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Siraris
02-15-2007, 01:05 AM
Geek Out: F1 Championship Edition Game Director Graeme Ankers Gives Us A Tech Talk On the PS3

As the second wave of Playstation 3 games begins to arrive in stores, one of the titles that Sony expects to show off the power of the PS3 is Studio Liverpool's F1 Championship Edition. Formula One racing isn't exactly our bag, but F1 CE has been looking dead sexy for some time now. To get some insights into what makes this title special, we conducted an e-mail interview with Graeme Ankers, F1 CE's game director. Here's what he had to say:

What was the philosophy behind developing F1 Championship Edition for Playstation 3? Which areas did you focus on to demonstrate the Playstation 3's potential, and where did you decide to hold back for future iterations?

The philosophy we adopted and the goal we set for ourselves was to deliver a true next gen experience of Formula One gaming. For us, this was all about putting the player into the cockpit of a single-seater, open-wheel race car capable of top speeds of over 220 mph and getting them to experience lightning-fast, wheel to wheel racing on some of the most famous race tracks in the world against 21 opponents in all weather conditions. The Playstation 3 has enabled us to focus on key areas such as the incredibly varied and detailed damage model, gorgeous HD graphics, lifelike AI behavior and captivating gameplay.

One of the key challenges you face when developing a game for Playstation 3 is making sure everything in the game consistently hits the high benchmarks you've set yourself. For example, it becomes very noticeable when your car looks amazing, but the spray coming off the wheels in the rain doesn't look quite right. We put a lot of effort into making sure every element of the game was of the absolute highest quality possible and it's one of the achievements we as a development team are most proud of. We have learnt an incredible amount about the Playstation 3 architecture while developing F1 Championship Edition and we are currently taking that knowledge forward into new features and technology for future games.

How difficult was it to get 22 cars on the track at that level of detail?

Actually, it was not as difficult as you might think--especially considering that just one of the Playstation 3 cars we have in F1 CE requires the same memory budget as all 22 cars combined on the PS2 version! We made some educated estimates at the start of the project about overall memory and polygonal budgets for the cars and the tracks and they all turned out to be pretty accurate. It obviously helps that we've been making F1 games since 2001. We also already had a very advanced technology platform and data pipelines for our art assets in place. So even though the new car models were incredibly detailed and much more complex, as they incorporated the advanced damage system, we got all 22 of them into the game fairly smoothly.

I remember taking the latest demo code over to Japan for Tokyo Game Show back in September and the reaction to the graphics and the damage was incredible. On the last day of the show my producer called me from the UK and told me that I had to see the latest version of the code back at our studio in Liverpool. When we arrived back, he booted up the latest version of the game which included the new car reflections in the wet track at the full framerate. It was fantastic to see all 22 cars on track with full reflections from each one on the wet track surface--that was actually one of the last main graphics features that was included in the game.

The rain effects are pretty spectacular. Without getting extremely technical, tell us what's going on underneath the hood to make that effect possible. How is it different from rain effects on the PlayStation 2?

The rain drops you see are image processing effects that utilize the hardware's extremely powerful SPU's for a physics simulation to calculate the movement of the rain droplets based on forces/velocities per pixel. What this basically means is that as you drive around in the rain, the game calculates the speed and forces on the car to move the rain drops accordingly on your visor, down to a per-raindrop level of detail. You also notice the splashes that the raindrops leave as they hit the tarmac and this is done using the landscape collision system - again, running on the SPUs - to calculate individual positions for each splash.

This effect was simply not possible on the PS2. On PS2, we had to use a plane with a rain texture in front of the screen. On Playstation 3 we accurately simulate heavy rain conditions which give us incredibly realistic results and this also directly feeds into the gameplay. You really have to think about where your car is on the track in the rain and where your opponents are, as the visibility is sometimes reduced to virtually nothing--just like what real F1 drivers have to contend with in those conditions.

Are these visual effects being shared with other Sony studios, or will they remain unique to F1 CE? Does F1 CE share any tech with other released or forthcoming first-party titles?

The Playstation 3 has created an unprecedented climate of studio cooperation within Sony Computer Entertainment Worldwide Studios. The F1 CE development team has shared technologies and experience with many internal and first-party development teams around the world, including full support from the Worldwide Studios Advanced Technology Group.

This is a trend we expect not only to continue, but to greatly expand as the Playstation 3 platform matures. The rain effects in particular and other aspects of the F1 CE game code are currently being prepared for other first-party development teams that have requested them.

