PS3 Ratchet & Clank Future: Tools of Destruction

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das spiel wird ein mal mehr was ganz, ganz grosses. ob in sachen gameplay, technik, humor, spritzigkeit, liebe zum detail, ideenreichtum, abwechslung etc. etc....

ratchet & clank 3 sieht heute noch sehr beeindruckend aus auf der ps2. gehört in meinen augen zur elite der letzten gen, was die oberen punkte angeht.

wie schon mal in diesem thread erwähnt spiele ich auch gerade den psp teil. auch hier gilt: einfach grandios. manchmal frage ich mich, woher die entwickler so geniale ideen nehmen...

den ps3 teil kann ich fast nicht mehr abwarten. gehört zu meinen most wanteds dieses jahres.
 
@Zissou

Jap, genau so müssen Spiele in der Machart sein, symphatisch, liebevoll, witzig inzeniert und zusätzlich noch super Spielbarkeit.

Doe grafikk ist super, extrem sauber und Scharf, aber immer noch niht final :D
Das Gras, ok, aber so nah ist die Kamera im Spiel eh nicht auf den Boden.
 
Interview mit Insomaniac und massig Infos zu R&C!

PSU schrieb:
1. I would like to know if Insomniac takes inspiration for some of its weapons (especially in Resistance) from real world weapons?

Nathan Fouts, Weapons Programmer: Absolutely. We like taking modern-day weapons as inspiration and building on those. We also like taking physics phenomenon and natural occurrences and trying to blend them with weapons. For instance, the air-fuel grenade was based on real weapons but also on slower fluid dynamics, while the Hedgehog grenade was based on ”Bouncing Betty” mines and Cholla cactus. The look of a homing tag locked on the environment using the Bullseye was inspired by the classic Bohr model of the atom (with bullets homing on the tag mimicking swirling electrons).


2. Is there any technical reason why you did not implement a sixaxis view/aim control feature (Resistance)?

Marcus Smith, Project Manager: There was no technical reason. In fact, we did implement such camera controls, but as with everything here at Insomniac, an idea has to be put in and tried before it can be considered a bonafide feature of the game. In the case of SIXAXIS control of the camera, we discovered it detracted from the gameplay experience because people were constantly moving the controller involuntarily (especially during firefights).

FPS games have to be extremely camera-conscious and anything that takes away from the user experience is a bad thing. During playtests, we noticed people tend to stick with a particular way of holding the controller while they play- a comfortable position that is different for each individual - and many times this position interfered with camera movement tied to the SIXAXIS. So, we made a design decision early on (after trying it out) that any SIXAXIS control schemes would be limited to optional action. For example, the player can shake off an enemy grab-hold OR they can mash the “triangle” button. In multiplayer, you can activate your map by rotating the controller, but you can also use the directional buttons.


3. Do you have any plans to develop downloadable PSN title..?

Ted Price: Founder/CEO: Yes.


4. Is Clank going to play a bigger role in R&CF:ToD compared to the previous games?

Brian Allgeier, Design Director: Clank will be playing a much bigger role than he did in Ratchet: Deadlocked. I can’t say too much now, but he’ll learn more about his “spiritual side” and discover some new abilities. We’ve put more emphasis on Clank in both the story and gameplay and there will certainly be some surprises for players.


5. How far are you going with motion control for Ratchet and Clank?

Brian Allgeier: We’ve been playing around with SIXAXIS control for both our weapons and gadgets. One of the weapons we’ve already revealed is the Tornado Launcher. It fires out a whirlwind that can be controlled by tilting the controller and causing it to travel towards enemies and swallow them up along with other random debris. This allows the player to manipulate the tornado while at the same time maintaining control of Ratchet. There’s a bit of a learning curve, but once you get the hang of it, it can be quite strategic and rewarding.


