Ninja Gaiden Sigma devs made the PS3 smoke
Speaking to GameInformer , Yosuke Hayashi, the director of Team Ninja‘s Ninja Gaiden Sigma, claims that unlike DOA4’s Itagaki who blew up a few Xbox 360s, he was only able to make his batch of PlayStation 3 devkits “smoke.” He explains:
WeÂ’ve made a couple of devkits smoke, but we havenÂ’t had any actually blow up yet. [laughs] As far as using the hardware to its fullest, there are a ton of examples, but itÂ’s about approaching the process gradually. For instance, initially we didnÂ’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 werenÂ’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 youÂ’re in the middle of the action. So itÂ’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.
Yes, in the interview, Hayashi had a lot to tell folks who’re complaining that the Sony PS3 is hard to develop for. He says:
I think all those developers who are saying, “We donÂ’t want to do a PS3 game,” or “ItÂ’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.
He also hinted that their upcoming ninja game for the PS3 is set to use the PS3’s SIXAXIS in unique ways. He says that developers should go a step above just getting people’s bodies involved with interacting with the game and start considering other functionalities. For the complete interview, feel free to head to it via our “read” link below.
Speaking to GameInformer , Yosuke Hayashi, the director of Team Ninja‘s Ninja Gaiden Sigma, claims that unlike DOA4’s Itagaki who blew up a few Xbox 360s, he was only able to make his batch of PlayStation 3 devkits “smoke.” He explains:
WeÂ’ve made a couple of devkits smoke, but we havenÂ’t had any actually blow up yet. [laughs] As far as using the hardware to its fullest, there are a ton of examples, but itÂ’s about approaching the process gradually. For instance, initially we didnÂ’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 werenÂ’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 youÂ’re in the middle of the action. So itÂ’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.
Yes, in the interview, Hayashi had a lot to tell folks who’re complaining that the Sony PS3 is hard to develop for. He says:
I think all those developers who are saying, “We donÂ’t want to do a PS3 game,” or “ItÂ’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.
He also hinted that their upcoming ninja game for the PS3 is set to use the PS3’s SIXAXIS in unique ways. He says that developers should go a step above just getting people’s bodies involved with interacting with the game and start considering other functionalities. For the complete interview, feel free to head to it via our “read” link below.