hier trouwens wel een cool stukje uit het MGS interview van IGN.

IGNcube: More technical stuff - again. Sorry. Please confirm exactly what you're doing? Bump-mapping, shine-mapping, dirt-mapping, lighting effects, shadowing effects, etc.
Denis: We have a unified lighting pipeline which means that we have a hardware light that lights dynamically the background and the characters at the same time. That's the technology they were talking about for the new Doom title. We also have some pre-lit stuff. So when the character goes into some darker areas he'll get dark, but at the same time as the camera moves around you'll see lighting effects on the background as well. In our opinion, it looks pretty nice. Bump-map, shine-map, yadda, yadda, yadda - we do it. I don't think there's anything we don't do, that I'm aware of.
Dezelfe techniek als Doom III dus.

Verder word er ook gezegt dat het zeker op 60fps gaat draaien en het spel support sowieso DPL II, progressive scan waarschijnlijk ook maar 16x9 wist hij nog niet.
IGNcube: You know, to follow up on that, there are definitely gamers out there under the impression that Twin Snakes is just a straight port of the original MGS. What would you say to those with this opinion of the game?
Denis: Well, where to start? On the immediate level you're going to see the difference in graphics between the original and what we're doing now. We're taking the multiple texture layers on the GameCube as an example - you know, bump-mapping, shine-mapping, all that stuff. The character polygon models are very, very high now actually. The framerate is running at 60 frames per second. The sound is all the GameCube can do - it sounds great. And that's some of it on a technical level. On a content level, there are tremendous amounts of differences. All of the polygon demos are being totally redone. As a matter of fact, there is significantly more footage. And it looks fantastic. You'll see some of this and you'll get a good idea of where it's being taken. My guess is that Metal Gear fans - even if it was a straight port with these new cinemas - would want to see it. But one of the biggest enhancements is the ability to do all of the things you could do in Metal Gear Solid 2 in the Metal Gear Solid 1 world. And in order to do this the environments change. So you have lockers in places they weren't before; you have railings you can hang on and you couldn't do that before. There are all of these different things that you have to do and allow the player to do and this makes the game totally different. Say you take the cargo docks as an example. You can now knock out a guard and throw him in a locker. So there are all sorts of different ways to finish a level. The boss fights are changed - enhanced. I could go on and on. There is a lot. Everything is changing.
Though people will see the spirit of Metal Gear Solid 1, it's virtually a new game beside that.
En de AI is ook drastisch verbeterd. Wel grappig om te lezen trouwens dat Miyamoto ervoor gezorgt heeft dat ze het spel mochten gaan maken.

IGNcube: Thanks for chatting with us, Denis. Can you start by telling readers how Silicon Knights became involved with the Metal Gear franchise and this project?
Denis Dyack: It's an interesting story. I was actually in Kyoto when Eternal Darkness was finished and had been out, and I was visiting with Miyamoto-san, Iwata-san, Ashita-san, Yamata-san, Tanabe-san, and all the guys we work with on videogames. And we were talking about some of the games we were going to do and we started planning and doing stuff - the usual, which I can't talk about, sorry [laughs]. I can't talk about specifically what those are, but I can talk about the other parts. I was there for about a week, I think, and one of the days I sat down [at the NCL cafeteria] and was eating and all of a sudden Miyamoto-san and Iwata-san sat down beside me and I was sort of like, "Hmm. What's going on?"
Miyamoto-san and Iwata-san started talking and [Miyamoto] looked at me and said: "So, Denis, would you like to do Metal Gear Solid?"
I just looked at him and asked, "Pardon?"
Miyamoto said: "Well, I've been talking with Kojima-san [the creator of Metal Gear] and we really want to bring a Metal Gear Solid to GameCube. Kojima-san really would like to do it but his team is busy and they really don't have a lot of experience with the GameCube. So they're looking for a solid team that can work with them on this title to ensure that it's of high quality and that it'll get done for the Cube. We think you're perfect for it."
So I said yes.
The next day Kojima-san and a group from Konami took the bullet train down and we had a big meeting where all of the presidents were there and it was really interesting. We all sort of talked about it lightly and saw if everyone meshed, and we did so we started the project right there. One week later we flew to Tokyo and to Konami where Kojima-san's group develops games and we spent a week talking to them and seeing how the game's put together and decided upon a globally strategy, and we started when we got back home. So that's how it happened.
[
Voor 71% gewijzigd door
schnumi op 05-09-2003 20:01
]
"The more you take the less you feel, The less you know the more you believe, The more you have the more it takes today"