PlayStation 3 fans well remember what happened with their version of Bayonetta . Platinum Games made it on the Xbox 360, then let Sega handle the porting-to-PS3 process. Blech.
But the developer learned their lesson and flipped the tables for their latest project, Vanquish . They've said in the past that Sony's machine would be the lead platform for the game, and they've also learned that both versions need to be great so as not to leave a bad taste in people's mouths. For more information check out the latest entry over at the Platinum Games blog ; Hideaki Nakata, the guy in charge of the game's engine and overall engine tuning, has a few interesting comments. Firstly, he says director Shinji Mikami wanted the game to "look unlike anything else out there" and he also wanted the "battlefields to have the overwhelming feeling of a real battle." Secondly, "quantity" is a big focus; more enemies, more bullets, more explosions, more, more, more. Thirdly, they've implemented a new technique not found in the Bayonetta engine known as "deferred rendering." Fourthly and lastly, the following-
"We also tuned the title so that if you play Vanquish on the PS3 or the Xbox 360 you should notice little to no differences. Even the developers on the Vanquish team have a hard time telling the two versions apart at a glance… So no matter which console you have, you have nothing to worry about!"
The developers themselves can't really tell, huh? We're not children. Just because we got an inferior version of their last game, we don't want Xbox 360 owners to suffer that same fate with Vanquish . If it has to be multiplatform, designers can at least give everyone the same experience, yes?
Related Game(s): Vanquish
Actually, they didn't say that for Bayonetta. It was Sega saying the two versions would be the same…they was wrong, of course. But we'll trust the devs (for now).
I think by "they" he means industry types who talk about their own games. Not necessarily Platinum.
yea, will believe it when i see it. (Several months from now) not gonna buy this on launch, maybe rent or if i can grab it cheap.
too many blockbusters i have to reserve cash for
It's good hearing that devs are finally learning how to make games for the PS3.
Now how much longer will it take for the PS3 version to be better like it should be?
I still think PS3 is in a realm of its own. Wii has it originality, 360 should have its originality, and Ps3, being the top of console gaming technology should be in its own realm. The PS3 exclusives do a good job of stating that.
Not gonna happen this gen!
Unlike last gen when devs would go back and redo the Xbox port of a PS2 game and improve the graphics, this gen it is all about parity.
I'm guessing M$ft cut some pretty sweet deals with multiplat devs to get them to gimp the PS3 versions of games.
I've read other developers claim similar things with games like Street Fighter 4. In reality, they weren't the same.
Truth will be told once the two versions are put under the microscope.
At the least, their statement helps ensure that we shouldn't see a significant difference between the two versions. Only guys like me will want to dig a little closer to get the final say.
When will we see multi-plat games that consistently struggle to keep up with PS3 versions?
Resources are out there for devs to make use of PS3's unique strengths.
From what I've read, the excellent SPU driven edge smoothing process (GoW3, and Saboteur) can be easily implemented. This would be an instant plus for PS3 multi-plat titles. Really, the usual advantage that 360 has in multi-plats is their more frequent use of 2xMSAA. Something that can now be easily wiped away with Sony's newer AA formula.
"When will we see multi-plat games that consistently struggle to keep up with PS3 versions?"
Not as long as the 360 is still supported.
I don't know, World.
If the usual 360 advantage is because of the more frequent use of 2xMSAA, wouldn't it make sense that if devs would simply start making use of the MLAA SPU process ( an overall superior method) that there would no longer be an advantage for 360 versions of the same games?
Right now, I'm playing Assassins' Creed 2 for 360 because of two reasons, my friend let me borrow it–the biggest reason–and, as a preference, it has a better form of AA.
The question is, why won't devs implement this use of MLAA already? Like you said the resources are out there. Sony is willing to help anyone. So… what's the problem?
Well I believe the Sony 1st party devs implement it. God of War 3 and Uncharted 2 look amazing.
M$ft cashola?
Both versions will be fine. I wouldn't be surpised if we really can't tell the difference. Isn't it always best to go PS3>360 rather than 360>PS3?
I agree with stangman though, the ps3 version should be better.
Last edited by Jawknee on 8/25/2010 10:17:19 PM
Something just doesn't add up to me.
