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Monster Madness: dead rising on other consoles too? |
Listed in: PS3, Wii, Xbox 360, PC Gaming Tags: Artificial Studios, Downloadable Content, Nunchuk, Unreal Engine, Wiimote
In an interview with EuroGamer, Jeremy Stieglitz of Artificial Studios dropped a couple of on-the-horizon bombs of where their crazy top-down shoot-'em-up title is heading for. Monster Madness: Battle for Suburbia is about to comfortably set down its bottom onto the Xbox 360 and PC this May, but have you ever wondered if its zombies will eat its other neighbors (i.e. the PS3 and Wii)?Well, Stieglitz does show signs of interest for further expansion of the game. Firstly, those who have the 360 and PC versions of the game can expect some downloadable content:
Eurogamer: Do you have more Monster Madness planned for the future, and will we see downloadable extras for the game?
Jeremy Stieglitz: We've really grown attached to the cast and characters of Monster Madness and we would love to take them through other adventures, adding some new friends along the way. Let's just say that the game's multiple endings leave it pretty clear where the zany story will go. We are also planning on adding downloadable character costumes, multiplayer levels and other game enhancing content through Xbox Live.
Yes, we'd definitely want to see more of Carrie and Jennifer. Playing a zombie-fest game as a hot chick has always been our fantasy. Now as for a possible game on other consoles:
Eurogamer: Will we see Monster Madness on PS3 or Wii?
Jeremy Stieglitz: We would love to bring Monster Madness to other platforms. We're definitely looking into possible PS3 and Wii versions, but I can't say anything definite just yet.
Yes, the interest has been expressed for a cross-platform jump. What we do want to point out now is that the game runs on the Unreal Engine 3. Now, let's visualize: UE3 + PS3's Cell Processor, anyone? Hordes of zombies and rotting flesh on high-def, FTW! And hey, getting to play the crazy free-for-all with the prospect of using the Wiimote and Nunchuk ain't that shabby either.
More of the interview behind the Read link below.
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i just think that Sony has better exclusive games and i'd rather see them keep those... i don't really care if PS3 don't get any games from outside as long as they don't lose any... Sony will always have a better library if they can do that.
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http://www.ebgames.com/product.asp?product%5Fid=270046
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http://www.funingame.com
I hope this will help you.
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So we can have frame rate issues? hahaha.
My PS3 is doing was it was designed for, Bluray. Its the cheapest bluray player at the moment, and possible the only future proof player. The PS3 did good as a bluray trojen horse, but its a lack luster game system.
It was designed to push bluray, nothing else. But hyped as a game system, which it clearly lacks in.
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Looks like the RSX does more Shader Operations than the Xenos. The RSX is pretty strong!
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500 MHz G70 based GPU on 90 nm process
300 milllion transistors total
Multi-way programmable parallel floating-point shader pipelines
Independent pixel/vertex shader architecture
24 parallel pixel pipelines
5 shader ALU operations per pipeline per cycle (2 vector4 and 2 scalar (dual/co-issue) and fog ALU)
27 FLOPS per pipeline per cycle
8 parallel vertex pipelines
2 shader ALU operations per pipeline per cycle (1 vector4 and 1 scalar, dual issued)
10 FLOPS per pipeline per cycle
Announced: 74.8 billion shader operations per second theoretical maximum ( ((5 ALU x 24 pixel pipelines) + (2 ALU x 8 vetrex pipelines)) x 550 MHz )
Calculated: 68 billion shader operations per second theoretical maximum ( ((5 ALU x 24 pixel pipelines) + (2 ALU x 8 vetrex pipelines)) x 500 MHz )
Announced: 1.8 TFLOPS (trillion floating point operations per second)
Calculated: 364 GFLOPS ( ((27 FLOPS x 24 pixel pipelines) + (10 FLOPS x 8 vertex pipelines)) x 500 MHz )
8 Render Output units
24 filtered and 32 unfiltered texture samples per clock
Maximum vertex count: 1 billion vertices per second (8 vertex x 500 MHz / 4)
Maximum polygon count: 333.3 million polygons per second (1 billion vertices per second / 3 vertices per tirangle)
Maximum texel fillrate: 12 gigatexel per second fillrate (24 textures x 500 MHz)
Maximum pixel fillrate: 16 gigasamples per second fillrate using 4X multisample anti aliasing (MSAA), or 32 gigasamples using Z-only operation; 4 gigapixels per second without MSAA (8 ROPs x 500 MHz)
Maximum Dot product operations: 33 billion per second
128-bit pixel precision offers rendering of scenes with high dynamic range imaging
128-bit memory bus width to 256-MiB GDDR3 VRAM
Memory clock: 1.3 GHz (650 MHz × 2)
Maximum bandwidth bitrate: 20.8 GB per second
Support for a superset of DirectX 9.0c/API and Shader Model 3.0
S3TC
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