...and our entire studio came this close to converting to Mac's (we're 100% Maya-centric, the loss of the windows version (see what happened to Logic) would have been, entertaining). Damn!
Yeah, the MIPS instruction set is great. The tricky bit is orchestrating 4 processors, each connected through a different bus, with differing (some secret) protocols, different instruction sets, and different RAM areas (VU0 can access EE memory, but everything else goes through DMA). Plus there's a sound core, an MPEG accelerator, and the graphics chip, all of which need to be addressed at a hardware register level to achieve best performance.
Speaking as a console developer, the instruction set of the core processor is generally the least of our worries.
Insightful??? How about, completely wrong. US and European gamers have played many more Japanese games than the Japanese play western games, going back as far as Space Invaders. Japanese developers even make games specifically for the western audience. For example, Tecmo didn't finance Ninja Gaiden on the predicted japanese sales.
On the other hand, western successes in Japan are the exception, rather than the rule. Naughty Dog, working very closely with Sony, made a lot of changes to Crash Bandicoot to make him appeal to the Japanese audience. Ratchett went under a similar process. For example, he has Groucho Marx eyebrows in the Japanese version.
Mojib Ribbon, like its predecessor Vib, is a niche title, in a genre that historically does very poorly in the US. It's getting a European translation though, because there's a market for quirky titles over there. As a US resident, this pisses me off immensely, but it's how the industries been for a long time now (besides, games are generally cheaper, faster, and earlier in the US, so it kinda balances out).
This is the fundamental problem with music games. If you don't like the music, you're not going to enjoy the game. I tried playing Amplitude a few times, and a few tracks were fun, but the rest were like, "I want to finish this, so I don't have to listen to this shit again".
Added on to that, both Frequency and Amplitude are very abstract games, and that seems to confuse the mainstream. At least in DDR it's fairly obvious what you're supposed to be doing.
AFIAK the green x-box you had was a debug unit. These are normal x-boxes with the same shell as the debug units (inside joke is that they made too many debugs, and these are the overrun).
Both PS2 and GC are already available in a wide range of colours.
Let me guess, the first Harry Potter game? Someone fucked up the PS2 one, which meant that the only Playstation Potter that christmas was the PS1 version.
Is it such a crime that a game not fit neaty into one genre?
Actually it's not particularly innovative gameplay wise, as it fits perfectly into the classic Zelda mould. Unfortunatly Ubi seemed to forget to tell anyone this, with the result that no-one really knew what it was.
Mind you, the release date was more than half the problem. Original titles at christmas are a very big risk, as the bulk of christmas titles seem to be bought by doddering relatives.
Not necessarily. It's almost certainly rendered on the XBox, just not output on the display hardware. We do a similar thing for our PS2 game. One method is to render multiple viewports (either as tiles, or by pixel-fraction offset) of the scene, and then stitch them back together as a post-process.
It's still a reasonable indicator of the lighting, effects, and the detail in the models. Just not what you'd actually see during gameplay. However if you don't do this, then you get a million fanboys crying about "anti-aliasing".
They're arranged alphabetically:
In which case, your alphabet is pretty fucked up.
Got any links for that, becasue AFAIK, DareDevil isn't a peer-reviewed science journal.
No, but then it's extremely unlikely that my employer will be doing anything for the X-Box in the forseeable future.
...and our entire studio came this close to converting to Mac's (we're 100% Maya-centric, the loss of the windows version (see what happened to Logic) would have been, entertaining). Damn!
You don't need a GBA for the single player mode, which is still a great game. Controlling 4 Links in formation is a lot of fun.
Ahahhahahhah!
Yeah, the MIPS instruction set is great. The tricky bit is orchestrating 4 processors, each connected through a different bus, with differing (some secret) protocols, different instruction sets, and different RAM areas (VU0 can access EE memory, but everything else goes through DMA). Plus there's a sound core, an MPEG accelerator, and the graphics chip, all of which need to be addressed at a hardware register level to achieve best performance.
