Shrapnel

Filed: Community, Games, PlatinumGames, Vanquish

Hello everyone. Thank you all for reading the blog here. My name is Takeo Kido, and I was in charge of the special effects for Vanquish.

Many of you may be wondering what I mean by effects. Simply put, effects can be something in-game that we render to represent explosions, crashes, fragments, smoke, fire, sparks, jets, lighting, bullets, shell casings, missiles, beams, etc. Basically think of something like that, and you are probably thinking about effects.

So now on to the effects in Vanquish.

At the beginning of the project, the director of Vanquish, professing his absolute hatred for crawling along slowly in games, declared, “We aren’t going to let the player get away with hanging out in cover as long as he likes. We are going to force them forwards.” He added, “The enemies are robots. When you kill them, they blow up. We are going to put as many of them on-screen as we possibly can, especially the grunts.” Those words made me feel like we were going to make a game, that graphically-speaking, would be far flashier than the normal human versus human shooters on the market.

We wanted to have maximum amplitude, so when the bullets are flying everywhere, you’d want to say, “Somebody save me!” Explosions would be booming around you, and shrapnel would be flying everywhere. Alright. Let’s just keep it simple and hit them over the head with volume. Let’s make that the calling card for Vanquish’s special effects. At the risk of causing a misunderstanding, we were going with quantity over quality because in the end quantity would be quality. Of course, if we just went simply with quantity the graphics of the game would suffer, and that would mean abject failure, so we had to aim for a baseline quality level and then open the valves.

I figured that it would make things a bit hard on us, but I’d make due. Once the direction we were going to take was decided, actually doing the work would be the easy part, because any time you’d find yourself against a wall, you could just chose the path of more volume.

However, if I just turned off my brain and increased the number of effects carelessly, the graphics and processing would both take a hit and it wouldn’t let us make the kind of action-heavy game that we were after. It would be up to the programmers and designers in charge to show their skill/combined efforts in figuring out how to either make really expressive effects that were ‘cheap’ to compute, or how to get the most out of the processing budget by making scenes as cool as possible.

As a result of all this scheming and planning, we were able to put really substantial effects into Vanquish. It appears that there is tons going on, both small and large, and in reality, there is a ton going on. Things are flying all over the place.

I’m probably the only one interested in this, but I think the shrapnel in Vanquish is really good. The huge slabs of concrete are nice, but I can’t get enough of the small, pulverized shrapnel flying all over the place or the dirty that is floating through the air.

Even when I am watching a movie, I will say, “That’s some nice debris.” Of course, those around me will say, “I have no idea why you are talking about debris.” But I’m living my job, so I see nothing wrong with it!

So there is a glimpse into how we created Vanquish. If you are interested, definitely give it a play, and get wrapped up into the craziness of everything happening around you. If you get used to Vanquish, other shooters are going to seem downright peaceful in comparison. And of course, when you see all of the little individual sparks, if you could think about our work as effects designers, even if only in your imagination, we would be incredibly happy.

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The Vanquish Blog

Filed: Community, Games, PlatinumGames, Vanquish

Hi everyone. Vanquish director Shinji Mikami here.

Right now, my new company Tango is having a party to celebrate our first official day of business as a full-fledged studio, and I’m the only one stuck working at the moment.

Anyways, Vanquish… Lots to say about Vanquish…

After I finished up God Hand, I didn’t have a team to work with, so I spent about a year and a half staring out a window. Soon thereafter, I was finally back at work in the studio. Vanquish is my first title after this period of almost running away from being a creator. The design of the game started with my initial desire to make a game like the Japanese animated series Casshern, as well as my desire to challenge myself by making a shooter with an incredible sense of speed and no “slogging through” sections.

At that point in the design the game was a shooter with elements of Casshern (punching/kicking) from time to time, but in the end, we settled into a design that was mainly shooter with rare elements of Casshern. When you actually play the game, you realize that there aren’t that many opportunities to punch or kick in the game, but when you do get the chance, the game really does feel like an action game. Even though it is stylistically a shooter, I would be really happy to have action gamers give the game a chance as well. Thanks to the skill and hard work of the team, the graphics are really incredible in Vanquish. I can whole-heartedly recommend it.

For my next entry, I will go into a bit more detail regarding the inner-workings of Vanquish.

Until then, thanks for reading!

(For more Vanquish screenshots, check out our Flickr!)

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Infinite Space Available Today In North America

Filed: Community, Games, Infinite Space, PGTV, PlatinumGames

Infinite Space hit stores in North America today! Check out this batch of new Infinite Space videos to whet your appetite for the game!

It’s a veritable Video Armageddon!

Infinite Space Launch Trailer

Infinite Space Launch Trailer

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Infinite Space Gameplay Tutorial - 1

Infinite Space Gameplay Tutorial - 1

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Infinite Space Gameplay Tutorial - 2

Infinite Space Gameplay Tutorial - 2

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Infinite Space Dev Diary #1 - Concept

Infinite Space Dev Diary #1 - Concept

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Infinite Space Dev Diary #2 - World and Story

Infinite Space Dev Diary #2 - World and Story

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Infinite Space Launch Trailer

Filed: Community, Games, Infinite Space, PGTV, PlatinumGames

Infinite Space Launch Trailer

Infinite Space Launch Trailer

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Infinite Space Gameplay Tutorial – 2

Filed: Community, Games, Infinite Space, PGTV, PlatinumGames

Infinite Space Gameplay Tutorial - 2

Infinite Space Gameplay Tutorial - 2

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Infinite Space Gameplay Tutorial – 1

Filed: Community, Games, Infinite Space, PGTV, PlatinumGames

Infinite Space Gameplay Tutorial - 1

Infinite Space Gameplay Tutorial - 1

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Infinite Space Dev Diary #2 – World and Story

Filed: Community, Games, Infinite Space, PGTV, PlatinumGames

Infinite Space Dev Diary #2 - World and Story

Infinite Space Dev Diary #2 - World and Story

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Infinite Space Dev Diary #1 – Concept

Filed: Community, Games, Infinite Space, PGTV, PlatinumGames

Infinite Space Dev Diary #1 - Concept

Infinite Space Dev Diary #1 - Concept

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Japanese Fan Party

Filed: Community, PGTV, PlatinumGames

On January 30, 2010, PlatinumGames Inc. held a fan party here in Osaka for our fans.

It was really great to meet all of our fans at the event, give them a glimpse into the studio, and enjoy an evening of dinner, drinks, and ideas. However, since not everyone could attend, we also filmed the proceedings for all to enjoy.

PT-PodcastV2English-desktop

PT-PodcastV2English-desktop

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This event was so much fun that we just might have to do it again soon. Tokyo, perhaps?

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First Look at VANQUISH

Filed: Community, Games, PlatinumGames, Vanquish

You’ve seen the teaser trailer, now take a look at the first screenshots of PlatinumGames’s new hotness, VANQUISH.

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More…

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