6. Will you keep your engine in-house or license it to other companies for a fee? And why?

Mike Acton, Engine Director: We have absolutely no plans on licensing our current Playstation 3 technology. Fundamentally, Insomniac has a commitment to quality and to be a quality middleware provider you must be absolutely committed to the successes of your licensees, and right now we are not prepared to divide our focus. We are totally committed to our own titles and making the best games we can for the PlayStation 3. That said, we know we have knowledge and experience on this platform that other studios could benefit from. We‘ve been able to work with some of our friends to help them improve upon their technology and share some of our work without going so far as being a solution-provider.


7. How much can you crank up the resolutions of the textures with the texture streaming that you apparently have implemented in your engine?


Mike Acton: Improving the quality of detail near the camera, without sacrificing the signature Insomniac long view, has been an important focus through the development of Rachet & Clank Future: Tools of Destruction. While I can confirm that we are actively working on a texture streaming solution, it is only part of the picture. We’re using our experience with the RSX to tweak our render pipeline and shaders to give our artists the ability to bring a lot more detail to the front while still maintaining the rock-solid framerate our players expect. For example: better detail mapping, better normal mapping, and better lighting. As to exactly how much, I can’t say. Every level, every character and every effect requires a different balance, and honestly we haven’t finished working all those issues out yet. One thing I can say though is that our artists are doing a great job of taking advantage of each of the improvements we roll out and the game looks better every day.


8. How much does the progressive mesh differ from the original PS2 R&C-engine in terms of scale?

Al Hastings, Chief Technical Officer: Our level-of-detail techniques are actually much simpler on PS3 than they were on PS2. We made the decision to steer away from doing heavy amounts of geometry processing on the SPUs, so instead we’ve focused on techniques that can be implemented directly on the graphics chip. There are a lot of trade-offs with this approach, but ultimately we like the fact that it gives us more flexibility in our engine and it frees up the SPUs for gameplay related processing.


9. For the original R&C-engine you guys used (And ND) Game Object Oriented Assembly-language, which was something unique I believe, are you taking a similar approach with the PS3 and the new engine to get the utmost out of it or is it mainly C/C++ ?

Al Hastings: The original PlayStation 2 R&C engine made use of some very fast code for rendering static geometry with smooth level-of-detail that was developed by Naughty Dog. We used this for rendering most of our background environments, and it was vital in allowing us to have large, open worlds and still run at 60hz.

But beyond this, our engine and their engine were completely different. Ours was written in C/C++ and assembly while their engine, like you say, was written in a custom language called GOAL. I think we could have benefited a lot from other cool tech features Naughty Dog had in its Jak & Daxter games, but integrating features from one engine to another is often a lot trickier than it seems — and it’s even more difficult when they are written in two completely different languages.

So far on the PS3, we are using C/C++ and assembly just like we were on PS2. And I think Naughty Dog has switched over to this too, for better or worse.
 
Hab das gerade schon im Drakes Fortune thread erwaehnt, Interessant, was Naughty Dog da mit GOAL abgezogen haben, schade drum, dass es nix mehr wird damit und dort auch der standard (sprich C/C++) eingezogen ist.
 
4. Is Clank going to play a bigger role in R&CF:ToD compared to the previous games?

Brian Allgeier, Design Director: Clank will be playing a much bigger role than he did in Ratchet: Deadlocked. I can’t say too much now, but he’ll learn more about his “spiritual side” and discover some new abilities. We’ve put more emphasis on Clank in both the story and gameplay and there will certainly be some surprises for players.
Das ist mal so ziemlich nichtsagend. :lol:
Naja was solls das Spiel wird rocken aber der Rest vom Interview ist mir zu technisch, hätte nie gedacht das Insomaniac solche Technikhuren sind.
 
nomad schrieb:
Hab das gerade schon im Drakes Fortune thread erwaehnt, Interessant, was Naughty Dog da mit GOAL abgezogen haben, schade drum, dass es nix mehr wird damit und dort auch der standard (sprich C/C++) eingezogen ist.

drauf gesch****, ratchet war technisch nicht schlechter als jak.
 
