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  1. Windie

    Kayane interviews Katsuhiro Harada of Namco

    The argument I've gotten is that there's a crapton of legacy code (some of it from Soul Edge even) and weird piled up stuff in Soulcalibur 4. Presuming that's true (and there's no reason for me to think they were lying), then its got to be a nightmare of spaghetti code anyways, with network...
  2. Windie

    Kayane interviews Katsuhiro Harada of Namco

    MK9 was UE3 too, but a lot of the look of both those games was based on design decisions, rather than limitations of the engine. I like bringing it up as a choice because there's no way in hell they're remaking the engine from scratch and a license is the next best thing :p ASura's Wrath is in...
  3. Windie

    Kayane interviews Katsuhiro Harada of Namco

    They understand, its just kind of a really difficult problem to solve technically. From the sound of it, they need to rebuild the Soulcalibur engine from the ground up (or do my version and license Unreal 3) to seriously fix these problems, and that's still a pretty big investment to make...
  4. Windie

    Taki's Replacement Revealed?!

    "She's a Whore!" (princess maker references ftw!)
  5. Windie

    New Soul Calibur V Image & Character Silhouettes

    I still think its Raph, but I won't mind if its not. It just 'feels' like him to me (excepting the handedness problem, my guess is a sheathed weapon). The thing I am absolutely sure of is that its a reveal of a returning character.
  6. Windie

    Taki's Replacement Revealed?!

    That's a very in-depth answer :p But seriously; is it a reason for everybody? No. Do many people like what they're used to and comfortable with? Yes. Of course with all the damn kids around these days, the reason is getting less true :p
  7. Windie

    Kayane interviews Katsuhiro Harada of Namco

    Times a million. I'd have to drive 3 hours for an arcade that would have any chance of having it, but still. Even if it delays the console release, and arcade version would almost certainly mean a better product by the time it got all the way down to the rest of us.
  8. Windie

    Taki's Replacement Revealed?!

    Older people like JP voices partially because, once again, they're what's familiar and comfortable for the games. 10+ years of japanese voices in fighting games before they even started to think about language options, you get used to the babble.
  9. Windie

    Kayane interviews Katsuhiro Harada of Namco

    sectus: How visible they are depends wildly on the amount of information the game has to send and the way it 'guesses' (that's a technical part I'm really not sure on myself either, should try to figure that out. Pretty sure tho' that that element is what differentiates rollback systems), and...
  10. Windie

    Kayane interviews Katsuhiro Harada of Namco

    I resisted posting about this earlier, I just got in trouble for the subject on SRK :p But it doesn't reduce latency at all, because latency is the time it takes for the 2 systems to communicate, and you can't reduce that below a certain degree. People sometimes (like in the case of the post...
  11. Windie

    Taki's Replacement Revealed?!

    The MK9 story wasn't 'good' per se, but it was entertainingly crazy and fun to play through.
  12. Windie

    Kayane interviews Katsuhiro Harada of Namco

    it HIDES latency, which is different than reducing it. in its PC form you'd have less lag in general tho' because its open P2P instead of either server based or heavily encrypted P2P (and believe me encryption slows things down). I hadn't thought of just frames, yeah they'd be hellish to do...
  13. Windie

    Kayane interviews Katsuhiro Harada of Namco

    With GGPO and a high latency, there's a chance that the game will guess wrong, and all of a sudden the attack you were blocking is a totally different one. To my understanding it goes back to where the problem was (which sometimes causes a visible staggering or teleport) and redoes everything...
  14. Windie

    Kayane interviews Katsuhiro Harada of Namco

    there's a general rule that older (or styled after older) games use rollback, and newer ones use variable input delay. With rollback you can basically think of each system running 2 copies of the game. They're not literally doing that, but that's close to the system demands.
  15. Windie

    Kayane interviews Katsuhiro Harada of Namco

    pretty dress tho'
  16. Windie

    Kayane interviews Katsuhiro Harada of Namco

    The questions for other games makes up the slack :D
  17. Windie

    Kayane interviews Katsuhiro Harada of Namco

    I have a good friend that's a Network Engineer for consoles (Most interestingly recently he worked for LucasArts until they outsourced all their software engineers). He's given me a good rundown of why Rollback code wouldn't really work well in these modern games. The short version is there's...
  18. Windie

    Kayane interviews Katsuhiro Harada of Namco

    There aren't enough questions about GGPO already? 5 out of every 3 questions asked to real developers are about GGPO.
  19. Windie

    Taki's Replacement Revealed?!

    once again, less that more people don't like any change, especially things being removed.
  20. Windie

    Taki's Replacement Revealed?!

    I like the 17 years later. It lets them shake things up, and seriously the series needed shaking up, especially from a story point of view. All this character bitching will basically evaporate anyways, its the normal pre-game teaser reveal shock of change complaining. This almost always...
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