Vanquish -PlatinumGames-

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Saint of Killers
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PostRe: Vanquish - PlatinumGames / Shinji Mikami
by Saint of Killers » Wed Mar 03, 2010 2:05 pm

So is the game they had that spangly countdown site for?

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PostRe: Vanquish - PlatinumGames / Shinji Mikami
by Hugo Stiglitz » Wed Mar 03, 2010 5:18 pm

First, the basics, as listed in the magazine. Vanquish is an Xbox 360 and PlayStation 3 multiplatform title that's in development at Platinum Games, the studio behind Bayonetta. Shinji Mikami, known for his work on the Resident Evil series, is the director, with Platinum's Atsushi Inaba serving as producer. Sega will be releasing the game to Japan this Winter.

Famitsu first asked Mikami for his feelings on announcing his first new game in four years. His response was that he's happy to announce a new title, but he didn't put much thought into it being the first new one in four years.

Asked to describe Vanquish, Mikami answered with "Shooter." One of the big reasons for going with this genre, he explained, is that it's being developed not just for Japan, but with overseas markets in its sights.

"Making a normal shooter wouldn't be interesting," continued Mikami, "so it has the concept of the feeling of speed and good tempo, and something flashy. There are lots of games where you shoot and kill people, so this time we wanted to try and see how we could convey the good feeling of shooting robots."

Famitsu pointed out that Mikami has the image of making action games rather than shooters, to which he responded: "It will be a shooter that places importance on the good tempo and feeling of rhythm you get from playing an action game." The boss battles in particular will approach action games, he said.

Outside of the main interview, the magazine mentioned a few more specific areas for the game. One major feature is the use of "boosts," which can be used to close the distance to your enemy quickly. The game also has a large variety of close-range attacks along with a "Bullet Time" feature which lets you slow time down.

In addition to the speed being fast, you'll find that lots of enemies come out and attack. "Compared to a normal shooter, there's more information," said Mikami. One area of concern, he said, has been to keep there from being too much information, which would leave players not knowing what to do.

The magazine also offered preliminary details on the game's setting. The game takes place in the near future and has a story based off an American and Russian standoff. The future setting, explained Mikami, allowed them to make the enemies into robots, make the cinematic scenes flashy, and make the world large. The character you control sports a slim, flexible armor suit.

Mikami shared one little development secret for the game (yes, already!). Your character doesn't have a bunch of weapons in his possession. Instead, his weapon changes shape in real time depending on use. Originally, Mikami revealed, your character had a partner dog character who'd merge with your suit and take the form of various weapons. This wasn't received too favorably by the staff, so they switched to the idea of the weapons transforming.

Current development on Vanquish is at 80%, Mikami told the magazine. They're putting together the fundamental areas of the game, but detailed areas like enemy and ally AI remain. "The work from here on out gets annoying," he joked.


http://www.andriasang.com/e/blog/2010/0 ... _vanquish/

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rudderless
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PostRe: Vanquish - PlatinumGames / Shinji Mikami
by rudderless » Wed Mar 03, 2010 5:20 pm

This is going to be amazing. It'll come out right at the end of the year and nick GOTY awards all over the place.

[iup=3595962]KB[/iup] wrote:People like Glen Whelan have a proper face!
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PostRe: Vanquish - PlatinumGames / Shinji Mikami
by Hugo Stiglitz » Thu Mar 04, 2010 7:33 am

Image
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:)

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PostRe: Vanquish - PlatinumGames / Shinji Mikami
by consolegaming » Thu Mar 04, 2010 8:17 am

After completing Bayonetta Platinum are one of my favourite devs now and this looks like a must buy!

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PostRe: Vanquish - PlatinumGames / Shinji Mikami
by Christopher » Thu Mar 04, 2010 9:16 am

Hugo Stiglitz wrote:Image
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:)


Looks like it's running on the Capcom Framework Engine 2.0.

Inferior PS3 port ahoy.

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PostRe: Vanquish - PlatinumGames / Shinji Mikami
by bear » Thu Mar 04, 2010 2:32 pm

Why would Sega publish a game using a Capcom engine?

