Stereophile
Supreme [H]ardness
- Joined
- Dec 4, 2003
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- 5,116
Killzone 2s secret ingredient is the fluidity in gameplay that we have come to enjoy more than its graphical prowess or jaw-dropping visuals. And thats what games have always been about... We're surprised to see Killzone 2 blows our expectations out of the water with a memorable SP campaign and a stellar MP component. To put it short, this game makes "Gears of War 2" look like a high school attempt at gaming and that is a HUGE compliment!
http://www.metacritic.com/games/platforms/ps3/killzone2
http://news.soft32.com/john-carmack-and-his-thoughts-about-ps3_1432.htmlJohn Carmack, the one that gave us Wolfenstein 3D in 1992, the Quake and Doom franchise.
During the interview, John first talked about Enemy Territory, how it was made, the textures and some little hints about the game. But the best part was he was asked about PS3.
He said that Sony is more powerful than XBOX because the PS3 has more peak performance on there and thats what Sony was looking for. But Sony made a mistake when they chose Cell architecture, because Cell needs an asymmetrical approach, not like XBOX which has a symmetric approach and this thing makes XBOX porting a lot easier.
To take full advantage of the Cell architecture developers must break their code in to small nuggets and use a different compiler for the SPEs making developing for the PS3 more difficult then it needs to be.
an educational interview...
http://kotaku.com/gaming/video/carmack-hates-the-ps3-173732.php
Summary : Carmack says the PS3 is technically a more powerful rig than the 360, but that power is off-set by being a pain in the ass to program for.
A GG dev said:It's a huge benefit. If you're developing a game on multiple platforms there are restrictions you always have to take into consideration.
A GG dev said:We are taking huge advantage of the architecture of PS3. I firmly believe that what we've shown we can get out of that machine would be difficult, if not impossible, to deliver on a competing machine.
A GG dev said:I would say impossible. We literally can't do this stuff on any machine other than the PS3. If you're developing a multiplatform game, and looking at your budgets, you have to find a common denominator between the systems and say: that's what I'm developing for. Whereas someone focused on a single platform can really take advantage of everything it has to offer.
GG says it can't be done. Now some may call them biased, but while they're at it, show us a console game that looks better than KZ2. I don't think the bitbag guy was exaggerating when he compared it to Crysis.
However one can't question Carmack's impartiality. The PS3, while harder to use, is more powerful. All of KZ 2's volumetric effects are running on the Cell's SPEs. Due to heavy use of deferred rendering, a typical scene has over 100 lights. X360 is optimized for traditional forward render. It doesn't have the bandwidth to accomplish what KZ2 is doing. It doesn't have the optical media either. One level of this game has 2gb of assets.
If some team comes along and makes a graphics powerhouse exclusive X360 game, maybe there is a chance of something eclipsing KZ2's graphics, by using the X360's hw in ways we haven't seen possible yet, but I doubt it will happen anytime soon. Halo 4 is next gen and everything else I can think of that might contend is multi-platform.