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BioShock Developer Details PlayStation 3 Improvements

50°
311w ago - 2K Marin programmer Jake Etgeton reveals that the PS3 version of BioShock will feature new interactive load screens and graphical enhancements due to the use of Blu-ray and the ability to install data on the PS3 hard drive.

To quote: "There are improvements, such as interactive load screens which takes advantage of the increased space on the Blu-ray disc," said Etgeton. "The downloadable Challenge Rooms also offer a slew of new graphical and gameplay content, albeit outside of the fictional universe."

When asked about the PS3 install and how it will affect the game, Etgeton explained, "BioShock PS3 uses a standard one-time 5 GB install. It only takes 10 minutes, and there's even a fancy movie accompanied by Bing Crosby's 'You're Getting to Be a Habit with Me' to help pass the time if you're not off making a tasty, preparatory sandwich."

"Installing to the PS3 hard drive allows us to 'stream' textures and audio faster than the Blu-ray drive can deliver," he justified.

For those of you who want to pick up the PS3 version of BioShock, look for it in stores on October 21.
 

Video: Resistance 2 Developer Walkthroughs Available

50°
314w ago - GameTrailers have made available several new Resistance 2 videos from Insomniac, which include a 2-part developer walkthrough.

Videos are below...

Enjoy!

Developer Walkthrough Part 1:





Developer Walkthrough Part 2:




 

Sony Admits Lack Of Developer Support

100°
327w ago - The process for developing on the PS3 can be quite arduous... Sony have at last faced the awful truth that we have all known from the outset, that has given us a library of uninspired ports, frame rate issues and uninspired unique IP's: The difficulty in developing for the PS3 has driven away developers.

Sony themselves develop 30% of the consoles titles, leaving the rest to third party developers who had begun developing a year earlier for the Xbox 360. With the ease of working with the 360 and the exorbitant costs associated with the PS3, this left most AAA titles merely being ports rather than taking advantage of the superior hardware buried deep inside.

In a manner very unlike Sony, Shuhei Yoshida, president of Sony Worldwide has come out and admitted to the problem and attempted to address it with the community.

Mr Yoshida said: "Sometimes we struggle to convince them (third-party publishers) to put more resources into the PS3."

He added: "We know there's a lot more that we can do, and with the massive growth of the industry we understand that third party publishers have so many choices, many more than they have resources."

Mr Yoshida told GamesIndustry.biz: "Because the 360 hardware was out earlier, the games were built based on 360 architecture. But...
 

PS3's Warhawk Connects to iPhone from XBL App Developer

50°
337w ago - We hope Microsoft returns to Live Anywhere at some point, but in the meantime, gamers are picking up the slack.

1337pwn, who developed the Xbox Live application for iPhone (also compatible on browsers, Blackberries, etc.) recently developed a Warhawk scoreboard application, too.

There's not much functionality to the "Warhawk" application yet, and it's only designed for use on the iPhone and iPod Touch. You can view it through a browser just fine, though. The application is a little limited, however, because Sony doesn't have a community outreach program yet.

"Third party game publishers don't have access to PSN friends list information on the platform right now," said 1337pwn founder Det Ansinn.

"It's tough to predict when that might change. Given some of their initiatives like Home and the new PlayStation store, I would not be surprised to see them working in that direction."
 

Exclusive: Inside The Making Of Call Of Duty 4

50°
342w ago - The new March 2008 issue of Game Developer magazine has an exclusive creator-written article on the making of Infinity Ward's Call Of Duty 4, and Gamasutra has extracts from the piece, discussing a second 'new IP' team once working at the developer and the relative successes of CoD4's PC and Xbox 360 demos.

The postmortem, written by Infinity Ward's Zeid Rieke and Michael Boon, is described by the Game Developer editors as follows:

"Call of Duty 4 is one of the most critically acclaimed games of 2007, and the authors make no secret of their pride in the product. There are many important lessons in here, from sticking to your ideals for a game (even if you aren't completely in charge of the series), to maintaining focus when alluring new IPs loom."

The Evolution Of CoD4

In this first extract, the Infinity Ward team discuss the start of the project, and some of the thought processes the team went through when creating the highly rated title, which Activision is claiming is the best-selling game of 2007 at 7 million copies:

"Call of Duty 4 was Infinity Ward's third Call of Duty game, and as such we approached it knowing we needed to do something fresh. We don't want to pigeonhole ourselves any more than we have to, and many members of the team came off Call...
 
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