Showing posts with label Insomniac. Show all posts
Showing posts with label Insomniac. Show all posts

Tuesday, March 10, 2009

Next Insomniac Title To Be PlayStation 3 Exclusive

Ratchet and Clank and Resistance creators Insomniac Games' next title will be another PS3 exclusive, the studio revealed, ending speculation that it might go multi-platform with its titles. It's currently in development, though no further details are available. Would Insomniac be announcing the next Ratchet and Clank? I would have to say yes, after finishing Ratchet and Clank: Quest for Booty it was evident that we will be seeing Ratchet's next adventure sometime this year.

Tuesday, February 24, 2009

God of War III Native 1080p resolution


Sony has recently announced that God of War III would indeed be hitting shelves sometime during 2009, French gaming magazine PSM3 gives us the latest on the project Here are the details.

The game will run at 1080P natively at the 'perfect' frame rate. There will also be no obvious loading times, similar to Uncharted or Devil May Cry 4. We can also expect to see tons of enemies on screen at once with no hiccup in the frame rate.

Despite not having David Jaffey or Corey Balrog(the directors of the previous 2 games), the staff still retains 60% of the people that worked on the past games. They've also enlisted Naughty Dog(Uncharted: Drakes Fortune) and Insomniac(Resistance, Ratchet) for help developing the game. With Santa Monica, Insomniac and Naughty Dog all sharing assets and knowledge about the PS3, it looks like GOW III will sure be epic.

The sex mini-games are back! The PS3 allows for Kratos' individual muscles to bulge, and sweat can be seen on his body, so Santa Monica figured why not apply the same to the girls in the series' popular sex mini-games

Tuesday, February 10, 2009

LittleBigPlanet leads all for the ninth annual Game Developers Choice Awards


Media Molecule’s LittleBigPlanet leads the nominees for the ninth annual Game Developers Choice Awards with seven nominations, organizers have revealed.

Number None's Braid for Xbox360 followed with only five nominations. Critically acclaimed LittleBigPlanet will be also be a contender for the coveted game of the year award.

Part of the List that counts:

Best Game Design
Far Cry 2(Ubisoft Montreal)
Braid (Number None)
Fallout 3 (Bethesda Game Studios)
Left 4 Dead (Valve Software)
LittleBigPlanet (Media Molecule)

Best Visual Art
Fallout 3 (Bethesda Game Studios)
Metal Gear Solid 4 (Kojima Productions)
Prince Of Persia (Ubisoft Montreal)
LittleBigPlanet (Media Molecule)
Gears Of War 2 (Epic Games)

Best Technology
Spore (Maxis)
Grand Theft Auto IV (Rockstar North)
Left 4 Dead (Valve Software)
LittleBigPlanet (Media Molecule)
Gears Of War 2 (Epic Games)

Best Writing
Far Cry 2 (Ubisoft Montreal)
Braid (Number None)
Fallout 3 (Bethesda Game Studios)
Grand Theft Auto IV (Rockstar North)
Metal Gear Solid 4 (Kojima Productions)

Best Audio
Dead Space (EA Redwood Shores)
LittleBigPlanet (Media Molecule)
Metal Gear Solid 4 (Kojima Productions)
Left 4 Dead (Valve Software)
Gears Of War 2 (Epic Games)

Best Debut
Braid (Number None)
Sins Of A Solar Empire (Ironclad Games)
LittleBigPlanet (Media Molecule)
World Of Goo (2D Boy)
Soul Bubbles (Mekensleep)

Innovation
Spore (Maxis)
World Of Goo (2D Boy)
Boom Blox (EA Los Angeles)
Braid (Number None)
LittleBigPlanet (Media Molecule)

Best Handheld
Patapon (Pyramid/SCE Japan)
Advance Wars: Days Of Ruin (Intelligent Systems)
God Of War: Chains Of Olympus (Ready At Dawn Studios)
Echochrome (SCE Japan)
The World Ends With You (Jupiter/Square Enix)

