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Chapter 850 Reality

In these articles, almost everyone expressed their shock at the somatosensory equipment and somatosensory games they saw with their own eyes.

And asserted that this completely subversive gameplay will inevitably completely change the way players play.

Moreover, they also specifically stated that the completion of the somatosensory equipment of Mars Entertainment is already very high, and a game that can be run on this somatosensory equipment has been completed. Even Jester revealed on the spot that at the latest at next year's e3 exhibition, players will personally experience this new somatosensory equipment.

This news is extremely shocking.

Not only players, but also two other hardware manufacturers in the industry, are starting to get lost.

After all, DreamWave x4 will be their future rival. At present, this time, Mars Entertainment has put their top priority on somatosensory, and it can be seen that they are very confident about the future of somatosensory. Even if they have at least two to three years of life left before the host of this generation, they will announce it without any concealment.

It must be accurate that the other two companies could not develop somatosensory equipment that could be comparable to them. This is true. Sega and Sony had contacted their own hardware development departments before, because the previous demonstration conference of Mars Entertainment was not a very high-conservative event, so it is not difficult for both companies to understand the specific content.

After knowing the strength of Mars entertainment somatosensory equipment, the hardware departments of these two companies gave an answer after thinking about it for a while.

The answer is very similar, that is, if you have enough funds and time, they can do it.

But the biggest problem now is that the problem of abundant funds is not difficult. The difficulty is that time. Three years is not enough for them to complete the development, testing and formal finished products of a new set of somatosensory equipment.

This also puts the two families in a dilemma.

Although Ken Kutaraki is confident about the ps3 jointly developed by their entire Sony hardware department this time. They even said in an interview that ps3 can even be powerful enough to simulate the earth, but it is still difficult to judge what he is not sure about somatosensory.

As for Sega, the same is true.

Although both Nakayama and Okawa Kou both think that Yu Suzuki's "Shenmu" has great potential, after all, "Hao Hero" and DreamWao X3's great success are here.

It is natural for Sega to have aspirations.

Moreover, there is another unknown thing. That is, Sega is actually the most advanced in the progress of the next generation of hosts.

According to the predictions of their hardware development department, it may take at least two and a half years for Sony and Mars Entertainment to produce the finished product of the next-generation console, but it may only take a year and a half for them to produce their next-generation console. This is a time difference of one year, and coupled with the help of "Shenmu", a work that has been highly anticipated by the entire gaming industry.

It is not impossible to complete a counterattack in the next generation.

Of course, Sony is not idle either. In addition to being crazy acquiring some medium-sized game studios to become their first party during this period, they are also constantly attracting many Japanese game companies to switch to their camps.

Even many third parties in Mars Entertainment, which originally started in Japan, started with the first generation of DreamWaveX, have been attracted by Sony.

As for the reason, although Mars Entertainment has asked more questions.

But the answers they got were almost the same, that is, Sony offered a price that they could not refuse.

Even Capcom has shown that after the third part of "Resident Evil" was released on DreamWave X3, the fourth work of the "Resident Evil" series will only be available on Sony's console.

According to the people in Capcom, a brand new "Resident Evil" developed specifically for PS3 has also begun project establishment, and the person in charge is still Shinji Mikami, the biggest producer in Capcom.

Jester also sighed a little about the occurrence of these things.

In history, Capcom had a standard for balancing the industry during this period. They had several IPs and were confident that they had the ability to balancing the industry.

In fact, it is not just the masterpiece "Code Name: Veronica", which was originally specially developed for Sega's DC, which has been transferred to Sony's console, but many other manufacturers are also the same.

Even Capcom is preparing a Warring States zombie game, which is being developed on Sony's new console.

It seems that this time it is a Japanese manufacturer that it is impossible to let a European and American platform vendor dominate the game market. Moreover, the brand new console that Sony is developing has given them enough confidence after their in-depth understanding of it, so that they can put their treasures on Sony.

This is naturally a great pressure for Jester.

If Sony's ps3 corresponds to it, it should be a generation of ps2 in history. Its performance has almost reached its peak in its contemporaries.

After all, this is the crystallization of Sony's entire hardware development power.

Even Jester doesn't think that in traditional game consoles, his dream wave x4 can do better than the original historical PS2, and even be as good as ps2, which is already a very successful thing.

In terms of hardware development, even the team he has worked hard to build is still somewhat inferior to Sony's full support.

With the original ps2 ps3 in history and the strong support of those Japanese developers, no one knows what kind of energy Sony can burst out in the future. After all, Jester personally experienced the situation of the ps2 world, and he had a deep understanding of the power of this game console.

"The storm is coming and the wind is filling the building."

For the short tranquility of the present period, Jester could only express his feelings in this way.

In major forums and major game magazines, the concept of body sense has been hotly hyped during this period. Players of this era still have some blind trust in these websites and media articles. Since these game editors are so sluggish and body sense can change the current game environment, they naturally think so.

