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Too Human No Longer an Unreal 3 Title?

1up is reporting that Silicon Knights, makers of Eternal Darkness and the upcoming Too Human, may have decided to drop the Unreal 3 Engine from Too Human. The company is reportedly having big problems getting Epic's powerful product to work well with their title on the 360. The plan is now that they will be crafting their own rendering systems for use with the game.

50 comments

  1. Industry rumer is by rsilvergun · · Score: 4, Funny

    they're switching to the DNF engine.

    --
    Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
    1. Re:Industry rumer is by SnowZero · · Score: 1

      No kidding. It's not as though reimplementing the Unreal/Source/Id engines is something that can be done on a whim during a project. All of those were multi-year efforts based on already-working previous versions. They might as well rewrite DirectX while they're at it, for the "best possible experience".

    2. Re:Industry rumer is by Anonymous Coward · · Score: 0

      or the super mario brothers engine....

    3. Re:Industry rumer is by MonkeyPaw · · Score: 1

      Or the Atari 2600 "Adventure" engine.

      Get that duck away from me.. aaaaagh!

      --
      My studio - www.graylands.ca
  2. Woah by bcat24 · · Score: 3, Funny

    That's just unreal! No, wait, it's not Unreal anymore! That's unreal! Aaahh, I'm so confused!

    1. Re:Woah by andrewman327 · · Score: 2, Funny

      Come on now, I'm sure most /.ers have studyed De Morgans Laws. !(!real) == real. This story is real!

      --
      Information wants a fueled airplane waiting at the hangar and no one gets hurt.
    2. Re:Woah by bradkittenbrink · · Score: 3, Funny

      Wouldn't DeMorgan's laws imply something more like !(Un && real) => !Un || !real. Since I agree with you that the story is real, I guess this means that it must be !Un.

      umm, yeah...

    3. Re:Woah by andrewman327 · · Score: 2, Funny

      In GP I established that Un = !. Therefore your assertion that the story is !Un&&real means that it is real and it is not false. Although I thought that || was or and that only xor implies mutual exclusivity.

      --
      Information wants a fueled airplane waiting at the hangar and no one gets hurt.
    4. Re:Woah by bradkittenbrink · · Score: 2, Funny

      My point was that DeMorgan's laws don't apply to constructions like !real, only to conjunctions or disjunctions. The rest of my post was facetious. In fact, all of my post was facetious.

    5. Re:Woah by steveo777 · · Score: 1

      I have mod points, but I couldn't find where I could moderate:
      -i Holy confusing logic, Batman/WTF??!!

      --
      This sig isn't original enough, it's time to come up with something witty...
    6. Re:Woah by Twisted64 · · Score: 1

      Really? You didn't mention dung anywhere... oh, wait... facet... where do you mention small smooth surfaceness? We need a bigger alphabet.

      --
      Consciousness is a myth. Trust me.
  3. I don't understand... by __aaclcg7560 · · Score: 2, Funny

    Is the Unreal 3 engine too UNREAListic to be too human?

    1. Re:I don't understand... by (pvb)charon · · Score: 1

      *raises eyebrow*

  4. PlayStation - GameCube - X360 - ? by CaseyB · · Score: 4, Funny

    They've already blamed the platform for the failure to complete this title more than once.

    It's like that old saying: Give up on one platform, shame on the platform.

    Give up on 3 platforms ... give up ... Can't give up again!

    1. Re:PlayStation - GameCube - X360 - ? by gEvil+(beta) · · Score: 1

      There is true wisdom contained within those words. The test is figuring out where...

      --
      This guy's the limit!
    2. Re:PlayStation - GameCube - X360 - ? by Anonymous Coward · · Score: 0

      I'm from Tennessee and we don't have that saying up here.

    3. Re:PlayStation - GameCube - X360 - ? by shadowcode · · Score: 1

      Well, I hope that whoever manages to figure it out will tell us too.

  5. NDH Syndrome by RingDev · · Score: 4, Insightful

    Not Designed Here syndrome. It can usually be averted by reviewing investments in 3rd party solutions, acquiring new 3rd party solutions, or by planning from the start to use an in house solution.

    At this point, it will likely mean project failure. The organization's core capability is making games, not game engines. Not only is there the huge scope of creating the engine, testing, debugging, and optimizing, but there is the legal liability in it also. If their engine designers have been staring at Unreal3 engine code for the last 6 months, and now decide to create their own engine, what is the likelihood that they will borrow either code or concepts from the Unreal engine? That could turn around and bite them hard in a trade secrets and copy right lawsuit.

