Wow, that was inded all sorts of impressive. As a Ace Combat fan, I can't but be very sad they killed off the game before it was more then just a CGI intro.
At the risk of sounding like a nerd, I do believe that shooting missiles at a nuke doesn't detonate it but destroys it. The detonation system of a nuke is complex enough that you can't get a reaction unless it happens correctly which is a highly controlled process. It's not a damn exploding barrel!
Solid technical execution in the pre-render, but it didn't feel like there was enough unique creative vision. A background song (which they were probably still picking out or licensing) would have helped to dampen that impression, but I'm just not feeling the magic. Is this supposed to be alternate history, and if so where are the cultural indicators? Where is the human element? This is a good example of why just having cool equipment and things blowing up isn't enough to sell a project.
wtf? would a nuclear mushroom REALLY come from blowing up a spaceship? ive done it a jillion times before and it merely started smoking(malboros) and broke apart. so whats with all these pseudo-splosions? you'd think this was a add on for mercenaries 2....
@hitokirimaru: regardless, I call shenanigans on it's detonation, that should merely have caused it to break....i dont know what the world has come to.
Fun trailer. I like the Ace Combat series, but whatever happened to the spaceflight sim genre? It seems to have died an inglorious death. Why doesn't somebody make a new Colony Wars?
It would seem that such a game, if done well, would be competing by itself in such a genre and could possibly sell BAJILLIONS! I can't be the only person who wants such a game made to take advantage of the power of today's consoles.
@I_Like_Rabbits: Ahh, Colony Wars... I've wanted a remake since they launched the PS2!
What would be the holy grail though would be a 3D console variant of Escape Velocity (with multiplayer support)... Though there's ZERO chance of ambrosia software ever making that I hope that a decent developer makes something along those lines... and if they don't then that'll just drive me to get an industry job myself... This game NEEDS to be made!
Wow someone definitely got the "next gen is brown" memo. Yikes, I feel like the only reason the snow was white and the fire was orange is because they couldn't figure out a way to make them brown.
@Klaymen: I'm going to make a game about UPS, and I'm going to call it, "Brown Delivers", with the tag line, "Welcome to the next Generation of Brown."
@lllusionx: I heard once you beat the game there's a joke filter which is supposed to make it look "next-gen" which gives it alot of brown and light bloom.
@MrBionic: how is that a troll? wtf if wrong with you, you automaticly assume i'm trolling because i said a game is colorful? i didnt say other game's arent colorful, i was saying that uncharted has an option in which you can change the color filter from sephia brown to black and white, and a next gen filter. so does resistance 2. i dont know ANY other games with that option, but if you do, just tell me one and stop trying to find a reason to call me a troll god dammit!! >:(
@katsujinken: there's a sephia brown filter, a black and white filter and the next gen filter. i thought the next gen filter makes it look more colorful? i dunno, i havent played it in a while.
@lllusionx: As someone said somewhere else, it's not just this one post, but the accumulation. All you EVER do is post about sony in every article, no matter what it's about. I usually try hard to just ignore it, but I caught myself responding that time, and so instead of backspacing it, I simply publicly admonished myself for it.
Do think you need to sip a little tea or something though, and maybe take a break from gaming/internet/forums/all of the above.
@Str8_Jihadin: Well 3DS is generally the choice of games companies, though Lionhead, Valve and MGS4 both use XSI and Insomniac use Maya.
Maya is often the choice for movies, ILM (Lucas arts Industrial light and magic, who did the CG for Transformers, Pirates of the Carribean among other things). Again XSI also gets used by Blur studios (numerous CG trailers, most recently the Halo Wars one) and was used on films including happy feet and the CG for the mk.1 Iron Man suit.
Also only used XSI myself, though like tcrat said UI is great, plus with advances it makes in changing the production pipeline like the most recent ICE in XSI 7.0 (simulation that works like the render manager with all the little boxes to plug into each other).
Although for Project Gotham they used the Triforce of 3DS, Maya and XSI in different parts of the production.
Actually, there are a lot of studios that use Maya now. It's an incredibly good program for complex pipelines because it's completely scriptable and expandable. It can be made to meet the needs of any production. Which is why it has picked up a lot of steam with VFX and film.
