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David Cage: Two reasons on why Heavy Rain is only for the PS3 |
Listed in: PS3 Tags: David Cage, London, playstation 3 updates, PS2, PSOne, Quantic Dream, Sony
Quantic Dream's David Cage was never really shy about professing his undying love for Sony's PlayStation 3. In fact, any chance he gets, he'll unabashedly rave about it. Like at the Developer Session at the Eurogamer Expo in London today. Here he reiterates yet again his already well-known sentiment: Heavy Rain just won't work on any other console.Whatever I answer, my answer will be suspicious... Honestly, I don't think so. I think it had to be on PlayStation 3 for two main reasons: the hardware, the architecture of the PS3 is extremely powerful in the way it is structured. If you make a real PS3 engine, then you can have really fantastic performances. If you try to port from another platform, then it becomes difficult.
This is a console we all love at the studio. I play PSOne, PS2, it's really a part of my culture. The controller is part of my home... and it's a really, really powerful console. I'm not so much into graphics, to be honest with you, I don't believe you need ultra realistic graphics to get emotion, you can get that with very low graphics. But we wanted to create emotion from believable characters, that was the idea. With this approach PS3 was by far the best platform.
Really, we don't need any more convincing that the PS3 is the only one for Heavy Rain. That said, we're expecting a whole lot of spectacular things from the game, and we can't wait to get our hands on it!
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Some women can drive well. that doesn't make the stereotype that they cant, untrue.
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On topic: for what I've seen, I'm not sure I'll like Heavy Rain. Unlike some people, I loved the tons of cutscenes on MGS4, but I'm fearing HR will be all about cutscenes with few or no fun gameplay. I hope this impression will go away when the final product is out.
One thing I must say about David Cage: he professes his love for a console, stating its advantages, but does so without bashing the others. Good going.
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But i agree with this interview. If a game engine is made specially for one platform it will perform better. While porting it will leave you with a very odd feel and even put people off.
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I mean, one would think from the constant comments about porting, that there's *never* been a good port (either from PS3-->360 or 360-->PS3). And that's just *not* the case.
The valid points are:
1) A port will never *maximize* the performance of a given system.
2) A port, even if good, will likely present a lot of challenges to the developers in order to maintain consistency with the *home* platform
But, the concept that a port is always 'garbage' is a bit overstated. For recent example, I recall everyone saying that Bayonetta on PS3 was going to be a garbage port. While I don't have the full game (import), I did download the Japan PSN demo, and thought the game looked rather excellent and played very smoothly ...and in 1080p!
The problem with ports is most likely related to my point #2 above: many development houses run out of cash or time, and deploy the port with the 'good enough' strategy.
I think we are only now getting to the point where some of the PS3-exclusive games would be impossible to recreate on 360. Although I love PS3, I think it's only within the last year that dev's have really started maximizing the multiple cores in a way that just could not be done on 360 (Killzone2 comes to mind, maybe Uncharted2).
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It is nice to see a well written + structured comment and I rarely notice that here maybe cause I don't visit QJ.net a lot.
That made me think you might be a writer or perhaps u have your own blog.
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@ogremalfeitor: Sephiroth86 is right, you should definitely try Indigo Prophecy. it's not just movies, every decision you make changes the game. It's like you play god where you decide the life of the persons. I don't know how often I played through Indigo Prophecy just to see every outcome. I stopped counting it.
@damonous: Totally agree with you. I will never understand why developers are so determined to bring the exact same experience on both consoles. If a console is more powerful and it can display better graphics, then why not make the game better? The best way would be two different teams assigned to each console and develop separately. I understand that it takes up more ressources, but it will also lead to a better product on both platforms, and this will ultimately lead to more sales.
PS:
The port of Bayonetta IS awful. I had several big framedrops down to approx. 10-15 fps. That's unacceptable.
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PS3 ports aren't that bad but they do lack more the 360 versions. Only people that really make PS3 games look the way it should be are 1st party games, except for Insomniac. No offense to them or anyone, but even though I love their games I have to say they're not utilizing the PS3 to the max.
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When you get down to it, the graphics cards offer similar performance. Not identical, no, and I have to give the PS3 an edge in this department. On the other hand, the core process on the PS3 is pretty much inferior in 90% of real life situations. Almost no game can utilize the SPE without being built, literally, from the ground up explicity to use them. (Hence the incredibly long dev cycles on building PS3 engines, because of how the SPE and such work together, its an incredibly time consuming process. Hence ports/multiplatforms and non-sony exclusives devs dont even use the extra subcores.)
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Developers were used to put most of the stress to the graphics cards. That's one reason why Xbox 360 products look better sometimes.
A second reason is the architecture. PS3 uses OpenGL afaik, while Xbox 360 uses DirectX. PS3 can't use DirectX, since it's a APi developed by MS.
It looks like devs prefers DirectX, since they seem to deliver better results with it.
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That was amazingly well put, and I swear to god, there are STILL going to be fanboys from BOTH sides arguing.
The fact of the matter is, both consoles have their ups and downs. The graphics card on the 360 is MUCH more powerful then that of the PS3.
HOWEVER,
The CPU on the PS3 EASILY blows away the CPU on the 360, due to the core architecture.
So no, they aren't PHYSICALLY Even.
But power wise? Estimated? Yes, I believe they are VERY much even. The fact is, whatever the PS3 or the 360 can do, the other can probably do too.
Soon, your hopefully not going to be able to argue between PS3 and 360 games, because they will be so similar graphically, that its not even sensible to compare them.
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So to offload the GPU the only way is to use SPE to handle the physics in game and post processing effects such as motionblur and depth of field. And the GPU is just as powerful as the 260 but it has less memory to access that's also another reason to use the Cell for this kind of stuff.
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Oh well either way, Heavy Rain is coming along to be a great game. Good job Quantic Dreams.
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The bandwidth to the GPU in the PS3 is a big bottleneck. If you want some highly technical reading that explains a lot of what is going on with the GPU's and video output read this
http://forum.beyond3d.com/showthread.php?t+46241
Still it's obvious as mentioned that the a good PS3 engine does not rely soley on the GPU for graphics, like the 360 and most PC's.....the engine needs to have the SPE's work with the GPU.
This is obvious if you download the "demo" on PSN for killzone where you watch the bullet travel through a level. You can turn the post-processing on and off and see just how much work the cell is doing.
It did take awhile, to make that engine, but luckily first party dev's share there experience with each other and this is why we are seeing such a big influx of amazing first party games...they are finally getting ***** figured out.
Also, yeah PS3 is OpenGL, which is basically dead on the PC. This means that dev's have to write most of their functions from the ground up as there isn't a huge library of API's that other programmers have already written. This is what dev's talk about when they say it's easier to program on 360....because most of the work has already been done.
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