WMD schrieb:
drauf gesch****, ratchet war technisch nicht schlechter als jak.
Du hast nicht verstanden, worum es mir ging =) GOAL heisst nicht, dass die spiele besser aussehen oder sind, sondern dass sich wesentlich besser in der sprache entwicklen laesst und man damit eher zu ergebnissen kommt und besseres prototyping machen konnte. Klar sehen beide titel extrem gut aus, was nix zur sache tut, dass man sich die arbeit erleichtern kann =)
 
insaneNesk schrieb:
was kann so ein spu im grafikbereich leisten? hab diesbezüglich nichts gefunden.

Puh..alles Mögliche, glaub ich...vom Polygone rendern bis hin zu HDRR, AA oder volumetrischen Berechnungen ziemlich viel - aber frag' zur Sicherheit lieber nochmal im Technik thread nach.
 
Yondaime schrieb:
Puh..alles Mögliche, glaub ich...vom Polygone rendern bis hin zu HDRR, AA oder volumetrischen Berechnungen ziemlich viel - aber frag' zur Sicherheit lieber nochmal im Technik thread nach.

das wollte ich vermeiden, weil dann kommen die ganzen m$ fanboys spezialisten :D und schreiben so ein mist.
 
insaneNesk schrieb:
was kann so ein spu im grafikbereich leisten? hab diesbezüglich nichts gefunden.

Daher das man weiß das Sony den Cell in früheren Konzeptionsphasen auch als GPU in der PS3 einsetzten wollte kann man von ausgehen das er einiges kann, wenn auch nicht vergleichbar mit einer richtigen GPU.

So weit ich weiß kann der Cell insgesammt ca. 25 Milliarden Shader Operationen pro Sekunde durchführen, ist ja wenigsten etwas ;)
 
Neuer Blog zu Rachet and Clank

Inside the Developers Studio: Brian Allgeier

+ Posted by Brian Allgeier // Creative Director & Design Director, Ratchet & Clank







