
That's the most awesomely silly thing I've heard in months that didn't involve the real world.
The one female I showed Dead or Alive was pretty appalled by it.
My buddy had a girlfriend who's favorite game was DOA: Xtreme Beach Volleyball.
I hear Starcraftitis will be in a sequel.
The number of hilarious failures resulting from Japanese companies attempting to appeal to the west is constantly growing.
You might be thinking of Team Ninja, who just makes Ninja Gaiden and Dead or Alive (and well, Metroid: Other M, but the less said about that, the better.)
Are there any female characters in Monster Rancher? Tecmo makes that, if I understand correctly.
I think one of the Deception games had an ok female protagonist that wasn't eye candy.
Yes, but a lot of the older ones have rather lame animations, like only a few different frames worth. Most of the new pokemon sprites I've seen have great animations though
I've actually heard of a lot of girls liking those games simply because of the whole collection and dressup aspects, and the overall casual nature of the game.
To be honest, I kind of enjoy them myself. They're not all that bad games to play if you want to just listen to some music(with a game that actually integrates custom soundtracks for once) and relax and occupy yourself with something simple. I used to use the game as a way to pass the time when I was bored and didn't feel like playing something with more depth. The fact that it's babes in bikinis, certainly doesn't hurt either, comical breast physics aside.
Plus I get to play pretty pretty princess dressup.
My Let's Play Channel: https://youtube.com/channel/UC2go70QLfwGq-hW4nvUqmog
I guess back in the day we just had a fog to hide the pop-ins.
It's one of the more hilarious aspects of the DOAX games that they essentially got a bunch of dudes to play Barbie.
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Battle.Net: JohnDarc#1203 Origin/UPlay: CoolJammer00
Is that sarcasm? I thought it was pretty much universally getting panned for being awful and possibly made in China but Square-Enix is "politely requesting" that no one actually review it yet (though people have been saying it sucks anyways).
The PowerVR chip is what they put in the Dreamcast. I've read where the iPhone is similar in power to the Dreamcast.
UE has always had trouble with pop-ins. I think the problem is a result of just how it handles textures, particularly when transitioning getting closer to an object. Farther objects have different textures (less nice-looking ones) simply because past a certain distance, you can't tell they're any different from the regular ones. Swapping textures on distant objects saves a lot of system resources, but the closer you get, the nicer the textures have to be and that also means loading new textures.
I used to see pop-in all the time for UE stuff, but I think the technology and understanding is now enough to where most games using UE shouldn't have much trouble with texture pop. Mass Effect ran horribly and suffered terribly from texture pop (regardless of what you played it on), but Mass Effect 2 runs incredibly well and I can't remember texture pop in that at all.
It's not unique to the Unreal Engine at all, though. Everyone remembers how horrid the pop-in was on Halo 2, but that used a different engine. The engine and the OXbox simply couldn't load textures fast enough and it made things look awful, even in cutscenes. Hell, even Reach does this to an extent. If you back away just far enough, certain rocks will visibly and clearly suffer from texture pop. It's pretty minimal, though, and most of the time you just aren't going to be in a situation where you can take time to notice.
There is some in ME2, but it's generally pretty good (not like ME1 where you'd be in a cutscene and Liara's face would be a blurry blue blob for a good minute). I got the impression that BioWare really took the criticism of ME1's horrible technical issues to heart and tried to fix them as best as possible for the sequel. I imagine there are ways around all of those issues, but it's probably a pain in the ass based on the way the engine is coded (as in, re-writing big chunks perhaps).
How is that even possible
It's the worst polished gameplay experience I've ever had in an MMO, and I played shadowbane
The Bad News*:
Sorry about that guys.
*Not for me.
Thankfully the PS3 is not region locked, because I will be importing that at some point.
Yeah, it's not exactly a great system but it's what a lot of people license and use.
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That article didn't even mention ME2 though, it was talking about Mass Effect 1. And really, all I got out of that article was that pacing the story is important, which is a no-brainer.
I know one of my criticisms of Kojima's writing is that he'll throw a ton of stuff at you in one cutscene and continually repeat each point in subsequent cutscenes. I'd really like to see him hire someone that edited his scripts, pacing them better and getting rid of redundant lines.
Yep and there's nothing stopping developers from using UE2 with 3DS (and Wii) games).
But Chaos Theory 3DS isn't a straight port anyway, looks like they're 'Conviction'-ing it. More action orientated, the silly 'objectives on the background' effect and whatnot. It's a Ubisoft handheld game, so best idea is to avoid it.
Vow posted it 7 or so pages back but like Maddoc said, the PS3's region free so it's not a huge deal. I know I imported the God of War Collection and Way of the Samurai 3 from the US 6 months before they even got a PAL release.
Oh hey, I may finally actually like this game now