Best Downloadable Game
Castle Crashers (The Behemoth)
Braid (Number None)
World Of Goo (2D Boy)
N+ (Metanet/Slick Entertainment)
Pixeljunk Eden (Q-Games)

Game of the Year
Fable 2 (Lionhead Studios)
LittleBigPlanet (Media Molecule)
Fallout 3 (Bethesda Game Studios)
Left 4 Dead (Valve Software)
Grand Theft Auto IV (Rockstar North)

Wednesday, January 28, 2009

Customers Set the 3D Record Straight: Gaming Rules


Press Release:
Customers Set the 3D Record Straight: Gaming Rules
Meant to be Seen Finalizes Results of U-DECIDE Initiative, More Than Triples Performance

Toronto, Ontario - January 6th, 2009 – Meant to Be Seen, the foremost authority group on stereoscopic 3D (S-3D) gaming and home entertainment has announced the completion of the U-DECIDE Initiative, the most credible study of what customers think of 3D entertainment technologies and why. Neil Schneider will be present at the Consumer Electronics Show, and meetings can be scheduled through MTBS’ press contact listed below. A brief synopsis of the additional contents of the U-DECIDE Initiative report will be made available at iZ3D Inc’s meeting room #25118M in the Gaming Showcase downstairs, South Hall 2, Las Vegas Convention Center.

“While CES is going to be filled with a lot of ideas and wishes for the 3D industry, dreams can only be made into reality if demand can be demonstrated. We now have the smoking gun to accomplish this from the only people whose opinion matters – our industry’s customers,” said Neil Schneider, President & CEO of Meant to be Seen.

Stereoscopic 3D refers to the ability to display true volumetric 3D content through 2D media. Examples include explosions that pop out of the screen, and a sense of depth that makes viewers think they can reach inside the display.

Made possible with the assistance of AMD, iZ3D, Blitz Games Studios, The Game Creators and Guild Software, the U-DECIDE final report will determine what customers think of 3D entertainment, and will dispel the leading myths and assumptions about the technology.

Customer opinions were captured in two separate online surveys. One was for traditional gamers who don’t yet own 3D display equipment, and the other was for experienced stereoscopic 3D gamers and consumers. Each respondent was required to answer 26 multipart questions, and there were well over seven hundred surveys completed (60% 2D, 40% S-3D gamers).




A staggering 65% of 2D respondents find 3D “intriguing” and 27% more say 3D is “must have” technology. Less than 4% think 3D is “tacky”, and just over 5% think it “sounds uncomfortable” – very low compared to what is often assumed of consumers.






3D glasses are regularly cited as a handicap to the at-home 3D market, yet only 12% of 2D customers object to 3D glasses for video games – content that is widely available today. This climbs to almost 30% for 3D broadcast television, with Blu-ray movies falling in-between with 16% glasses objection. Experienced 3D customers are more forgiving with just a 3% objection level for video games, 4% for Blu-ray, and 12% for broadcast television.







All respondents were nearly unanimous about video games with an 87% suitability rating by 2D, and nearly 96% rating by experienced 3D gamers. Without yet owning the technology for themselves, 93% of 2D customers want game developers to officially support true 3D in their games, and this climbs to 99% amongst 3D gamers. Suitability of 3D Blu-ray movies and 3D broadcasts were far more selective, and an in-depth analysis will be found in the final report.



Other findings include brand awareness of twenty different products/companies in the 3D marketplace according to both 2D and S-3D gamers. For example, the awareness range for products with 2D gamers was 4% to 54%, and Meant to be Seen scored over 40% amongst 2D gamers. This climbed to over 60% amongst S-3D gamers in a possible range of 8% to 68%.

Leading brands surveyed include iZ3D, NVIDIA, Mitsubishi, Samsung, RealD, Dolby 3D, DDD, Philips, Texas Instruments, Viewsonic and more.

“This is a bombshell. First, the game developers are only now waking up to the possibilities of 3D and the manufacturers are disproportionately spending their resources on the home 3D cinema market. Second, there is clearly a disconnect between what customers think and what many believe they think. And third, the content makers are weighing their futures on distant glasses-free technologies that consumers aren’t asking for. It’s clear that the sooner we all listen to our customers, the better,” Schneider explained.