    -Rick

    --
    "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
    1. Re:NDH Syndrome by JensR · · Score: 1

      That is a good point I was always wondering about. If you license an engine for one project, from which point are you considered "clean" to start a new engine?

    2. Re:NDH Syndrome by MindStalker · · Score: 4, Insightful

      Exactly, I think they'd be better off obtaining permission to highly modify the UnReal engine. No reason to completly scrap usable code you've already licensed.

    3. Re:NDH Syndrome by Anonymous Coward · · Score: 1, Interesting
      Exactly, I think they'd be better off obtaining permission to highly modify the UnReal engine. No reason to completly scrap usable code you've already licensed.


      If you pay for the Unreal license, you can modify it however you like without further permission. You can replace, remove, or rewrite any part of it you want.

      Several licensees have done just that.

    4. Re:NDH Syndrome by Anonymous Coward · · Score: 0

      Some examples, specifically:

      Deus Ex
      Wheel of Time
      Clive Barker's Undying

    5. Re:NDH Syndrome by MindStalker · · Score: 1

      Probably never, but then again most game houses rarly build their own engine (atleast successfully).

      I wonder if any teams have ever licensed multiple engines and used pieces from each. Would it be legal, would it be practical..?

  6. Drop an engine and write own renderer. by El_Muerte_TDS · · Score: 3, Informative

    Then what about the rest of the engine. A game engine is more than just whatever you put on the screen. If you drop a complete engine you'll also have to implement the rest. Switching an engine is a bad idea when you already did a lot for the game. Dropping an engine and rolling your own is just plain stupid.

  7. Too human? more like too late! by AcidLacedPenguiN · · Score: 1

    I'm sure someone might enjoy it on their Xbox 720, PS4, and Nintendo Fire-Water-Enema.
    It's starting to look like too human is the title that goes from "launch window" to "end of console lifespan / close to launch of next system / garbage heap in the backalley" like dinosaur planet or True Fantasy Live Online.

    --
    disclaimer: I've been known to store numbers in my ass for which to dig out when quantities are required.
  8. Here's a Stat I'd like to know by Kardall · · Score: 4, Interesting
    From people in the industry using UE3, how many of you have had problems developing it for each console? What were the problems experienced? How did you overcome them or did you?

    If a company like Silicon Knights has issues with something, and decides near the end of their products pre-release lifespan, to scrap the backbone of the game and redo it, then there has to be either something very wrong with the Engine, or the platform.

    It's not a light decision. That will set a game back by a huge amount of time, probably inconceivable at this point, because doing their own renderer will take time in and of itself. Then they'll have to adapt everything that they've done to it. Perhaps, they'll just take parts of the Unreal Engine 3 with them, and keep some of the basics? I dunno. Seems kinda weak to say this at the end.

    1. Re:Here's a Stat I'd like to know by Anonymous Coward · · Score: 2, Interesting

      As a games programmer who has been using UE3 for some time now I can say that this decision doesn't surprise me at all. The performance of UE3 on 360 is pretty bad and a lot of people where I work are getting pissed off with that and with Epic's attitude to licensees. People might point to GoW as an example of a UE3 game running well on 360 but in recent months Epic have been scaling back their lighting pipeline just to get GoW to run at 30 fps. You can absolutely forget about running at 60 fps. There are some very nice things about UE3, but there are a lot of question marks about its performance. It isn't helped of course by the nature of the hardware and the fact that UE3 is a PC-centric engine. It would be possible for SK to just rewrite the renderer and keep the rest of the engine. At this stage in development that seems a lot more sensible than a complete engine change, but I guess it depends how much leeway they have with their publisher. :-) We are considering rewriting the renderer as well and will probably make a decision on that within the next month.

    2. Re:Here's a Stat I'd like to know by Anonymous Coward · · Score: 0

      You forgot: something very wrong with the team! Seriously, UE3 is the best tech out there.

    3. Re:Here's a Stat I'd like to know by abandonment · · Score: 1

      i've heard similar things - the lighting is supposedly extremely picky.

      this is pretty much consistent with their previous engines though - their art pipeline has always been a pain.

    4. Re:Here's a Stat I'd like to know by Anonymous Coward · · Score: 0

      lol.

  9. Too Human Too Late by grapeape · · Score: 1

    This game has been in "development hell" almost as long as Duke Nukem Forever (since 1999) and reeks of the same problems, everytime there is a snag they change engines or platforms. Silicon Knights would have been better off if they had stuck with Nintendo at least then they could ride some Wii hype for a bit. As it is they are a company of talented but evidently misguided developers who havent had a hit game since Blood Omen back in the 90's. You can only ride they hype for so long before no one cares anymore. I fully expect that by the "release date draws near, the hardware will be concidered underpowered and the platform will be changed to the PS4.