Of course, it does not mean that there is no sensational presence.

Even if Sega and Sony deliberately send people to confuse the public, there will be such people.

"I'm so jokingly laughing, hahaha, it's also a physical feeling when I use this stick to swing. Then is it also a physical feeling when I use my fingers to operate the keyboard?"

Such a post appeared on the comprehensive discussion area of ​​the official forum of Mars Entertainment, and this post quickly established a long post for squirting - many people laughed at the poster for not understanding what physical sensation is, just farting here.

However, the posters are also prepared.

"I don't know what somatosensory is? I'm really laughing. I'm doing this job. The somatosensory of the so-called dream wave x4 that Jester demonstrated before is based on the balance of the gyroscope in the handle, and then transmitted to the host through the wireless signal. Does the host react? In essence, there is no essential difference from the wireless mouse that is already available now. I don't know if the mouse with a built-in gyroscope is not. Otherwise, it will be more like..."

I heard what this poster said is reasonable and accurate.

Some people had to ask, what do you mean by body sensation?

The poster was naturally not willing to be outdone and quickly replied: "Real body sensation? It's very simple, the simplest, motion capture is the beginning of body sensation. What I am doing now is to study this aspect. As for what body sensation Jester said, it is just a person who doesn't understand the skills at all. In the eyes of people who understand the skills, it is not worth mentioning."

This post was soon encountered by Jester who came to the community to see if there were any hot topics.

After reading this post, Jester found it very funny.

And it seems that some people are going to be convinced, so Jester responded below.

"Who said that using props is not considered somatosensory? I advise you to go back and learn again what somatosensory is. Moreover, the reason why you use props to assist is very simple, that is, if you capture them all with a camera, according to current technology, the accuracy is too low, so there is no way to complete many game ideas. Moreover, in our vision, this auxiliary operation prop will also deal with the game design."

"This kind of response is unparalleled for the player's sense of presence and sense of substitution."

"For example, in the tennis balls in "Dreeam Wave x-sports" that I demonstrated in front of the media, in simulation, our operation props, in addition to the operation props of the game, can also become the rackets in the hands of the player. In the golf game, it will become the club of the player. In our imagination, in the arpg adventure game, it will also become the sword in the hands of the player. You wave the joystick, and the characters in your game will also wield the sword, or even become the bows in our hands - you make the action of pulling the bow in reality, and the characters in the game will also be like this."

"I want to ask, in this case, why do you still say that this is not a somatosensory?"

"And I can reveal something, that is, what the poster just said, the so-called real somatosensory, our hardware development department is also developing. We can even say that our technical accumulation in this area can be ranked first in the world. The answer is that at least in the next generation, this somatosensory technology that relies entirely on cameras for motion capture and does not require auxiliary operation of equipment. It is still a bit unrealistic to use game consoles to enter thousands of households."

"Of course, this is the direction we are working on."

Of course, many people agreed with Jester's answer, and the poster left nothing after Jester's angrily scolding and did not appear to criticize Jester again.

This also made Jester feel a little disappointed that his prepared remarks were no longer available.

In fact, the current doubts about somatosensory are just a small episode. If someone likes it, then some people will naturally look down on it. This is a matter of course. In the original history, such markets will often happen.

In the original history, Hiroshi Yamauchi once ridiculed 3D, and Nintendo's somatosensory plan was also criticized for being sensational.

Later facts prove that the course of history, or the changes of the times, does not recall a person's will as a transfer.

In fact, whether in this era or in Jester's era, the physical feeling was never something that was accepted by players immediately and became popular quickly. Its development was full of countless ups and downs, and success was not achieved overnight. For example, the earliest physical feeling even traced back to Nintendo's Light Gun.

That was still the case in the Atari era.

About 1982, Atari proposed a game concept that was extremely advanced even in the era of Jester's time travel, that is, using ideas to manipulate the game!

Is it similar to what some novels say?

Atari was at its peak at that time, and they felt that they could do everything in this industry.

Soon they put their ideas into practice and tailored a peripheral controller called ATA NDlink for their ace host ATA 2600.

Atari is so proud of its unique creativity that he even named this controller: Mindlink after their ideas. But in fact, this controller not only cannot connect to the player's brain, but also truly knows what players need to do - it just controls the game by sensing the player's facial muscle movement - more importantly, this genius peripheral repeatedly makes players feel discomfort in the finished product test. In the end, under pressure from all parties, Atari put down Mindlink's release plan, and this epoch-making peripheral was not able to be truly launched.

Later, with the outbreak of Atari's great impact, Atari, a company that once had an extremely brilliant vision in the electronic game market, was in a slump, and this plan was left unresolved.

Of course, Jester also knew that even if Atari continued to do it, it would be basically useless. (To be continued.)

...
Chapter completed!
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