Here is the Raining Blood video gameplay of Guitar Hero III from the recently released downloadable Xbox 360 demo. The game is looking good, whats your take?
"Now all of you are wondering how I came up with a white PS3 coming to the U.S. First of all, check out that label on the Engadget label… it’s white. Now that’s a huge hint. Furthermore, the white PS3 in Japan is CECHH00. This is CECHH01. Can it be? A new white 40GB PS3 coming to the United States?Could we be getting a White PLAYSTATION 3 in the US? Bruce thinks so.
Count on it."
Now, we all know that the PLAYSTATION 3 version of Unreal Tournament III can export modifications, maps, vehicles, and what not from the PC, but no necessarily how.
When Unreal Tournament III ships on the PC, it comes bundled with the full suite of Unreal Engine 3 tools that have been used to make everything from Gears of War to BioShock to Unreal Tournamen III itself.
The only limits are a player's time, ambition and imagination. These mods take the shape of new game types, weapons, levels or even completely new games if teams are dedicated enough. And creative folks will have the opportunity to share their user generated content with PS3 gamers, as Unreal Engine 3 literally ships with an "export to PS3" option within the tools.
Though some of the kinks are still being worked out, when someone finishes work on a mod and clicks "export to PS3" it becomes a file they can host on their own, submit it to a fan website, on simply pass along the file to their friends. Players then download the files onto a PS3 compatible memory stick of their choice and load it into the game. Alternatively, the modifications can be hosted on a dedicated server and when a player someone logs onto that server, the files automatically download to the PS3 hard drive. Server hosts can flick a switch forcing people to download the information off a separate website, rather than hogging server bandwidth, but it's an option. Whether it will function within the PS3's own web browser isn't yet known.
Sounds like a plan, come release, it's time to mod.
Few people at Guerrilla Games know the ins and outs of the Killzone 2 engine as well as technical director Michiel van der Leeuw does. Killzone.com caught up with the veteran games developer to chat about his views on Killzone 2, the PlayStation 3, and what working at Guerrilla is like. The first half of this interview is presented here; check back next week for part 2.
What’s your current role within Guerrilla? What are your chief responsibilities?
I am currently Technical Director at Guerrilla. I go around putting my nose into everybody's business – especially if their business has anything to do with workflow, engine features, or new ideas. My main responsibilities include running the eight-man tech team and overseeing the four-man tools team. I also make sure that the engine technology we have is suitable for our game. My team and I mostly deal with the engine side, which includes graphics and sound, as well as the technology used by the other coders to get their work to run properly on PlayStation 3.
In the end, I'm the fall guy if our game gets low grades for frame drops or something like that. If our team delivers a smooth-running, gorgeous-looking product, I avoid getting hurt.
Read the full interview at the link.[Read: Michiel van der Leeuw Interview]