    1. Re:Too Human Too Late by twistedsymphony · · Score: 1

      well isn't it being published by Microsoft? I thought part of the reason it'd been in delopment for so long was because they had problems finding a publisher. I think that would make for a good reason why it was hitting the 360 instead of the Wii (or any other console)

    2. Re:Too Human Too Late by Anonymous Coward · · Score: 0

      omfg Is this the same Silicon Knights who made the DnD game Fantasy Empires for the PC like way way back in the early 90's? Hahahaha, that game was awesome... sounds like the developer is less so though. Just amazing to see an oldschool developer who is/was still in business from that far back...

      -- vranash

    3. Re:Too Human Too Late by grapeape · · Score: 1

      Actually it was initially designed for the original playstation, then the gamecube, then the xbox and finally the 360. It seems they have a good business model of leaching from a console developer by singing a couple year exclusivity contract then producing nothing but tech demos. I really need to get in on that gig.

      A more detailed write up about their history: http://en.wikipedia.org/wiki/Too_Human

    4. Re:Too Human Too Late by blincoln · · Score: 1

      This game has been in "development hell" almost as long as Duke Nukem Forever (since 1999)

      Longer than that. I've been told that they were working on it while the original Blood Omen was still in development. That would mean it's been going since 1996 or so.

      I really wish they would just pick a version and release it, and preferably include all the previous unreleased, unfinished versions as bonus material. I'm still disappointed that they didn't include the deleted bits from the N64 version of Eternal Darkness with the Gamecube version.

      --
      "...always new atoms but always doing the same dance, remembering what the dance was yesterday." -Richard Feynman
    5. Re:Too Human Too Late by ECMIM · · Score: 1

      Yup. I saw this game running (on PS1) in early '98, so it's at least that old (and, yes, it was running on the original LoK engine.)

  10. Time to switch platforms again? by Mille+Mots · · Score: 0, Redundant

    Maybe they'll just focus the development effort on the Phantom console. That should give them plenty of time.

  11. Lame excuse by hollismb · · Score: 2, Insightful

    Perhaps they should talk to UBISoft, because, if I'm not mistaken, both Splinter Cell: Double Agent, and Rainbow Six: Vegas run on the Unreal engine on the 360.

    1. Re:Lame excuse by Traiklin · · Score: 3, Insightful

      or better yet, talk to Epic themselves.

      I hear they have a game coming out on the 360, didn't sound like it was giving them much problems using the Unreal engine 3 for it either.

    2. Re:Lame excuse by k_187 · · Score: 1

      yeah, I'd hope that UE3 wasn't giving epic much trouble. hey! and epic's making a game that isn't an Unreal title. Awesome.

      --
      11 was a racehorse
      12 was 12
      1111 Race
      12112
    3. Re:Lame excuse by Anonymous Coward · · Score: 1, Informative

      I don't know for sure, but given the timeframe of that Splinter Cell title I would think it was running on a heavily modified Unreal2.5 rather than Unreal3.

      Speaking as someone working with UnrealEngine3, I can see the reasoning for moving away from the UE3 engine. There are significant problems with workflow, for artists but more significantly for programmers, and there are fundamental problems with the engine itself. It is quite obvious that the guys at Epic aimed far too high when they designed the engine and assumed that the next-gen platforms would have significantly more grunt, both on CPU and GPU, than they actually do have. Recent work on the engine has yielded some improvements, but there are intrinsic, architectural problems in both the rendering system and the object management system that essentially equate to throwing performance away.

      There are also extra problems on the next-gen consoles because the engine uses a lot of C++ language constructs that benefit from running on a CPU with an out-of-order core, which neither the 360 or PS3 have.

      Having worked with UE3 for some time I would encourage other developers to consider very carefully whether licensing the engine would really benefit your project. If I were in charge of my project then I would definitely be moving the team over to another 3rd party engine or even an in-house solution. While UE3 is good at allowing a team to get shiny things on screen really quickly, something that always seems to impress management, but it is not a good fit for the consoles and not mature or stable enough currently to develop a AAA title on. For any team wanting to compete with the next-gen big names (Halo 3, MGS 4 etc) UE3 would not be a good choice for the engine.

  12. I smell another duke 3d by sproketboy · · Score: 1

    Don't wait for this game to come out any time soon.

