He was supposed to be able to hop off your shoulder and run around and do stuff. But we had more ambitious plans for Daxter in the beginning. There never were any serious plans for a third character. It was really really crazy and basically took us about 20 months just on the engineering side before the engine was able to produce the kind of levels we wanted.Ĭan you tell me more about the mooted 3rd character and why it was axed? In addition, to realize the ambitious graphical goals we invented a roster of brand new technologies: several different level of detail systems, perhaps 10 rendering engines, seamless loading from DVD, advanced runtime physics, and joint animation systems to rival the offline tools. On top of that, I made the audacious choice to write the entire game in a programming language of my own design called GOAL, creating a brand new compiler and debugger from scratch. First of all, the PS2 was ludicrously difficult to program, particularly in those early days when no workable examples or libraries existed. Like every first on a system Naughty Dog game, Jak had a rocky development. It was an ambitious title for its time – what were your biggest challenges in realising your original vision? Was it a rocky development? We threw these on a giant table and picked elements we liked as a group. We asked every Naughty Dog artist to spend a couple of days sketching concepts for the look of the game. You can see the result in Jak, who is a hybrid of western cartoons and eastern manga. ![]() So for J&D we set out to create a character and environment that merged elements from worldwide cultures. With regard to style: With Crash we enjoyed enormous worldwide success in no small part due to our collaboration with Sony’s worldwide producers. Clearly, on the PS2, full 3D could be great.ĭid you draw inspiration from anywhere in particular for the game’s look and feel? By the time we began Jak & Daxter (January 1999) newer games like Banjo-Kajooie vastly improved the playability. So we locked down the viewpoint to improve graphics and focus on traditional Donkey Kong Country style gameplay.īut with Mario 64, Miyamoto showed that free roaming was possible, albeit on the N64 and with no small dose of camera frustration. Plus, the AI challenge of creating a camera that didn’t leave players puking was extremely daunting. The machine lacked any hardware sorting or clipping, and had a relatively low polygon count. The formulation of new game ideas involves two aspects: genre and style.Īs to gameplay genre: On the PS1, good looking free roaming 3D seemed impossible. And while this didn’t come to be, it was certainly our goal. Of course we wanted the J&D franchise to be as big (or bigger) than Crash. Whatever the reason, this was a big disappointment to those who supported the PSVR and accumulated a library of titles for it they wanted to bring forward.What was the original concept for the game and how/why did you come up with it? Was it a deliberate attempt to create a PS2 mascot to rival Crash? No, Sony confirmed prior to the PSVR2's launch that it would not be able to play any of your PSVR games, saying the disparity between the two headset's power and technical differences made this impossible. If you have a library of original PSVR games you want to play on PSVR2, here's what you need to know. You might assume that this new, more powerful headset would be backward compatible with all the original PSVR titles, but that may not be a safe bet. Despite taking many design and features from other popular headsets, such as the Meta Quest 2, PSVR2 is made only to work with your PS5. The PlayStation VR2 is, as the name implies, the second generation of the dedicated PlayStation virtual reality headset. ![]() ![]() Thankfully, that was resolved moving from PS4 to PS5, but that wasn't the only new piece of hardware Sony released. Backward compatibility was a bit rocky for Sony with the PlayStation 3 generation going into the PS4.
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