The Tech of the Colossus
Via a Cathode Tan post, a gloriously in-depth look at the technology behind the PS2 title Shadow of the Colossus. From that article: "In games such as DOOM3 on the PC, the model used for generating the shadow volume is almost equivalent to the character itself. But with SOTC, in order to speed this up, we made use of a simpler model with much fewer polygons in. The main character generally consists of 3,000 polygons, but the colossus can be around 18,000 polygons, depending on the type. But the model used for shadow generation will contain a substantially lower amount than this. For example, the simple model seen by the player will probably only use 1/40th of what the original model contained."
So Shadow of the Colossus is only 1/40th as complex as the real thing?
SoC is a great game but I have to ask why they used the PS2.
Oh, I know the answer to this one! It's because the game was made by Sony. I think it's highly unlikely that they'd spend their resources developing a GameCube or xBox game. Although this game would've been awesome on either of those two platforms. I got through 9 or 10 of the colossi before getting my nice new 32" LCD HDTV. This game is just painful to look at on that screen now because all the flaws and uglies are so apparent.
This guy's the limit!
While developers are finding things like this *still* that will optimize the code on a 5 year old system, tell me why I need to rush out and buy a PS3 right away? I keep hearing that the cell is hard to develop for. This same thing happened between PS1 -> PS2. A lot of the "fluff" games in the PS2 launch were not as good as some of the titles being released for the PS1, and I think we'll see a mirror of that between PS2 -> PS3
Amen. "lens flare" effects are overdone to DEATH...I love how it seems that in games, all the "lenses" have nearly circular apertures, a bad problem with internal reflections/ghosting, and what look like dozens of air/glass interfaces. It seems to me that if you care enough to put flare/ghosting effects in, you should at least bother to make them believable (polygonal apertures instead of circular, effects of flare on overall image colour/contrast, etc).
Maybe it's simply because you are meant to sink in this atmosphere of dread. I mean, it's bound to be voluntary for this particular universe to be almost devoid of any advanced lifeforms. The way you have to wander around in those deserts, making you feel like if you were even more dead than the one you are trying to revive. Even the colossi are ambiguous.. part machines part animals. Golems of some sort.
It does create more sensations than it tells a story.. I think it does it pretty well even.
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may u!sh 2 sm!le at dz!z bad nn.!m!tat!ion
Why should a game, any game be wasted on a console? If people want to put the time and effort into creating a good game, why shouldnt they do it? Your statement sound's kinda snobbish to me.
The great thing about consoles is that they are relatively speaking a stationary target, ie the technology stays the same for several years. Its nice to see that despite the age of the PS2 now that its developers are still manging to push the boundaries of the machines capabilities. Perhaps some of the skills learned from making more efficient use of console hardware could be translated to PC games. Lets face it develpers can be a hell of a lot more complacent on the PC platform, especially when Next-Gen 3d cards are being pushed by ATI or NVidia. Limitations and constraints breed creativity and that is a factor that can never be underestimated.
Electronic Music Made Using Linux http://soundcloud.com/polyp
Maybe I've been playing Civ 4 too much, but after reading this title I immediately thought of Bronze working.