Nearly 60 participant winners have been drawn for a wide selection of prizes including iZ3D 3D monitors, ATI GPUs, and a wide selection of video games by Blitz Games Studios, The Game Creators, and Guild Software.

Graphics charts are available for download from mtbs3D.com in the U-DECIDE sub-menu, and the complete report is expected to be available for distribution on January 26th, 2009.

Committed MTBS partners and qualified game developers who accept complementary MTBS Certification can get the report for free. There will be a 5% discount to MTBS members (free registration), and interested parties can email udecide@mtbs3D.com for more information on the report’s contents and pricing. This release is a small sampling of what has been learned.

MTBS is pleased to report that 2008 was a record year with its monthly traffic growing almost 360% in less than 12 months, and more than doubling its registered membership in the same period.

Non-proprietary and independently owned and operated, Meant to be Seen is made possible by unrestricted education grants from iZ3D Inc. and TDVision Corp. Non-proprietary in nature, MTBS welcomes additional industry involvement to help grow the popularity and effective use of consumer stereoscopic 3D technologies.

For more information, visit http://www.mtbs3D.com or contact:

Carol Warren, Principal
Antarra Communications
Tel. 714-891-3660
Cel. 714-865-6735
Toll Free 866-268-2772
Email cwarren@antarra.com

Tuesday, January 27, 2009

Dear Sony, I want to Love "HOME" but I just Can't!


Maybe it's just me, I was not a fan of the critically acclaim Mass Effect(personally the hype is not justified for this game"my opinion") and the first hour or so of Fallout 3 bored the shit out of me. So you what the hell does this have to do with Sony Home, well absolutely nothing. Just had to get that off my chest.

I have been anticipating Sony's virtual social space Home for the longest time, when I had the oppertunity to finally join the beta I was eager elated and pretty pumped. Now about two plus months later Sony's Home has dropped on PSN and at best, it's a mediocre experience.

I am trying hard maybe too hard to enjoy and see the value in Home. But every time, I boot up my Sony PS3 and hit the Home icon a slight quiver of excitement hits me until I start to explore and interact with Home.

If boredom was to be manifested into a virtual environment it would be called "Home". Yes, there are a few new rooms, Red Bull, Uncharted and Farcry 2. Besides Red Bull, there is no point to the Uncharted Home space and FarCry 2 Home space.

So what else does Sony have planned for "Home" besides EA Sports Complex(sounds interesting)will they do something amazing with firmware update 3.0 or would they milk the "beta title" to justify the mediocrity. At this moment there are a few things wrong with "Home". It lacks most of the features that was promised and it's a virtual bank for Sony(microtranstation anyone). See video below and you be the judge


Where is my trophy room? Where are the third party "Home Spaces"? Can I have the ability to move faster in Home? Could we have faster loading times when traveling to and from different "Home Spaces" The problem with Home for me is it still feels dull and lifeless even with people running around doing the cabbage patch. it feels very "1999"




I know Home is supposed to be a virtual meeting place to meet new people and hang out with your current friends. Most of the people on my friend list does not even know Home exist(they are never "Home"). The virtual stores located in "Home" currently still have the same shit form the beta, nothing new,cool or exciting has yet to emerge.

Where is the ability to take content from my HDD and place it into my personal "Home space"? I know "Home" is a ginormous( I know this is not a work but add it to your vocab) endeavor and will take a while to come to full fruition, but Sony has been fiddling around with "home" for about three years now. And it still feels half ass.

Why not include new content with every new firmware update? Offer new animation for sale(.99) or allow your users to created new content and upload it to "Home". Where is a LittleBigPlanet Space? I would think you can and should be able to incorprate LBP into "Home" in very cool and unique ways. What is Sony waiting for? How about a Metal Gear Solid Space? Sony two biggest titles has no love in "Home" (Besides LBP ads) "WTF"

Sony "Home" has great potential and I hope Sony fulfills on their promise and dreams with "Home", but at the moment "Home" is filled with empty promises and unrealized dreams.

