Famitsu Weekly this week had a lot of coverage of Xbox 360 games, and I'm certainly not complaining. This time here are 2 images of a Cry On Cutscene, both presenting the sand "giant" when angry, or not...
Loakum @Driftwood Awesome! I’m loving it! It does show a much crisper picture and the frame rate looks good! I was playing Stella Blade and Dragonball Soarkling Blast! :) (2 Weeks ago)
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All comments (30)
i Wonder if its in cellshade..or just the cutscenes...
they just cant f*ck this one up because the concept is just awesome.
But then there's quotes like this:
"Character illustrations are by Kimihiko Fujisaka, who illustrated Drag-on Dragoon 2. The style of the movie shown at the conference felt closer to natural animation than typical toon-shaded graphics, with impressive soft coloring. Sakaguchi and coproducer Takuya Iwasaki (Drag-on Dragoon/Ace Combat series) referred to this style as "Fujisaka Shading"; a new graphic engine is being written from scratch to present an original worldview."
Closer to natural animation? That looks EXACTLY like natural animation! If these pics we're seeing are an example of this "Fujisaka Shading", then I'm going to be flat out amazed. It can't possibly be in realtime, though, can it??
edit:
well it is likely considering it's not as detailed as the other non real time images.
http://xboxnext.jpn.org/uploads/img43ab38303e972.j...
Plz check image..Polygon is visible
I wouldn't say such a look is not possible in realtime though.
We've been seeing a lot of different types of cel shading in various games, like that new Spider Man game, or the up-and-coming GTA inspired game for the 360... I forget the name :(
Anyway, those look way different than the original JetSet Radio look, from the old Dreamcast days.
Now, with all the power of the 360, who knows what can be done?
*stumped*
Bring on the vid's!! That's the only way to find out I s'pose.
Japanese Text in this images.
and more ..this news
http://www.famitsu.com/game/news/2005/12/20/103,11...
"Attractive character" of Fujisaka is reproduced as it is in the game. ?
leftpage
section:
Pretty Bogl is a partner of heroin Sari!
body:
A part of the CG Movie screened in the symposium on December 20 is
promptly published. It is said that the development of an actual game
will progress by the quality just like this though there might be a
lot of people who receive the impression like the animated cartoon.
What game screen do it finally become, and the enjoyment very. By the
way, the under is Bogl that has been completely installed on the
porch of Sari. And, a right image is a scene to help Sari while
making Bogl huge. These will be developed by me as all are real-time.
right page
note:
(upper-arrow) Bogl that gathers Cakera of surrounding geographical features, and
is made huge. Sari lies in the palm. This huge Bogl can be operated.
section:
Bogl becomes giant in real time!
http://xbox360.ign.com/articles/678/678059p1.html
Visually, the game will use cell shading for its visuals, although Sakaguchi is quick to point out that it's not the kind of cell shading we're used to seeing. At the game's unveiling this past week, publisher AQ Interactive showed a trailer for the title featuring what many believed to be hand-drawn animation resembling a Miyazaki movie. The animation was actually computer generated, and Sakaguchi is promising a final game that looks quite similar to it.
We're going to have to wait quite a while to play Cry On, though. Sakaguchi reveals that the game's scenario is currently half complete, with a final play time expected to be in the 30 to 40 hour range. Although he's not willing to give a specific time frame, Sakaguchi states that development will take another 1.5 to 2 years.