  13. What about Mass Effect? by dgg3565 · · Score: 3, Interesting

    Bioware's Mass Effect is running on Unreal 3 and I certainly haven't heard anything out of them on this. In fact, I cam across one post on the ME forum where one of he developers was just talking about how one of their guys had squeezed out more preformance on the E3 demo by doing an optimization pass. It seems like everyone and their grandmother is using UE 3 at this point and yet not a peep out of any other dev team. And it isn't like Unreal is a new engine with neophyte coders behind it. This is a third generation engine that is built on a code base that has been used in titles from here to Timbuktu. Something seems fishy here.

    1. Re:What about Mass Effect? by Anonymous Coward · · Score: 1, Interesting

      Bioware's Mass Effect is running on Unreal 3 and I certainly haven't heard anything out of them on this. In fact, I cam across one post on the ME forum where one of he developers was just talking about how one of their guys had squeezed out more preformance on the E3 demo by doing an optimization pass. It seems like everyone and their grandmother is using UE 3 at this point and yet not a peep out of any other dev team. And it isn't like Unreal is a new engine with neophyte coders behind it. This is a third generation engine that is built on a code base that has been used in titles from here to Timbuktu. Something seems fishy here.

      I'm the lead gameplay programmer at a company which has licensed the unreal engine, and is developing several titles using it. You will not hear anything public from me either praising it or dissing it, because we're under NDA. I just can't talk about it.

      I imagine every licensee has a similar policy in place. (Notice how any devs posting in this thread who have anything to do with it are posting as anonymous cowards). That's why you're not hearing loud agreement or loud disagreement regarding what these guys did - we all just can't comment on it. That's it, end of story.

    2. Re:What about Mass Effect? by Shilkanni · · Score: 1

      ...and in addition to NDAs and legality, it's also not a particularly good idea to critisize the engine that you're using.

      I mean, there's probably going to be a sticker on the box of all these games saying "Powered by Unreal Technology", the last thing a savvy developer is going to want to do is reinforce any Unreal 3 = Underperforming shiteness rumours before their game gets to market.

      From the few comments we've heard, it sounds like the Unreal 3 engine is okay but 'overshot' the Xbox 360, so anyone using it effectively might have to make some tweaks.

      Silicon Knights seem to have been coasting on this game for quite awhile, so hopefully they are not completely changing engines again.

      (From TFA's FA: http://360.advancedmn.com/article.php?artid=7954)
      "Unfortunately, our sources were unable to reveal whether or not the new Too Human engine is being built ground-up or if it still uses some elements of the Unreal Engine."

  14. Of course it works for Epic by Subacultcha · · Score: 1
    or better yet, talk to Epic themselves.

    I hear they have a game coming out on the 360, didn't sound like it was giving them much problems using the Unreal engine 3 for it either.


    Of course Epic can make a game with their own engine--they wrote it. Duh. Besides, it's not like they'd talk about it publicly if they DID have problems.

    I'm not insinuating there's any problems with Epic's engine, just that there's a huge difference between using code you wrote and licensing it. You have to get used to what may be a completely different paradigm for developing that might not be compatible with the way you work.
    1. Re:Of course it works for Epic by Traiklin · · Score: 1

      that's why you ask for help.

      Epic isn't the kind to go "You want help with what? BWAHAHAHAHAHA! that's a good one *Click*" if you have a problem with something they will help you through it the best they can or fix their engine when to many problems arise.

      Their not Sony of Game Development (before you mods get the trigger finger remember, Sony distributed the Devkits and it wasn't untill 3 or 4 years LATER that they started helping developers with it) or Microsoft of the OS market, if there is a problem with the code they WILL fix it.

      With the Unreal Engine there have been some impressive games done with it, no one seemed to have problems using the engine for their game, this is the first time a company has had a problem adapting the engine to their game (without it taking to many years or a better engine came along).

    2. Re:Of course it works for Epic by Anonymous Coward · · Score: 0

      "Epic isn't the kind to go "You want help with what? BWAHAHAHAHAHA! that's a good one *Click*" if you have a problem with something they will help you through it the best they can or fix their engine when to many problems arise."

      Actually, that's exactly what they do. Their stock answer to any licensee's question about getting new features added or bugs fixed in some piece of code that Epic don't use right now is essentially "Gears of War and UT2K7 don't need those features right now, so you'll have to do it yourself. But feel free to submit your code back to us and we'll roll it into the engine". So, not only are they providing very poor middleware support but they expect licensees, who have paid a substantial amount of money to use UE3, to write their engine for them. It's pretty bad form if you ask me.

  15. Not as bad as it sounds by Rayonic · · Score: 3, Interesting

    IIRC, Too Human was running on a custom engine for most of its development. Then (due to publisher pressure supposedly) the game was switched to the Unreal 3 engine. Now it seems that they're switching back.