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PostRe: Vanquish - PlatinumGames / Shinji Mikami
by Christopher » Thu Mar 04, 2010 2:37 pm

bear wrote:Why would Sega publish a game using a Capcom engine?


I wasn't saying it was, I was saying it looks like it is. Check out screens of Lost Planet 2 and then this.

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PostRe: Vanquish - PlatinumGames / Shinji Mikami
by bear » Thu Mar 04, 2010 2:40 pm

But how can you suggest it'll have an inferior PS3 port because the game looks like a game by a different publisher that uses a different engine?

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PostRe: Vanquish - PlatinumGames / Shinji Mikami
by Christopher » Thu Mar 04, 2010 2:41 pm

bear wrote:But how can you suggest it'll have an inferior PS3 port because the game looks like a game by a different publisher that uses a different engine?


That is meant to be the PS3 version in those shots. And I think it looks a little rough :(

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PostRe: Vanquish - PlatinumGames / Shinji Mikami
by consolegaming » Thu Mar 04, 2010 2:41 pm

bear wrote:But how can you suggest it'll have an inferior PS3 port because the game looks like a game by a different publisher that uses a different engine?


Probably because Platinum are making the game?

I do hope it runs at 60fps on one of the consoles.

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PostRe: Vanquish - PlatinumGames / Shinji Mikami
by bear » Thu Mar 04, 2010 2:43 pm

suzzopher wrote:
bear wrote:But how can you suggest it'll have an inferior PS3 port because the game looks like a game by a different publisher that uses a different engine?


That is meant to be the PS3 version in those shots. And I think it looks a little rough :(


So they haven't been showing the version that you believe will be superior then?
That totally makes sense.

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PostRe: Vanquish - PlatinumGames / Shinji Mikami
by Christopher » Thu Mar 04, 2010 2:47 pm

bear wrote:
suzzopher wrote:
bear wrote:But how can you suggest it'll have an inferior PS3 port because the game looks like a game by a different publisher that uses a different engine?


That is meant to be the PS3 version in those shots. And I think it looks a little rough :(


So they haven't been showing the version that you believe will be superior then?
That totally makes sense.


Sorry, I'll get my hopes back up.

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PostRe: Vanquish - PlatinumGames / Shinji Mikami
by bear » Thu Mar 04, 2010 2:49 pm

Theres some weird role-reversal going on in here right now thats for sure.

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PostRe: Vanquish - PlatinumGames / Shinji Mikami
by Hugo Stiglitz » Thu Mar 04, 2010 4:21 pm

IGN First Look

In Vanquish, players will take control of Sam, a researcher responsible for the creation of the super fancy armor that he wears into battle. During his presentation, Mikami mentioned that he wanted Sam to be an incredibly agile, fast character -- not a bulky one. So while armored protagonists are traditionally on the slower side, Sam is all about speed. Even though Vanquish is still a cover-based shooter, quick movement is an important part of the game's design.


This speed is made obvious in two specific techniques Sam can activate during combat. The first technique is an over-the-top boost where the small jet mounted on Sam's back ignites in a bright blaze and throws the hero forward at high speed. Although it was tough to tell for sure, it seemed like most of these boosts would feature Sam sliding along the ground on his knees, which adds a certain sense of style to the move.

But nothing is quite as stylish or satisfying as bullet time. Sam's other suit-based power allows him to slow down time in order to better gun down his autonomous opponents. During the gameplay demonstration, Sam was able to vault over a barrier and slow down time mid-leap, gracefully dispatching an opponent in a flurry of gun blasts.


The actual gameplay demonstration was fairly straight-forward and divided into two parts. The first level on display began with Sam and his squad mates moving through a colony corridor. Mikami made sure to point out that when Sam moves into cover, he will occasionally pull out a cigarette and take a drag before tossing it to the side, in the manner of a Japanese movie star. I wasn't sure if the player controls these fun little distractions or if they happen in certain circumstances, but the cigarette was a fantastic touch, regardless. Solid Snake, anyone?

