You may already know it or not, but the full video of Microsoft Pres Conference last week is now available on the Marketplace, and in HD. I will of course capture everything that's worth watching, but it will take a bit of time. So while waiting for the videos here are some captures of the demo of Ninja Gaiden 2 done by the game's directory. It's important to mention that the game runs at 60 fps and the video at 30, so 2 images are blended together into one with not so good results most of the time. So I've selected the one that looks the least bad, I guess.
Update: As promised, here is the video. Many thanks to DjMizuhara for the capture and upload!
Update 2: Video now has sound, sorry about this!
All comments (111)
Commented on 2007-09-17 22:56:15 In reply to palamedeIf you have a link, I'd be really interested in reading a paper about the engine, as I'm looking forward to playing NG2 !
- The more recognized components [to the general public] of a game engine are rendering, physics, collision detection, audio and A.I. It is of course very foolish to say that a game engine, esp. those used by Square, Epic or Team Ninja, comprises only these components. For the breakdown, I will simply address these aspects of Ninja Gaiden 2's engine.
- As you can see, the models, weapons, objects, etc. in Ninja Gaiden 2 hardly appears to be blocky or have any aliasing AT ALL so that should say something about its rendering engine, A.A. capabilities and the polygon counts, which in turn should show the level the engine is at, given the fact the game is running at a almost perfectly consistent high framerate, as seen in the demo. Sad to say that even Final Fantasy XIII and DMC 4 has a fair amount of aliasing and DMC 4 has some framerate issues at this stage. Like we said before, shadow rendering, etc. only come in the later stages and should not be considered as a distinct part of a rendering engine.
- It should be a no-brainer that Ninja Gaiden's collision engine was and still is today one of the best in the world and the demo shows that Ninja Gaiden 2 has gone far beyond just being one of the best. It's probably impossible for you to see Ryu passing through any LIVE enemy, which is enable partially by the advanced A.I. [note that dead enemies or even DYING enemies are treated like vaccum in order to save memory and hardware usage and large enemies are made partially so in order to enable the various gameplay mechanics to be implemented] even at this early stage of development where they are probably at only the 40-50% range. It should also be noted that the way Ninja Gaiden 2 handles destructible objects is simply incredible. Take a look at the scene with the fruit stands, the stands, the barrels and the crates are wrecked in a manner that is so natural and unobtrusive that it makes ALMOST all other games seem like child's play. Ninja Gaiden 1 & 2 are probably two of the ONLY FEW [if not the only two] games that handles point specific collision to such a degree and scale. Yes, Gears have some point specific collision but it is not as advanced and has a fair amount of generic collision animations. Remember how the tiny bullets in Ninja Gaiden 1 used to hit accurately specific points on Ryu's weapons like as though they are REAL bullets, just like they do now in NG2?
- I would like to explain the A.I. handling part but since it is almost universally agreed by critics that Ninja Gaiden 1 [and now 2] has one of the most advanced, if not THE MOST ADVANCED A.I. in a video game, it should be pretty self-explanatory, unless of course you are really having difficulty figuring that out.
- One of the main reasons why I said that the engine is so extraordinary is because of the way the physics are applied. The "cyclone" ninpo shows it pretty well. Notice how the blood of the enemies conforms to the motion and direction of the "cyclone"? How the charge attacks of the triple-bladed claw distorts the view? These are features that are used primarily in pre-rendered CG sequences and DirectX 10 engines.
- Lastly but not least, the audio engine. Again, I think it's pretty self-explanatory. One thing of special note though is how multiple voices [similiar ones] are processed. Listen to the death cries of the enemies ripped apart by the "cyclone" ninpo.
Hmm...Wasn't really kinda brief, was it?
I think engines in games like Alan Wake, Crysis and Little Big Planet outshines Team Ninjas effort in many many ways, and i don't i'm not the only one who feels that way...
Anyways. Enough with this fighting which is quite sad and pathetic in it's own right. And actually i feel sad and pathetic to even be a part of it. so, shame on me. But let's just wait and see what happens with Ninja Gaiden 2, The graphics are going to get better thats for sure, and the gameplay will be excellent like in the previous installment . We all know that, right ?
Peace?
Commented on 2007-09-17 23:19:15
Commented on 2007-09-17 23:41:21 In reply to renzokugi
Commented on 2007-09-18 01:47:52 In reply to Ronsauce1. The output resolution.
2. How the graphics are processed [i.e. A.A., Anisotropic, lighting, shadowing, etc.]
3. Polygon counts.
4. Special effects.
Texture maps are hardly the issue unless the engine is really not optimized at all, such as the case of Neverwinter Nights 2.
I'm really just trying to tell everyone why Ninja Gaiden is given a 94/100 = Universal Acclaim on Metacritic.com
Please don't take it so personally, I'm no longer attacking anyone, as you can see.
Actually no, I have never touched dos games, and I'm using a dual-link dvi-d cable for my WSXGA+ LCD, FYI.
Commented on 2007-09-18 02:30:25You are giving Team Ninja way too much credit, and it's desperately sad on your part.
Commented on 2007-09-18 02:43:23 In reply to RonsauceYou are giving Team Ninja way too much credit, and it's desperately sad on your part.
Actually, I would be glad that you point out my mistakes or assumptions. Like I said, the purpose is not to attack anyone, but to discuss. I didn't claim outright that I'm definitely right, these are merely based on my experiences and overall knowledge, and what is seen, observed and provided by Itagaki and his team.
Commented on 2007-09-18 04:18:50
Commented on 2007-09-18 04:38:51 In reply to renzokugiAs for your mistakes or assumptions, I already pointed out plenty, but you either have too much invested into your trolling or you honestly don't know any better to listen to what I said. Also, you attacked plenty of people by saying that their dissatisfaction with the visuals was unintelligent and stupid.
Commented on 2007-09-18 04:48:52 In reply to AcidSnowno offense.
Commented on 2007-09-18 15:17:02
Commented on 2007-09-20 00:53:16