Not trying to flame the 360 crowd(I own a Elite Deluxe 250GB 360), but shouldn't the PS3 version be better, seeing how the PS3 is a better machine, and that they keep telling us that they're making the PS3 the lead platform, and that Vanquish will be the best it can be for each console????
Maybe Digital Foundry will wind up checking their claims.
Just curious….
Last edited by BikerSaint on 8/25/2010 10:18:45 PM
Yes it should be but the 360 being the slow kid in class, we must all learn at it's pace. 😉
The squeaky wheel gets the grease.
I'll take a crack at this in layman's terms, though I'm sure others may be able to explain it better than I.
Memory (RAM) allocation was a major issue for early multi-plat games that were moving over from 360 to PS3.
Simply put, the way game data was stored on 360 wouldn't always store the same way on PS3's versions of the same game.
Reading interviews with devs taught me that it was a mess when trying to force the port over to PS3 (look at Bayonetta as a recent example). Picture trying to make a triangle fit in a square slot.
It makes more sense for devs to to start with the PS3's memory layout, and then, create the game on 360's more flexible memory architecture.
Today, we see very few major differences between versions because of this simple change in process. (There are a few other less significant reasons but I wont go there)
But we still don't see enough devs going out of their way to PROGRAM (usually a more expensive time consuming process) specific code for the PS3's strong processing abilities. Basically, the overall graphic presentation should always look better on PS3 because the processing benefits of the platform can augment their look.
A lot of early cross platform games also tried to fit all of the code on the single PPC core in the Cell instead of using the SPUs like the chip was designed for. It made the porting easier since the 360 uses a triple-core PPC cpu, but you just cant downsize that to one PPC core and expect it to run well. The ps3 takes time and effort to make work properly. If the devs get their engines running correctly to begin with the can pump out some pretty impressive games, like the guys at NaughtyDog.
the ps3 is the better machine. however, like someone else said, forcing a port over without any optimizing on the ps3 side tends to make some ps3 ports inferior.
In a perfect world, multiplats would all be built from the ground up for each console and we would see more identical multiplats, and in some cases the ps3 version would be better.
In a lot of cases, the differences are pretty minor. I'd take the ps3 exclusives and a slightly inferior port of multiplats over 360's exclusives and multiplats since the 360's exclusives are slim right about now
Since they screwed up so bad with Bayonaise I probably believe them when they say there will be "little (to no) differences" with emphasis on "little" but then developers and publishers almost always say this. I give credit to the Mafia II guys for admitting the PS3 version was crappiest.
At any rate, I am curious as to how this will sell since 360 shooter lovers only buy games with online multiplayer, and the whole over the top explosions and bullets and men in hulking suits genre kinda belongs to them.
The main character looks rather sleek and Japaneseish to me.
His waist sure does… maybe it's a woman like Samus.
Sam…Samus…haha
I'm curious about the lack of multiplayer though, what they would put in to make up for it.
But I'm glad this game is purely single player and they're focusing on it.
OK, thanks for all the 411 guys!
This game is going to move too fast for anybody to notice any differences.
Loved Bayonetta, this one looks like it's gonna get some love from me as well.
Ah well, demo drops in next week!!!
If the demo gave me a good feeling, I'll get this for sure.
who wants to bet this is PR BS?
2K originally said the same about mafia 2 till the demo released!
ill download the demo, but its going to have to be absolutely mind blowing, pants exploding good to make me buy it!
Shinji Mikami is not 2k and you can tell from the gameplay footage the game looks fine on both consoles.
If the ps3 is the lead platform on multiplats, i dont think they would ever have a problem.
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They should not give anyone laying down money for this a raw deal, each version should be the best that the platform it is on can deliver.
Still can't figure out why Bayonetta got such high ratings. The demo was wack!
They say "They're identical"
I hear "You're getting the 360 version."
If they're "identical", they didn't use the PS3 to it's potential, did they? D:
yeah, if it will be "identical", the full theoretical power on PS3 won't be used to full potential. And vise versa, the xbox 360 version also wont be used to full potential.
but if we look from different angle, both 360 and ps3 being used to its each potential. Thats why the developer can make the game look identical.
Example:
on ps3, the dev use the SPE/SPU optimally to help PS3 GPU, on Xbox the dev use eDram to help post process.
Last edited by orangpelupa on 8/27/2010 1:33:01 AM