Please detail how F1 CE is using the Cell processor's components, the PPU and the seven SPUs. (Example from an actual launch title: PPU for game logic; SPU 1 and 2 for shader effects; SPU 3, 4, 5 for PhysX physics simulation; SPU 6 for particle effects; SPU 7 for audio. Also SPUs 1-5 used during loading to reduce load times.)

We don't really use the concept of reserving certain SPUs for specific tasks. Instead we employ the concept of prioritized job lists that are executed by the SPUs whenever one is available. We use the SPUs for the following jobs: audio effects, particle system, physics (landscape collision, narrow phase and collision resolution), rain effects (rain droplets and rain splashes) and various render side jobs. The game logic is driven largely by the PPU. We use the SPUs together to collaborate on working through each frame that's displayed by the game. The SPUs are extremely versatile so they can be used to accelerate any in-game system.

How is F1 CE using the RSX graphics processor? Do the Cell and RSX work together on any part of the graphics pipeline, and if so, which one?

The SPUs are heavily involved in the graphics pipeline and do an enormous amount of work to eliminate inefficiency before anything arrives at the PPU and RSX. For example, the SPUs are powerful enough to decompress and check every triangle [polygon] before passing it on to the RSX. Triangles that are facing away from the player, or that are not on the screen can be 'trimmed' away by the SPUs, which hugely reduces the amount of redundant work sent to the RSX. This in turn lets the RSX get on with what it does best--drawing stuff on screen.

The SPUs can also be used to augment the RSX vertex shaders, making far more vertex-heavy tasks possible which is very useful for character animation. Additionally, the SPUs can be used to implement behavior very similar to geometry shaders--F1 CE uses them in this way to render seamless interpolated levels of detail for some scene elements. So in answer to the question "Do the Cell and RSX work together?" the answer is a resounding "Yes," and I think this is one of the real strengths of Playstation 3 that we'll see increasingly exploited by development teams going forward.

Where did the idea to use the PSP as the gamer's rear view mirror come from? Are there other uses for the PSP when playing the Playstation 3 version?

The basic idea came from the lead designer very early on in the project. There are other uses, we are still working on this code and hope to talk more about it soon.

When and why did you switch from using high-end network PCs to Playstation 3 development kits to handle your data pipeline operations?

We switched as soon as the first Playstation 3-spec data assets started coming from the artists, which was fairly early on in the project. This wasn't a moment too soon, as our PCs really started to struggle with the data, even at this early stage. Although we could move and store the files, processing them became horrendously slow--we also had more variations of the tracks than ever before, with different lighting for different times of day, which exaggerated the problem further. For example, we pre-calculate visibility information before we load the track, which involves us rendering the entire scene from virtually every possible viewpoint on the track. We originally started doing this with a small number of networked PCs running overnight, but with the Playstation 3-spec geometry we couldn't speed this up further even by adding more networked PCs.

We tried using the idle time on the programmers' and artists' PCs, but simply couldn't get them to generate robust enough results. As we were also using very complicated shader pipelines that the PCs had to emulate, everything slowed to a crawl. PCs have a bottleneck when trying to read back data from GPU memory and this can be catastrophic for parts of the build pipeline that depend on this behavior. So we took the unprecedented step of building a custom solution featuring seven Playstation 3 development kits linked together to do the calculation required, and this resolved all of our problems in this area. We were now able to generate all the visibility information required for a track in less than 20 minutes, with the added bonus that we could use the same code as the game to do the rendering!

Are there any techniques that F1 CE uses to create a sense of speed that are different from or would be impossible on the PS2?

I guess the obvious one is the motion-blur. The motion-blur on F1 CE is calculated on a per pixel basis and this would be nigh-on impossible on PS2 at any usable frame rate. Another big surprise when we moved to Playstation 3 was how much displaying the game in high definition helped the sense of speed--you can see farther, and everything looks more detailed, so when you add the motion blur, you get a very real sense of the world racing by at 220mph!

If there's one area on which you would choose to focus your development efforts for the sequel to F1 CE, what would it be and why?

There are many areas we are already focusing on for the future, but I honestly could not pick one individual component. We really are excited about what we can do in the future with our current Playstation 3 and how much further we can push it in the years to come.

