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Yosuke Hayashi Talks Ninja Gaiden Sigma (PS3)


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Yosuke Hayashi som er utviklingsansvarlig for Ninja Gaiden Sigma har svart på en en del spørsmål til gaminformer. Han er ikke fullt like frisk i uttalelsene som Itagaki-san, men har uansett en en god del og fare med. Han liker lite at Sigma omtales som en remake og snakker om hvordan Sigma er videreutviklet fra xbox versjonen, sytete utviklere og devkits som jobber så det ryker av de.. :ph34r:

 

Noen godbiter:

 

Om sytete utviklere som sliter med å utvikle til PS3:

I think all those developers who are saying, “We don’t want to do a PS3 game,” or “It’s really difficult to do it,” should shut up and make their games. If you have time to complain about it, then you should be spending your time working on getting the most from the hardware. It’s really about, at the end of the day, showing what we can do as developers. Nobody is forcing us, nobody is saying, “You have to develop for the PS3.” We’re doing it because we want to, and because we know that there are people out there who have PS3s, and if we can get them to play our game then our goal is accomplished. We’d like to have Ninja Gaiden Sigma not only be a great game for the consumer but also as a message to the industry, to say, “Look, this can be done in 2007 on this hardware.” Hopefully, that can throw out a beacon for the rest of the industry.

Devkit som jobber så det ryker av de:

We’ve made a couple of devkits smoke, but we haven’t had any actually blow up yet. [laughs] As far as using the hardware to its fullest, there are a ton of examples, but it’s about approaching the process gradually. For instance, initially we didn’t think that we were going to be able to do as much as we have been able to, which is something good about the PS3, because we weren’t necessarily limited to what it says on paper. As an example, we had originally planned to only include self-shadowing during the cutscenes, but once we actually started coding, we found that we were able to have cutscenes in real time, fully implemented throughout the entire game and while you’re in the middle of the action. So it’s really a matter of having a certain goal and then you try to see what you can get the hardware to do to achieve that goal, and by the time you look around you have smoke throughout the entire R&D floor.

Intervjuet i sin helhet:

http://www.gameinformer.com/News/Story/200...6109.htm?Page=1

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