Saturday, January 24, 2009

Sony PS3 TV Advertising Needs Help ASAP

Sony has received constant flack and criticism from the online gaming media conglomerates and rabid fandrones of the gaming community for many things. Everything from, being too hard to develop for, cost of hardware is out of reach for the mass public, no AAA games, blu-ray sucks, PS3 has no B/C, and the only thing I agree with "Sony Television Advertising sucks ass through straws"

Sony recent waves of ads are simply terrible and mundane. Way back around the beginning of the new millennium(2001) Sega had a very amusing and great television ad campaign that Sony can learn from for SegaNet. Now, that Sega is no longer revelant in the console world could Sony still learn form them? Simple answer"yes".

-video after the jump:




The most recent PSN ad debuting the PSN Video Store is at the best blah. The ad is filled with contrite humor and there is nothing that makes you say "I want that PS3" or "I want to do that on my PS3" . I understand it can be fairly hard for Sony to find the right balance when making an attempt to explain a digital device that can do it all in HD and eventually 3D. But shit, Sony you need to try harder.




The next Sony PS3 ad shows off some actual in-game content with video footage. But the stupidest thing of it all, Sony show's you all the games videos on a white brick wall at night on the side of a building "WTF". This ad does nothing for any of the games being showcased. You cannot judge the quality of the games being showed, you could barley tell what games are being showed "WFT"




Sony ads does not excite, and this is a clear classic example of "when game ads go bad". If I was a gamer contemplating the purchase of a new next gen console and I saw Sony's ad for the first time. I would be some what dumbfounded about what they hell does a Sony PS3 has to offer me?

-Note to Sony: Please show gameplay footage of Sony AAA exclusives on anything else but the side of a fucking building at night!

-Note to Sony : Please show the games so people can see the high production value within advertised game!

-Note to Sony: Make the public want your shit and feel that they cannot live without it(Apple does a great job with its products), sprinkle a little excitement into your ads Sony "please for the love of God".




Sega is no longer making consoles but there's was one constant you will get out of their ads, how good the games look and owning a Sega console could be utter fun.

Sony has a long way to go to establishing a better perception of their mega console. This can be done by using many methods, with advertiser strapped for cash and willing to whore themselves to corporate America/Japan. Why not take advantage of the current economic climate and commission better high quality television ads.

Monday, December 15, 2008

NanoGeekTech milestone: Over 500 total Blog Post

Hello everyone, NanoGeekTech has topped the 500 post mark. 512 posts and counting. I am currently working on upgrading the look of NanoGeekTech 1.0. Our sister site NanoGeekTech & Science 2.0 will be updated more on a regular basis.

NanoGeekTech Media LLC will be currently working on a new crop of blogs. I hope to have these blogs up and running by spring 2009. Please feel free to leave your input or tips. If you would like to join the NanoGeekTech team please e-mail me NanoGeekTech@gmail.com.

"Remember the Gaming media is tainted and I am not the gaming media"

Thursday, December 11, 2008

Resistance 2 Review


Developer: Insomniac Games
Publisher: Sony Computer Entertainment
Designer: Ted Price
Engine Insomniac Engine v.2.0
Native resolution 720p
Platform: PlayStation 3
Release date: NA November 4, 2008
JP November 13, 2008
AUS November 27, 2008
EU November 28, 2008
Genre: First-person shooter
Mode: Single-player, co-op, online co-op, multiplayer, online multiplayer
Rating: BBFC: 18
ESRB: M
OFLC: MA15+
PEGI: 18+
Media Blu-ray Disc
Input methods Dualshock 3

Its May 15, 1953 and the United States and the world, as we know it has come under a full scale invasion by an evil and heartless entity call the Chimera. Resistance 2 starts off with our lead hero Nathen Hale crash landing into a mean fire fight against the ruthless Chimera. Resistance 2 picks up form the first game this time the fight continues state side. Your alien killing spree will unfold during ten gruelling chapters. You will fight your way out of deep shit from Iceland to San Fransisco, along the way you will visit,Twin Falls Idaho, Bryce Canyon, Utah, Chicago, Baton Rouge, Louisiana, the Gulf of Mexico and around the Yucatan Peninsula.