I believe that the only reason that Max is established in the games industry is just due to seniority.
As for the modeling aspect, it's all the same, just with different buttons and menus. You are still extruding, splitting and pulling points. And as was already pointed out, Autodesk owns all three. Sometime in the future we will have one package to rule them all.
@frumplstlskn: Not true. Max has advanced surface and edge constraints (dragging a vert along existing edges or surfaces only), as well as snapping to arbitrary axes and autochamfered edge extrusion, as well as a more robust selection mechanism. To my knowledge Maya does not have these features out of the box, although there may be a plugin or two that can do some of it.
As environment art lead on a project I noticed large discrepancies in quality of hard surface models between equally talented MAX and Maya users, and after I required the Maya users to switch over to MAX I saw a major increase in the quality of their output. In my mind, there is no doubt that Maya simply is not well-suited to complex hard surface modeling.
When you find any Maya high-poly hard-surfaces models as intricate and clean as Kevin Johnstone's, let me know, because I haven't seen any.
Wow I almost took a job at Helixe about a year and a half ago. Although I feel sorry for the people at that studio, I'm glad I made the decision to take the other job.
Boy, thanks for the nod on that update you gave about checking the THQ site vs a list of studios. Oh wait, you didn't. Also, Sandblast has been closed for months.
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Why exactly did they nix the idea?
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+ Watch video
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You should really quit that habit. NASA might start asking questions.
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Oh, also, you might wanna take a look at:
[en.wikipedia.org]
Mind you, I doubt shooting a nuke would set it off.
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01/03/09
It would seem that such a game, if done well, would be competing by itself in such a genre and could possibly sell BAJILLIONS! I can't be the only person who wants such a game made to take advantage of the power of today's consoles.
Can I?
01/03/09
Well, that someone would be SCEE, it absorbed Psygnosis.
But yes, a new Colony Wars would be rad. But not quite as rad as a new G-Police
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01/03/09
What would be the holy grail though would be a 3D console variant of Escape Velocity (with multiplayer support)... Though there's ZERO chance of ambrosia software ever making that I hope that a decent developer makes something along those lines... and if they don't then that'll just drive me to get an industry job myself... This game NEEDS to be made!
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Not going to miss Stormbirds.
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Awww crap, I fed a troll again.
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Do think you need to sip a little tea or something though, and maybe take a break from gaming/internet/forums/all of the above.
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All about XSI mang
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Well, I don't know the difference between the three (I've only used XSI) to tell which is better. :P
01/04/09
Maya is often the choice for movies, ILM (Lucas arts Industrial light and magic, who did the CG for Transformers, Pirates of the Carribean among other things). Again XSI also gets used by Blur studios (numerous CG trailers, most recently the Halo Wars one) and was used on films including happy feet and the CG for the mk.1 Iron Man suit.
Also only used XSI myself, though like tcrat said UI is great, plus with advances it makes in changing the production pipeline like the most recent ICE in XSI 7.0 (simulation that works like the render manager with all the little boxes to plug into each other).
Although for Project Gotham they used the Triforce of 3DS, Maya and XSI in different parts of the production.
01/04/09
Actually, there are a lot of studios that use Maya now. It's an incredibly good program for complex pipelines because it's completely scriptable and expandable. It can be made to meet the needs of any production. Which is why it has picked up a lot of steam with VFX and film.
I believe that the only reason that Max is established in the games industry is just due to seniority.
As for the modeling aspect, it's all the same, just with different buttons and menus. You are still extruding, splitting and pulling points. And as was already pointed out, Autodesk owns all three. Sometime in the future we will have one package to rule them all.
P.S. Max sucks.
01/04/09
As environment art lead on a project I noticed large discrepancies in quality of hard surface models between equally talented MAX and Maya users, and after I required the Maya users to switch over to MAX I saw a major increase in the quality of their output. In my mind, there is no doubt that Maya simply is not well-suited to complex hard surface modeling.
When you find any Maya high-poly hard-surfaces models as intricate and clean as Kevin Johnstone's, let me know, because I haven't seen any.
01/04/09
Holy shit! Those models are sick as hell!
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