Source: N'Gai Croal's Blog (http://ncroal.talk.newsweek.com/default.asp?item=486210)

VG Aficionado
02-15-2007, 01:13 AM
Beat you (http://forums.e-mpire.com/showpost.php?p=1410440&postcount=24) :-p But I should have created this thread because as I already mentioned, it really deserves it.

I love the idea of Worldwide Studios sharing their code to synergistically improve all of their studios' development, it sounds really promising. The elaborations on Cell's SPEs specific uses and Cell working closely with RSX are very interesting bits as well. A nice tech read for forumers.

By the way, Croal seems like a good journalist, if such thing exists in the gaming media.

Siraris
02-15-2007, 01:21 AM
Beat you (http://forums.e-mpire.com/showpost.php?p=1410440&postcount=24) :-p But I should have created this thread because as I already mentioned, it really deserves it.

I love the idea of Worldwide Studios sharing their code to synergistically improve all of their studios' development, it sounds really promising. The elaborations on Cell's SPEs specific uses and Cell working closely with RSX are very interesting bits as well. A nice tech read for forumers.

By the way, Croal seems like a good journalist, if such thing exists in the gaming media.

hah, I tried to check but didn't see any threads. I thought it deserved it's own thread too :P

Yea, he's definitely a great journalist for the industry. Better then most, for sure. Many seem like fluff artists.

makeitlookreal
02-15-2007, 01:42 AM
I like the fact he said the SPEs can work like geometry shaders.

VideoGame mania
02-15-2007, 02:10 AM
nvm

mokmok
02-15-2007, 02:35 AM
I like the fact he said the SPEs can work like geometry shaders.

I'm sure I read on B3d that this was not practical due to bandwidth and small local SPE memory...but I may be wrong :unsure:

Nameless
02-15-2007, 03:25 AM
Great article, it sounds like developers can talk a little more about what the PS3 is capable of doing...

curryking1
02-15-2007, 03:50 AM
Or they could just show us some FF XIII and instead of explain it, just freaking show it. Because I seriously don't care anymore about these damn tech things. I want to see results in my favourite and to become favourite games.

Nameless
02-15-2007, 03:53 AM
^ That will take time my friend... I find the tech details interesting, but at the end of the day it's all about the games.

jaxmkii
02-15-2007, 04:30 AM
this article reminds me of the days when we used to talk tech not sales

rpgamer_2k5
02-15-2007, 04:37 AM
I'm sure I read on B3d that this was not practical due to bandwidth and small local SPE memory...but I may be wrong :unsure: I heard otherwise from elsewhere. The Cell and RSX are a fairly integrated package with the RSX being an 'extension' of the Cell. That was a pretty big debate in the past, and then died off. But with this news, it seems like those posters made an error.

It's all good for the PS3. ;)

LaLiLuLeLo
02-15-2007, 04:50 AM
Good read, I enjoy these kinds of tech articles. My knowledge is limited but I'm always able to glean some information from them just the same. Fun stuff.

Fun fact: PS3 is really powerful.

saxdawg00
02-15-2007, 07:52 AM
....Triangles that are facing away from the player, or that are not on the screen can be 'trimmed' away by the SPUs, which hugely reduces the amount of redundant work sent to the RSX. This in turn lets the RSX get on with what it does best--drawing stuff on screen.

This is exactly what Julian Eggebrecht of Factor 5 stated that their graphics engine for Lair does to help them achieve native 1080p.

Smokey
02-15-2007, 09:17 PM
so i have a feeling we have better Graphics to come :):)

Epix
02-15-2007, 09:21 PM
good read, +rep.

Fats
02-15-2007, 09:22 PM
so i have a feeling we have better Graphics to come :):)

Oh, that's a given man. Some of the graphical content we've seen thus far is of the scale, some truly amazing stuff, and it's only going to get much, much better.

LaLiLuLeLo
02-15-2007, 11:58 PM
I think kuturagi and the engineers at sony intentionally design playstations with a learning curve for that very reason. Oh shit that's PS2?? We're saying almost 9 years after the hardware was designed and revealed.

Siraris
02-16-2007, 12:01 AM
http://www.computerandvideogames.com/article.php?id=158214&site=psm

:(:(:(

VG Aficionado
02-16-2007, 12:17 AM
Is it really that bad? :huh: I guess it's hard to innovate after releasing 10 instalments of F1 games of the same series every year *coughEAcough*, but...

At least, it's graphically great.