Before we go any further, I'll have to admit I am a sucker for an engaging story filled with great sound design, compelling game play with pretty graphics thrown in for good measures. Many people have tried to link Resistance with Microsoft over hyped killer app Halo. Resistance and Halo are two different games altogether. The two games may share the same mythology with aliens trying to destroy the human race but Resistance 1 and 2 feels superior in scale, scope, and production value. I just had to get that off my chest, Resistance is Sony's answer to Halo and its a damn good answer.



Insomniac Games has a passion and genius for creating some very interesting weaponry in their previous games, such as: Ratchet and Clank and the first Resistance. Most of your favorite weapons have made it back into R2. You have the M5A2 Carbine, Rossmore 238, L23 Fareye, HVAP wraith, HE.44 Magnum, LAARK, V7 Splicer, Bellock Semi-Automatic, Bullseye MK II, Auger MK II, Hedgehog Grenades, Frag Grenade and Air-Fuel Grenade . My favorite piece of destruction for inducing some serious pain was the HE. 44 Magnum and the Bullseye MKII. This time around Insomniac Games decided to drop the weapon wheel in R2. You are only allowed to carried two weapons(guns) and multiple grenades at the same time. Many people has balked at this new method of carrying weapons(sarcasm)this is standard for most FPS. I prefer having only two weapons, because it adds a level of tension during combat espically big battles you know are right around the corner. You will have to decide which two weapons you would like to carry into your personal living nightmare sometimes its a hard choice. There are times when you have exhausted all your ammo and now you are running frantically around looking for anything to shoot everyone. Sometimes you may have to part with a favorite weapon to ensure that you are well prepared for the next instant hell.



Resistance 2 has made a significantly graphical leap from its predecessor. One of the things I love about the Resistance series is the amount of things that happens on screen all at once. Resistance 2 uses the Ratchet and Clank engine and according to Insomniac Games Engine Director Mike Acton R2 is currently a third-generation PS3 title. Resistance 2 does scale and scope like no other game before it. The invasion of San Francisco is an amazing sight be behold. This is the most common game play footage played on the Internet. Many games fail to recreate size and this goes for all type of games, PC, Arcade and Consoles. Resistance 2 at time makes you feel like a small piece of insignificance that can be negated in a blink off an eye and that's scale baby. There are segments in R2 where the textures are pixel perfect and some parts where the textures feel flat and unfinished. There is absolutely no slowdown in frame rate no matter how intense things gets on screen( A pretty damn good feat) and to top it off there is no such thing as pop-ups.



Sony PS3 excels in the sound department especially on Sony exclusives. Resistance 2 has some of the best atmospheric sound this generation. If you have the fortunate chance to own a digital surround system you will be in for a treat. Everything in the game that has a sound attached would be heard all at once.



Multiplayer is where Resistance 2 has super excel it's expectation. There is cooperative and competitive. Each mode will track each players performance as you play through the ranks you will benefit from experience points that will eventually lead to rewards and benefits. One thing that may disappoint a few would be the lack of Single player co-op campaign but you will live. Co-op can support up to two to eight players. Depending on the total of players that is currently in the game the difficulty would be set accordingly. So if they are only three people playing you would not be overcome by the hordes of Chimera. Now if there is the maximum amount of player(eight) currently in the game the difficulty level will be greatly increased to ensure a competitive experience. During online co-op you play as a member of the special forces grouped called the "Specter Team". Your goal in co-op is to collect intel by tackling random objectives around the map. There will be three classes available to choose from: Special Ops-long distance specialist and provider of ammo to all, Soldiers aka "tanks"-provide the heaviest firepower and a shield that can be used to protect those around and the Medic-drains life from the enemies to weaken them, can revive faster than anyone, and able to dish out magical beams of health to teammates.



