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Why you want Vice City Stories: the interview


Ever since the official trailer for Vice City Stories dropped on us, Rockstar has been very actively hyping this PSP-exclusive follow-up to the insanely successful Liberty City Stories. (Of course Rockstar doesn't have much of a choice: this game may be the only thing that saves the company from financial ruin.) IGN recently had a chance to talk to Gordon Hall from Rockstar, and Mr. Hall (obviously) has a lot of good things to tell us:
  • Game features twice the number of polygons and a new radiosity lighting model.
  • A new way to have the CPU and GPU communicate to each other was developed so that improvements could be made across the board. A new streaming process and lossless animation streaming allows the game to load more data at once.
  • "With the Jet Ski you can dive under water and come bursting back up, you can really feel it bounce off the waves as the weather conditions change, you can turn on a dime and really send the water spraying." (Sounds like they packed in an entire water racing game in our GTA!)
  • "The combat system has more depth to it than any other Grand Theft Auto game." Targeting and combat has been tweaked just a bit: you can now fight unarmed and do grappling moves and throws.
  • "The soundtrack has over 100 tracks, and is probably the best, deepest collection of songs ever assembled for any one project -- TV, Film, or Game." (But the game includes Custom Soundtracks too if you don't like retro music.)
Call me stunned. I know this is mostly PR hype, but considering how amazing the original Liberty City Stories was, I'm willing to believe that Rockstar is making this game a masterpiece. It sounds to be this could be the best GTA yet... handheld and console. And you didn't even have to wait until 12:01 AM for such amazing news. The game hits America the same time as Killzone. Ouch: my wallet's already crying.

SOCOM: Fireteam Bravo comparison shots [Update 1]


The sequel to Fireteam Bravo is coming out in a few months. Simply glancing at the trailer may lead you to believe that the game will be identical to the first, but the SOCOMBLOG has found some brilliant comparison shots of shared maps between the two games. Looking at them side to side, you can see that the sequel will feature better lighting, much better textures, and improved character models. Check out the evidence after the cut:

Continue reading SOCOM: Fireteam Bravo comparison shots [Update 1]

Death Jr. 2 to feature HDR lighting?!

Death Jr. was the first PSP game to be publically shown, and it wowed a whole lot of people with its technical prowess. If a new interview at QJ.net is to be believed, it appears that we'll be wowed again. Chris Carla commented:
Well, we used Renderware on our first game on PSP, and it wasn't exactly perfectly tuned for PSP. After we removed it for [Death Jr. 2], we found our framerates hit 90fps... before we knew it, thanks to our fantastic tech staff, we had light blooms, High Dynamic Range lighting, and lots of other lighting and frame buffer effects running in the game. The net result is that we've probably got some of the most technically advanced features of any title on PSP at this point, which is pretty cool. We've done a lot more than that as well; I think people will be pleased by the tech in the game, and our loading times are still extremely short.
Can this really be possible on a handheld? Death Jr. 2 seems to address the problems of the original and throws in a multiplayer co-op mode to boot. The sequel comes out this Halloween, but until then, don't forget you can check out the original for only $10.




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