Fats
02-16-2007, 12:17 AM
Ah, such a shame. Looks like this is going to turn out to be a stinker, but for the F1 nut, it could still warrant a purchase.

GTAce
02-16-2007, 12:17 AM
we're being generous calling it a 'sport'

Sorry but i have that feeling they just rated it so bad because there is a hate against Formula One.
Im gonna rent this title, never mind what ratings it becomes.
And i dont like F1 lol.

Fats
02-16-2007, 12:18 AM
Well, I've read two bad reviews so far so I don't think it's CVG specific.

Siraris
02-16-2007, 12:20 AM
Really strange. I'm surprised what the review says, I mean how could they screw up what they had down so cleanly in the other games? SO strange.

Edge gave it a 4.5 as well...

Fats
02-16-2007, 12:24 AM
It does actually seem quite strange, I was expecting scores as low as 7 but nothing lower. Well, it's certainly a shame, and the Developers must feel pretty gutted. But with a plethora of other content on the way for the PS3, this is one game I won't miss too much. Even though I really wanted it to kick ass.

VG Aficionado
02-16-2007, 12:36 AM
I'll wait till I see more reviews, but I wonder whether the driving aides have something to do with all of the bad handling complaints. These guys may have been spoilt by other arcade-ish games too.

Does anyone know if there was something wrong in the handling of the PS2 and PSP titles?

GTAce
02-16-2007, 12:40 AM
The reviews for the PS2 and PSP versionss are all good so i think no.
Thats what i find so strange here...

OmniCloud
02-16-2007, 12:40 AM
Gamespot had an interview where they said the handling was good. Standard and Tilt:huh:

Hmm...interesting game this one, let's see what the major sites have to say about it...

I definitely wasn't going to buy it just because it had cool raindrops, but I figured it would be a great game for people who like F1 stuff....

Man...this is bogus! Gametrailers is giving an "early" thumbs up in the preview:huh: http://www.gametrailers.com/gamepage.php?id=1672

Shogun042
02-16-2007, 01:14 AM
hm, i thought the demo was awesome so i was going to pick it up.

what happened?

OmniCloud
02-16-2007, 03:45 AM
^I'm just as perplexed really...I'm waiting for some more reviews for more clarity...Some sites gave ZoE2 really poor reviews as well so...:shrug:

LaLiLuLeLo
02-16-2007, 03:48 AM
^I'm just as perplexed really...I'm waiting for some more reviews for more clarity...Some sites gave ZoE2 really poor reviews as well so...:shrug:

:buldge:

Were they....retarded?

OmniCloud
02-16-2007, 03:49 AM
^Had to be...Still is one of the best PS2 games you can find...

Applefiend
02-16-2007, 04:53 AM
I hope theres more reviews soon, I'm looking for other games to pick up when I put in my order for God of War 2.

I wouldn't take Edge's word as bond, they do screw up sometimes. I remember an appalling review of Virtua Fighter. (3tb possibily).

Red_Eyes
02-16-2007, 05:02 AM
The SPUs are heavily involved in the graphics pipeline and do an enormous amount of work to eliminate inefficiency before anything arrives at the PPU and RSX. For example, the SPUs are powerful enough to decompress and check every triangle [polygon] before passing it on to the RSX. Triangles that are facing away from the player, or that are not on the screen can be 'trimmed' away by the SPUs, which hugely reduces the amount of redundant work sent to the RSX. This in turn lets the RSX get on with what it does best--drawing stuff on screen.

The SPUs can also be used to augment the RSX vertex shaders, making far more vertex-heavy tasks possible which is very useful for character animation. Additionally, the SPUs can be used to implement behavior very similar to geometry shaders--F1 CE uses them in this way to render seamless interpolated levels of detail for some scene elements. So in answer to the question "Do the Cell and RSX work together?" the answer is a resounding "Yes," and I think this is one of the real strengths of Playstation 3 that we'll see increasingly exploited by development teams going forward.

The potential of Cell working with the RSX is going to be so great.

Siraris
02-16-2007, 05:54 AM
I compiled the following, in regards to F1:

Here are impressions of F1 from it's EARLY builds:

Source: IGN UK November 17 2006 (http://ps3.ign.com/articles/746/746391p1.html)
Luckily, Formula 1 Championship Edition can be played on a number of levels - from a realistic simulation to a dumbed-down arcade racer. As a result, novice drivers can enjoy the thrill of hitting 200mph thanks to the driving aids that feature in the game, including steering and brake assistance, stability control, visual aids (such as a virtual racing line and arrows the point out the direction and severity of the next corner), anti-lock brakes and spin recovery. Crash damage and penalties can be switched off too, so you can effectively steam-roller your way into first place by nudging your way through the pack. Very Michael Schumacher.

