![]() There's years of optimisation to come, but expect this to be the first of a new wave of games to finally challenge your PC. ![]() running on a rig with three Nvidia GTX 680s inside. It might do that, but the cost might come at the expense of player freedom.Īnd at expense to your wallet. Star Wars 1313 wants to set a new benchmark for in-game animation when it arrives at the tail end of 2013. It's the kind of demo that makes you wonder what Clint Hocking, the designer of Far Cry 2 and lover of open, emergent worlds, was working on before he left LucasArts to join Valve earlier this year. Those fancy crates are for ducking behind, shooting around, and the demo ends with some Uncharted-style leaping between exploding platforms. With all possible resources being spent on visual fidelity, it's perhaps understandable that what little there is to see is mechanically conservative. The project was developed by LucasArts’ internal team, and other units of George Lucas’ empire helped to create the production u001f among them Lucasfilm, Skywalker Sound, Lucasfilm Animation, and Industrial Light & Magic specializing in special. It isn't flattering, but it's a powerful demonstration of the detail in each inch of game.Īs art director Dave Smith explains, that extreme fidelity brings a unique challenge: “We have to build the things digitally as if we'd actually built them for real.” He points to a battered storage crate: “This is a metal crate with a layer of undercoat on it, then another layer of paint, then a treatment finish.” A crate. Star Wars 1313 a third-person action game for adult players set in the Star Wars universe. As the player character and his boss bundle a Trandoshan onto the elevator and descend to 1313, the devs stop and zoom in to examine every one of the pores on their faces. To prove what we're looking at is in-engine, real-time rendering, the devs indulge in a bit of Blade Runner-style zoom and rotate while they're showing it off to us in their San Francisco HQ. ![]() Regardless of the game's eventual quality, ILM's involvement is important, and could be the beginning of some considerable line-blurring between the film and games industries.īut there's not that much of it yet – only the short scenes I'm being shown. That expertise elevates this game beyond LA Noire's facial focus and into more impressive territory. They discovered that the effects were achieved by looping VHS footage over and over, and found a way to recreate it. So who is the young character? I do not see him anything resembling a fett.To create that elevator visual, ILM found the guys who created the original hologram effects in Episodes IV-VI, who work at LucasFilm Animation in the same building as ILM and LucasArts. Also the young character in the 1313 game does not fit well with movie canon, I believe that Boba and Jango were more of a NEW ZEALANDER than an Irish lad. They said a young Boba Fett, in the 1313 game whatever the story he had in it at the time would have definitely clashed with what Lawrence Kasdin is writing now. It had to be scrapped so that fresh Ideas would not clash. I believe that this was a major factor not just the game licensing deal. So this game 1313 gets a trailer and rumors touting that the development of the game and its gaming engine was revolutionary……So why no game?īecause The Disney deal was becoming a reality and Star Wars with new episodes and its spinoffs were born. Then the show was cancelled, Lucas said there was a hundred plus episodes in the works, but could not make the show economically feasible. Prior To the deal Lucas stated he was working on a star wars live action show and hinted at Daniel Logan could be reprising his role as a young Boba. ![]() For one it was being worked on as the Lucas Disney deal was being made. Why the game was pulled I believe was storylines clashing. ![]()
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