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- UT2007
IGN's
Pre-E3 2006 Unreal Tournament 2007 Q&A talks with Mark Rein and Jeff
Morris of Epic Games about the next installment in the shooter series: "That
really depends on time frame. As you know, we don't have a launch schedule
yet for either skew at this point in time. A lot of that is going to depend
on whether we decide to bring them out at the same time or not… but there'll
probably be some custom content on PS3. I can say with pretty good
confidence that we'll do some things on the PS3 that we won't do on the PC
version. But there's not reason we can't then take those and port them back
to the PC side either. We definitely want to make sure that the console
player gets a wake-up for Unreal Tournament. It's been a long time since
it's been on a console and that time it was a straight port to PS2 so this
time we want to make sure we have something special."
- BioShock
The
BioShock Q&A on FiringSquad and
IGN's Pre-E3 2006
BioShock Q&A each talk with Ken Levine of Irrational Games about
BioShock their upcoming "spiritual successor" to the System Shock series of
first-person action/RPGs: "Most shooters move on rail tracks. If you think
about a (great) game like Half Life 2, it's basically one extended corridor
that you progress through. You know, you walk down a hall, hit a trigger and
monster pops up. You kill it, then you move onto the next room. BioShock has
a real, breathing ecology. You may clear an area out and come back to find
that something's come back in. It makes you feel like it's a real world. It
also makes you feel uncomfortable and exposed. Another important fact is
that in this game, you're not the daddy. You're hungry and desperate. Most
FPSs make you feel like some kind of superhero. In BioShock you're a
desperate guy trying to stay alive. System Shock II had that vibe and so
will BioShock."
- Enemy Territory: Quake Wars
The
Enemy Territory: Quake
Wars Q&A on Beyond3D talks with Splash Damage technical director Arnout
van Meer about the upcoming shooter: "The low level ETQW rendering engine
has moved on a fair bit since Doom 3. The fixed function pipeline has been
dropped, resulting in a pure shader-based renderer. The MegaTexture shaders
are a set of special case version of our normal ones which deal with ambient
lighting, normal light interaction and the other stages in our pipeline.
They are some of the more expensive ones in the game, and fairly heavy on
texture reads. Depending on the target hardware, some of the texture lookups
get replaced by ALU instructions to improve performance."
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