Turn the realism and damage up to maximum and it's a different racing experience entirely. Admittedly it's not so realistic it's unplayable, at least at this stage, but it's still tough enough to ensure you'll only complete a lap by sticking to the racing line and gentling dabbing the brakes and accelerator to maintain control of the car. Push it too hard and the tyres will lose their grip or, worse still, you'll crunch into the back of the car in front, sending shards of carbon fibre body parts flying across the circuit. Damage naturally affects the performance of a car and while we assume you'll be able to replace shattered spoilers and wings by entering the pits, the feature wasn't working in the build we played. Instead we kept plodding around the track in our broken car until we were disqualified for causing too many prangs.

In addition to customising the handling and realism of your car, you can also play around with race conditions, including tyre wear, opponent AI and - most impressive of all - the weather conditions. We've already pointed out the rain effects in previous looks at Formula 1 Championship Edition but it's worth reiterating how fantastic they are. Sitting on the grid in the torrential rain, hundreds of tiny droplets pour down the visor of your helmet, distorting the track and cars ahead. But, as your car picks up speed, the rain snakes off to the side and clears your view, exactly as it would in real life. Slow down for a tight corner and the rain builds up once again, making it harder to see where you're going.

Source: Gamespot December 16th 2006. (http://www.gamespot.com/ps3/driving/f1/news.html?sid=6163167)

The driving model in F1 CE is still as fast paced and challenging as we've seen from the game in the past. The developers behind the game have worked to make sure the physics and feel of the car appeal to simulation fans and newbies alike, with plenty of individual assists for things like steering, braking, and stability. The difficulty of your on-track opponents, too, will be easily adjustable. It seems like regardless of your familiarity with F1 games, you'll be able to find a manageable level of challenge in F1 CE.

From a control standpoint, we had a chance to try out the Sixaxis steering control option and--good news--it works pretty well. As in other PS3 racing games such as the upcoming MotorStorm, you steer the car by twisting the Sixaxis controller left or right. It's much easier to use the Sixaxis steering controls in conjunction with the right analog stick for gas and brake, as opposed to the X and square buttons. Also, we couldn't find a button setup for manual gearboxes that appealed to us, though perhaps with a bit more practice that could change. The game will also support several Logitech USB wheels (including the recently released G25), and while the game won't support force feedback for any of them, at the very least it's nice to have control options when playing the game.

Source: Gamespot TGS 2007 (http://www.gamespot.com/ps3/driving/f1/news.html?sid=6158276)

One other impressive aspect of F1 World Championship was the aggressive tendencies of the artificially intelligent drivers. At the medium difficulty level, cars behind you will really push you to keep up your pace and, if you get off line, you can expect an opponent to put a wheel into you and send you off the track. Nonetheless, we enjoyed the challenge the game's responsive controls and unforgiving opponent AI provided.

So, somehow, F1 went from being positively viewed by two major sites in early previews, to being panned by Edge and CVG for it's controls and handling.

Siraris
02-16-2007, 06:02 AM
I also just noticed, that in CVG's contact section, they show all the editors. There is no Sony editor, yet there is an Xbox and a Nintendo editor...

Siraris
02-16-2007, 06:07 AM
AHA!

With some sifting, I just FOUND something!

OK, I was looking for the review, to see exactly who did it, and if you look, it's listed as Formula 1 06, NOT Formula 1 CE. If you look there are two review scores. For some reason, F1 06 is scored at 4.3. Formula 1 CE is scored as a 7.

It was listed as a different game!

http://computerandvideogames.com/article.php?id=157863

OmniCloud
02-16-2007, 06:16 AM
Great detective work Siraris! +rep

Shogun042
02-16-2007, 06:16 AM
WOO there we go good find! :banana: :banana: :banana:

Siraris
02-16-2007, 06:22 AM
I'm really confused now. What are the two reviews for? Why did they give it a 7, when the guy gave it a GLOWING review? I wrote the content editor of the site, and filed a complaint to hopefully sort things out. Let's see what happens. I'll be sure to post whatever response I get.

mokmok
02-16-2007, 07:25 AM
http://www.neogaf.com/forum/showthread.php?t=142685

PSM3 gave it a 4.8 - WTF???