Speaking as a console developer, the instruction set of the core processor is generally the least of our worries.
Insightful??? How about, completely wrong. US and European gamers have played many more Japanese games than the Japanese play western games, going back as far as Space Invaders. Japanese developers even make games specifically for the western audience. For example, Tecmo didn't finance Ninja Gaiden on the predicted japanese sales.
On the other hand, western successes in Japan are the exception, rather than the rule. Naughty Dog, working very closely with Sony, made a lot of changes to Crash Bandicoot to make him appeal to the Japanese audience. Ratchett went under a similar process. For example, he has Groucho Marx eyebrows in the Japanese version.
Mojib Ribbon, like its predecessor Vib, is a niche title, in a genre that historically does very poorly in the US. It's getting a European translation though, because there's a market for quirky titles over there. As a US resident, this pisses me off immensely, but it's how the industries been for a long time now (besides, games are generally cheaper, faster, and earlier in the US, so it kinda balances out).
Actually worth significantly more, since the 4GB hard drive costs $400+ on its own.
This is the fundamental problem with music games. If you don't like the music, you're not going to enjoy the game. I tried playing Amplitude a few times, and a few tracks were fun, but the rest were like, "I want to finish this, so I don't have to listen to this shit again".
Added on to that, both Frequency and Amplitude are very abstract games, and that seems to confuse the mainstream. At least in DDR it's fairly obvious what you're supposed to be doing.
AFIAK the green x-box you had was a debug unit. These are normal x-boxes with the same shell as the debug units (inside joke is that they made too many debugs, and these are the overrun).
Both PS2 and GC are already available in a wide range of colours.
This is likely just Sony throwing smoke to steal the thunder from Microsoft,
Which would be fair enough, if Microsoft had any thunder to steal.
Most of us know where this line is located.
Down the middle of the playground?
The Slashdot double standard
You might want to take a quick look around. There's several thousand people here, they're unlikely to all have the same opinion.
Both the XB sticks have buttons, and all 8 'game' buttons on the PS2 controller are 8-bit pressure sensitive.
The GC controller is three buttons short of the XB and PS2 controllers, although this doesn't seem to cause too many issues.
> Roxio Easy Media Creator 7
A Roxio product, with, problems? Say it ain't so!
I'd just like to add to the geek chorus, and point out that the x-box triggers are analogue.
The hard drive will almost certainly be an expansion, for games that absolutely require it, like FFXI for the PS2.
MMORPG's are niche as firk, and the hard drive is toast people, get used to it.
If you're using Maya on a powerbook, you have bigger problems than the lack of mouse buttons.
It was dropped by the orignal publisher, but was picked up earlier this year. Todays Eurogamer says March.
Let me guess, the first Harry Potter game? Someone fucked up the PS2 one, which meant that the only Playstation Potter that christmas was the PS1 version.
Well then maybe they should have called it Prince of India then?
Ancient Persia pretty much equals Modern Iran.
Good games rise to the top (in respect and sales) because they are good, not because they had a great marketing effort.
Enter the Matrix.
Is it such a crime that a game not fit neaty into one genre?
Actually it's not particularly innovative gameplay wise, as it fits perfectly into the classic Zelda mould. Unfortunatly Ubi seemed to forget to tell anyone this, with the result that no-one really knew what it was.
Mind you, the release date was more than half the problem. Original titles at christmas are a very big risk, as the bulk of christmas titles seem to be bought by doddering relatives.
Not necessarily. It's almost certainly rendered on the XBox, just not output on the display hardware. We do a similar thing for our PS2 game. One method is to render multiple viewports (either as tiles, or by pixel-fraction offset) of the scene, and then stitch them back together as a post-process.
It's still a reasonable indicator of the lighting, effects, and the detail in the models. Just not what you'd actually see during gameplay. However if you don't do this, then you get a million fanboys crying about "anti-aliasing".
Blender? HAhahahahha....hahh......(sound of head falling off)