![]() ![]() "You can spend far too much time making detailed adjustments on a case-by-case basis, just to get the exact right motion on each character." "Rather than the programmer saying how about like this, he keeps making the kind of environment which the designer can adjust to whatever their heart's desire." ![]() I'm not sure if I was able to achieve it, but it is hard to tell because it is not cartoony. "I tried hard to make the appearance look natural to the eye. The work on SOTC accumulated little-by-little, so when it finally came together, it seemed completely natural." ![]() "I'm not sure where I could even start talking about it! Really! (laughing). So now, we have brought together the information from the development of Shadow Of The Colossus, because we had heard discussion on the technology we used and wished to present it. Shadow Of The Colossus is a good game in itself, but it is the technology which is operational within the machine, PS2-wise, that gives it the true "next-gen impression". You could probably say that this winter, where SOTC (Shadow Of The Colossus) appeared, represents such a maturing period for PS2. At this time, the world's attention tends to go to the next generation machine, but this is actually the time where all the technology achieved over the lifetime of the current machine bears fruit, and is the age where the masterpiece games appear. With the PS3 being announced for spring 2006, you might think the PS2 is at the point where it's reached it's limit. ![]()
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