Online competitive mode in Resistance 2 can support up to 60 players through custom rooms. 60 players all at once on one map may sound like total disorder. To ensure shit does not get too insidious in the four online modes available Deatmatch, Team Death match, Capture the Flag(Core Control) and Skirmish players are split up into squads of six and take part in objective base combat. Player have the choice of Humans or the Chimeran and a slight taste of customization( very limited) and have the ability to preload there weapons of choice and their special ability.



Resistance 2 has lived up to the hype and at the same time has raised the bar for the calibre of content offered in a game. R2 is cemented with a riveting story, digital Hollywood sound production, competitive on-line and some of the best online co-op experiences on any game system has to offer. Resistance 2 is a game every Sony PS3 owner should go out and buy for a few reasons: one to support Insomniac Games for their love for PS3 owners, and to be part of an experience that will in no doubt blow you away( play on words).


Graphic:A-
Sound:A
Replay Value:A
Control:A
Fun Factor: A
NanoGeekTech Overall Score: A



Should you buy Resistance 2 or rent it: You should go out and purchase Resistance 2 now or at least put it on your Christmas list so someone else can get it for you. I currently own Resistance 2 and so should you. What are you waiting for head to NanoGeekTech Shops or your local video game dealer and make it happen people...

P.S. I love the ended, it was something I was not expecting.

Tuesday, April 22, 2008

Mike Acton of Insomniac on PS3 and next-gen game development

The Guardian Online has a great informative interview with Mike Acton, Engine Director at Insomniac, the developer behind Resistance: Fall of Man, as well as the Ratchet and Clank series.

Mike goes into detail about the versatility of Insomniac Game engine and provides a great read for anyone that is a fan of Insomniac games.


Can you tell us when you started work on the current Insomnia engine and what your ambitions were?
Was it a brand new project or did you take elements from previous technologies?
The principal ambition of both our engine and tools is to empower our gameplay and content teams. The goal of the engine, in particular, is to leverage as much of the available hardware as we can toward the things that are most valuable to the game and, ultimately, the player. The goal of the tools team, though, is minimizing the iteration time required to make additions or changes to the games while allowing the content teams to maximize the features in the engine. In other words: The engine is about making better, faster stuff while the tools are about making better stuff faster. Along with the engine, the tools we're now using are radically different from what we used for the previous generation.

Insomniac's PlayStation 3 engine was a completely new effort from the start. The team understood that the techniques that worked on previous systems weren't going to continue to be as effective on this generation of hardware. So everyone took a step back and tried to create something much better suited to the PS3 (and the Cell), specifically. Sure, there were missteps and bumps along the way, but ultimately we were able to make a great game that looked good and ran at a rock-solid framerate for the PS3's launch.

In what ways has the engine evolved since Resistance 1? There was a lot of talk about streaming textures at the time... What elements have you added since that game and what have you learned?

The engine is constantly changing. It's continually being upgraded and simplified, while we add new features and remove less useful ones. A sign of any maturing technology is that it becomes simpler rather than more complex. And as we work on our third-generation PS3 title, this is what we're starting to see. We've tried several approaches for different features and we're now definitely seeing a convergence of the ideas that have worked out well. For example, the physics, animation, glass, inverse kinetics, effects, and geometry database systems (just to start with) are now less complicated, thus offering more and significantly faster features than the versions found in Resistance 1.

We've also solidified some design patterns that are simplifying things. Take SPU Shaders, for example, which we discuss in detail on our newly established R&D site. SPU Shaders helped to make the big systems and all the little changes that come along during development a lot more practical to implement. They've also helped shed some light on programming the SPUs. Just having the ability to start putting high-level logic and AI on the SPUs was a major milestone that validated a lot of our ideas on how to distribute that type of work. This isn't to say that we have fewer challenges with each new generation of game--we just have all-new, even better and more streamlined challenges!

Read Full Interview>>>>>

blogs.guardian.co.uk

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