1. What game do you have at E3 this year?
RATCHET AND CLANK FUTURE: TOOLS OF DESTRUCTION
2. Describe it in five words or less.
A Spectacularific Galactic Sci-Fi Adventure!
3.When is it being released?
[Channeling best “movie guy” voice] … Ratchet & Clank Future: Tools of Destruction will be available worldwide and exclusively on PlayStation 3 this fall.
4. Tell us more about your game. What’s the story?
Ratchet and Clank are joyriding in their favorite city, Metropolis, when an imperial armada suddenly attacks. They discover that the invasion was orchestrated by one Emperor Tachyon who has a deep hatred towards Ratchet. Confronted by a past that he never knew he had, Ratchet and his buddy Clank set out on an adventure to get some answers and defeat the Emperor. We’ve never explored Ratchet’s history in past games and decided to begin the “Future” series by delving into the mystery of his existence. Clank also has his own major discovery when he learns that he has supernatural abilities - turns out he’s a robot with a mystical side! All of this takes place during their journey through a fascinating new galaxy where they encounter exotic alien worlds and creatures.
5. What did you do on this game that you couldn’t do on another platform?
As you can imagine, we get asked this question frequently because of the massive buzz about the console wars. Obviously, each console has its own unique strengths that would require us to approach our game development process a little differently. But Insomniac has developed exclusively for Sony and PlayStation consoles for more than 10 years now. We’ve done so because we have great relationships with the people there and because we believe in the hardware’s capabilities. To be honest, we don’t concern ourselves with what or how we could develop on other consoles since we’re happy working with Sony.
6. Do you have any “firsts” in this game that have never been done before?
Outside of breakdancing mutant alien centipedes, hip-hop bouncing Morph-O-Ray penguins and pelvic-thrusting mech bounty hunters controlled by fish heads, not so much. Seriously though, what Ratchet & Clank Future: ToD does offer is a tightly integrated, massive, epic, varied, and humorous adventure that should hopefully feel like a true evolution of the Ratchet & Clank franchise.
7. What do you think is the coolest aspect of this game?
That’s a tough question! I’m torn between the humor, the visual spectacle and the gameplay variety. The visual spectacle is the one thing that I think people will notice immediately. We’ve been able to create some very detailed and beautiful worlds that Ratchet and Clank visit and I think players will have a real sense of wonder when they explore them. The vibrant colors, expansive views, expressive characters, and massive explosions enhance every aspect of the game and create a rather engaging experience.
8. Describe one of the boss fights in the game?
One of our intense boss battles features a giant construction mech controlled by furry Kerchu aliens. The mech chases Ratchet along a transportation rail and smashes out pieces of it with its giant wrecking ball arms. Ratchet must jump the gaps and dodge missiles while racing down a twisty rail. All of this is viewed from multiple camera angles. Ratchet travels upside down and must fight the giant mech while hanging high above the arena floor using his gravity boots. The mech swings his heavy wrecking balls to pulverize the upper level of the arena, forcing Ratchet to drop down and fight the boss on the ground. While he’s on the lower level, the boss will unleash his wrecking ball attack, fire streams of rockets, and dump Kerchu creatures that can roll around in shielded exoskeletons. It’s fun to see all of the furry Kerchu creatures moving around while they operate this massive machine. You can strategically choose if you want to be on the upper section of the arena where the boss has fewer attacks, or on the lower section where the boss has more attacks and there’s more room to maneuver. Having an intense boss battle that takes place across a large section of the level and offers this degree of strategy is something that we’ve never done before in the Ratchet & Clank franchise.
9. If you could sit one person in front of your game for an hour, who would it be?
Nikola Tesla. I think he’d get a kick out of what we’ve done with electricity.
10. What game do you most want an hour to sit in front of yourself (besides your own)?
Little Big Planet – And I’m not saying that because it’s a PS3 game! From what I’ve seen, it looks like a heck of a lot of fun to build co-op levels and run through them with your friends. I want to build a Gauntlet of Doom with flamethrowers, monkeys and spinning blades!
11. How many E3’s does E3 2007 mark for you?
That would be…um…12. Man I’m getting old. Yep…sonny, I remember back in day when videogames were made up of just a few sprites and some decent color cycling…
12. Describe the pre-2007 E3 experience in five words or less.
Manic Rubber Sasquatch Love Thingy!
13. Most over used phrase or expression during E3 season.
“NEXT-GEN!” – And sadly, I use it all the time. I’m looking forward to when things become “Now-Gen” and I can drop the expression!
14. You are asked to make suggestions for an E3 survival kit- what three items HAVE to be included?
Past E3’s: Ear plugs, booth babe blinders and a tazor
15. What advice would you have for someone who has never experienced E3?
Don’t feel ashamed to cry. You can work through it. Time heals and eventually the pain will go away.
16. Describe what you anticipate from 2007’s newly formatted E3 in five words or less.
Sensible Pliable Sasquach Fun Thingy?
17. What’s your favorite part about developing games for a living?
My favorite part is when pieces of the game come together and create something more amazing than what was imagined. There are a lot of talented people at Insomniac and seeing the results of their combined forces is incredible. For example, our lead character artist came up with an enemy character that is a robotic suit controlled by an alien fish-like creature in a bubble. That was pretty funny in and of itself. The animators then took that insane character design and made some hilarious hip thrusting animations for when he dances to the Groovitron (a combat device that make enemies dance). Watching him dance made us all crack up. Finally, one of our programmers made the fish pop out of the suits when the enemy is killed and flop around. And of course, those fish also dance. Witnessing a scene of dancing robotic troopers and flopping fish under a disco ball against a beautiful city backdrop is an unforgettable moment. It’s great when that kind of chemistry comes together and magic happens.
http://blog.us.playstation.com/2007/07/02/inside-the-developers-studio-brian-allgeier/#more-118

edit: größerer Screen

4voctae.jpg
 
Zuletzt bearbeitet:
Das hört sich super an und sieht einfach traumhaft aus, so sollte ein NextGen Jump&run aussehen :aargh:
Wenn noch mehr solche spiele für die Ps3 kommen werd ich noch zum multi :shakehead:
 
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