Once Sam was finished with his smoke, he moved forward and was greeted by a platoon of Russian robots which he met with a good deal of enthusiasm. The combat in Vanquish is incredibly fast. Players will occasionally have to stop, drop behind cover and gun down an enemy carefully, but will also spend a good amount of time boosting around the environment and somersaulting through the air. Sam's boost can also be used offensively, as I witnessed when he boosted towards an enemy and landed a spectacular kick which sent its metallic hull flying.


The second part of the demo revolved around a stunning battle between Sam and a huge robot that emerged from the ground. This spider-like boss had a devastating cannon mounted to its back and a set of machine guns along the sides. This was a ferocious fight from the get-go, but things got even wilder when the robot decided to transform into humanoid form. When the screen wasn't filled with cluster missiles and rabid gunfire, Sam worked his way in closer to the boss and a quick-time event started where he dodged several incoming missiles and turned the last one around in the air to send it hurtling back into the robot's arm. Some gamers might be sick of QTEs by now, but at least it had style.

As the Vanquish presentation was completely hands-off, there's no way for me to know if the game actually handles well and balances the fast pace with proper cover controls. With that said, Vanquish looks promising and seems to combine the traditional shooter mechanics that Western gamers are accustomed to with a distinctly Japanese flair.


http://uk.ps3.ign.com/articles/107/1073759p1.html

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PostRe: Vanquish - PlatinumGames / Shinji Mikami
by HSH28 » Thu Mar 04, 2010 4:26 pm


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PostRe: Vanquish - PlatinumGames / Shinji Mikami
by SchminkyPinky » Thu Mar 04, 2010 8:41 pm

It doesn't sound that original but Mikami knows what he is talking about so I'll trust him for now.

And it really really does look like an MT Framework game.

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PostRe: Vanquish - PlatinumGames / Shinji Mikami
by Christopher » Fri Mar 05, 2010 12:51 am

SEGA Confirm PS3 as lead platform:
Sega and Platinum Games held a press event in Tokyo last week to show their shooter Vanquish for the first time, and when we arrived we noticed something unexpected: the game was running on PlayStation 3.
Given Platinum's history with their last PS3/360 title Bayonetta -- where they developed the 360 version internally and Sega ported it to PS3, resulting in a lower quality game on PS3 -- this struck me as a good sign. A few interview questions later, and I can say officially that they are developing Vanquish on both platforms in-house, with the PS3 version as the lead SKU.

"We're leading development on PS3," said Vanquish director Shinji Mikami. "Obviously each console has its own unique requirements and limitations, but we feel if we can create a good enough presentation on PS3, we'll be off to a good start."

Mikami also mentioned that development started on PC, but shifted to PS3 early on. When asked about a PC release, he clarified that, "Any sort of possible PC version is undecided at this point -- the main idea right now is 360 and PS3."

http://www.1up.com/do/newsStory?cId=3178212

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PostRe: Vanquish - PlatinumGames / Shinji Mikami
by Alvin Flummux » Fri Mar 05, 2010 1:43 am

It's not Framework and I can't see a reason why the guys that rejected Capcom would buy their tech when they can make their own.

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PostRe: Vanquish - PlatinumGames / Shinji Mikami
by Saint of Killers » Fri Mar 05, 2010 9:50 am

No multiplayer modes for Vanquish.

"Vanquish is very intense, full of action. There are just so many things going on," he said.

"When you take that into a multiplayer environment, then you have to realistically consider shaving a lot of things off and putting them into your multiplayer environment."

According to Mikami, it's a question of balance - and of delivering the best single-player experience possible.

"It kind of boils down to whether you have the multiplayer but you don't have that much impact, and end up being like everyone else. Or even below par," he said.

"So that's the main reason we're keeping Vanquish as a single-player experience - to deliver the level of impact, the level of detail and the visuals we want to offer."


http://www.eurogamer.net/articles/no-mu ... r-vanquish

Brilliant news. I wish more devs catered to those of us just in it for the solo play.


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