Siraris
02-16-2007, 09:13 AM
http://www.neogaf.com/forum/showthread.php?t=142685

PSM3 gave it a 4.8 - WTF???

Right, that was also at CVG. They posted two reviews.

Shogun042
02-17-2007, 01:13 AM
to add to the reviewing confusion-

check this:

http://www.metacritic.com/games/platforms/ps3/formulaone06

One review is great, the other is pretty good, while the last sucks.

VG Aficionado
02-19-2007, 01:10 PM
From GAF:

"I just spent the better part of the past 3 hours screwing around with this game, without even realizing how the time flew by. Boring? No oversteer? Hey, how about you guys over at PSM3 and Edge stop giving us journos a bad rep? Play the game before you trash it in your review, call it boring and then claim that you can't induce oversteer.

Yes, you very well can induce it, and it's as simple as tweaking some suspension components, raising psi pressure in rear tires, using hard tires, turning off anti-lock brakes, setting traction to 0%, and turning off the stability control. You know...real-life kind of adjustments that would make a real-life RWD car react the same way? If you weren't up for the task of writing a review on a simulation game, then have some qualified freenlancer do it instead.

Take a turn too fast, and you'll go spinning. Time it just right, and you'll hug around the bend. Get a little overzealous, and the rear will crack for a split-second - and this situation can go either way, all depending on the angle of the turn. I mean, really...all of the adjustments are there for you to fiddle with.

It all comes down to whether or not you know what you're doing - and I'll wager that PSM3 and Edge don't. Start hardening rebound rates for more oversteer and bring the toe inward for razor sharp turns; there is a Gran Turismo-load of customization options here, do with them as you please. It took me some time to get the cars to break traction, but at least I tweaked around long enough to find the proper way, before writing the game off. Ironically, as I write this I even see a tip displayed that's telling me to 'oversteer in order to get around a turn easily, but risk spining out'.

The sense of speed is flipping sensational. You'd have to be a rotten vegetable to call this game boring: I just spent 3 hours driving around by myself and toying with the cars. Driving around on two tracks, no less: Monte Carlo and Shanghai. The lighting is ridiculously detailed - a little bit distracting when you first start, but that's just part of the realism.

The visuals of the finished product slaughter that of the demo. The gorgeous lighting, the brand new textures, the enhanced reflections, and the silky framerate make the demo look like child's play - there's no two ways about it. If you were at all not impressed with the way the demo looked, throw it all away - this is seriously one of the best looking next-gen games on the market."Hmmm...

Siraris
02-19-2007, 05:25 PM
From GAF:

Hmmm...

Who wrote that?

VG Aficionado
02-19-2007, 05:31 PM
Who wrote that?Someone said it came from another magazine article. I tried to find out myself but I couldn't. It sounds legitimate though, whatever the source is. I also heard that the final build reviews are embargoed until February 23rd, so I don't know what to think.

Z
02-19-2007, 05:44 PM
I have the demo and the game looks very good. I am not a simulation fan but I still loved the demo. and by the looks of it, the final game is evidently better than that. as far as I'm concerned, this is the best F1 game on the market.

cliffbo
02-19-2007, 09:39 PM
I have the demo and the game looks very good. I am not a simulation fan but I still loved the demo. and by the looks of it, the final game is evidently better than that. as far as I'm concerned, this is the best F1 game on the market.

PSM3 slaughtered this title and i have to say that they are usually spot on or there abouts... this is odd, because having seen the vids and stills, it appears to me to be an amazing title with photo realism and speed... i second the mmmmmms

OmniCloud
02-19-2007, 09:47 PM
PSM3 slaughtered this title and i have to say that they are usually spot on or there abouts... this is odd, because having seen the vids and stills, it appears to me to be an amazing title with photo realism and speed... i second the mmmmmmsYeah...but there's no way users here can have great impressions of a demo and the final games just sucks...That's pretty backwards to me:huh: The controls, levels design, graphics, and the basics of the game are present in the demo, if that was good, then the final game has to be at least of the same calibur. I'm calling PSM3 review bogus until the major sites review it and the final retail version in here...

LaLiLuLeLo
02-19-2007, 09:56 PM
I played that demo and it was a lot of fun. I might have to buy it eventually. How could the game be worse than the demo, that's stupid.