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Old 04-20-2006, 03:32 PM
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LucasArts/NaturalMotion/Indiana Jones show real next-gen!

http://uk.ps3.ign.com/articles/702/702423p1.html (Article/screens/videos)

Since the release of the Xbox 360 and even more so with the approaching PS3 launch, there's been a hot debate regarding what qualifies as "next-gen." With all the added processing power, the next wave of consoles promises better graphics and enhanced sound, but what about gameplay? Though games get slicker production values, do they really play any differently than in the past? From what we've seen so far, the answer is no. We've seen a lot of products released for the Xbox 360 that don't differ much from what was possible on current gen, save for the bells and whistles.

But with its upcoming Indiana Jones title, LucasArts may be onto something. Utilizing a run-time animation technology called euphoria, the game is poised to push the limits of what was previously possible. The company that developed the technology, NaturalMotion, has been working for years to hone euphoria to accurately replicate real-world physics such as strength, weight, and momentum with in-game character models. Whereas before, all animations had to be pre-programmed, euphoria allows for reactions and behaviors to occur in real-time -- allowing models to react realistically to whatever situation might arise.

To be clear, euphoria is not an AI program, it's an animation technology that allows for physically accurate behaviors. The AI is programmed by the developer, in this case LucasArts, into the euphoria models to control them. What we saw at LucasArts was the marriage of euphoria physics and LucasArts A.I. scripts.

While it may sound good on paper, LucasArts was eager to show off the technology. We were shown two interactive technical demos highlighting the system in action with Chris Williams, Project Lead at LucasArts and Peter Hirschmann, Vice President of Product Development on hand. The first glimpse we got, the Tower Demo, showed off AI reactions to being dropped through a series of planks and beams. The second, which we'll call the "Fight Demo," featured Indiana Jones beating up an enemy A.I. to showcase varying reactions to getting punched and tossed around. Both showed potential for a new kind of gaming experience.

"For us, this is bleeding edge stuff," said Hirschmann. "It's what next-gen is about. It's not creating a linear path. It's creating intelligent characters, really interesting setups and environments, and putting the player in there and letting them see what the hell happens."

The Tower demo showed off what LucasArts was talking about. It gave the player the ability to toss in AI-controlled character models at will, letting them fend for themselves as they tumbled through a Price is Right "Plinko-style" structure. While initially, it seemed like a rag-doll physics demonstration, it soon became clear that the AI models were actively trying to stop their falls. Reacting to their surroundings without the restrictions of pre-programmed animations, the models reached out to whatever beams happened to be closest. Since they were falling at relatively significant speeds, they often missed, but would try again when they passed by the next plank or beam.

Eventually, as they slowed themselves with attempts to grab on, they'd be successful. However, the exercise didn't end there. Some prevailed in pulling themselves up to a standing position, but others lost their grip and continued to fall. The demo achieved an even greater level of complexity when several models were thrown into each other. A hanging model hit by another wouldn't just hang there stupidly while the other ricochets off. Instead, it'll actually reach out its hand to grab the other. In the same way, the tossed model will reach out its hand to try and grab onto the hanging one's leg. As further proof of the advanced AI at work, the hanging model would even reach down and try to pull the other up to safety.

To add yet more depth, fire hydrants and other obstacles were tossed at the models as they frantically tried to hang on. As expected, they could do little to stop from getting pummeled. Surprisingly, they didn't give up efforts to take the least amount of damage possible. Though some models were knocked cold after getting smacked, others fumbled around to break their fall. To stop themselves from tumbling, the models would actually stick their hands out in a last ditch cushioning attempt. Depending on the layout of the environment, they would react accordingly. For instance, when they got slammed into a wall, their body reacted with a convincing thud. Part of the body impacted first, and the rest of the limbs went flailing around, impacting surfaces like they actually existed.

"You don't have to animate 5,000 different permutations," said Hirschmann. "You author one behavior and then [the character model] stumbles back, he'll try to grab, if there's nothing there he'll fall over. With this kind of AI and these kind of behaviors it creates these situations where no two players' experiences are ever the same."

While we've all seen that before with rag doll models, those only reacted as such when they were "dead" -- In other words, when you pumped enough bullets into them or broke enough of their bones to make their AI program switch off. With these euphoria-enhanced models, the A.I. is still very much alive and kicking while the models get slammed into objects.

"In our minds, the age of the rag doll is over," said Williams. "Now we layer on top of the simulation this intelligence, this awareness, this ability to respond, react, get back up and grab onto things."

At one point, a model got knocked over while standing on a plank that angled downward, toward the ground. After falling, it began sliding forward with gravity. Since its A.I. was still fully functioning, it was clawing wildly around to try and stop its slide. Unfortunately for the model, the plank was flat, but as it slid out off the edge, it managed to catch itself on the very lip of the lath. It dangled precariously for a moment, but was thereafter able to hoist itself back up to shelter.

The Fight Demo yielded insight into more of euphoria's subtleties. Taking place in large square rooms littered with random geometric objects and a broken-down car, this demo showed off how Indy's attacks knocked around enemies. The sole foe in the stage started off by walking up towards Indy and was promptly met with fists to the face. After a few punches, Indy was able to grab the guy by the shoulders and toss him backwards, which made it more obvious what kinds of animation possibilities existed.

Instead of lapsing into some kind of pre-generated tumble, the enemy was at the mercy of every object in the environment. As he flew back, his body twisted ever so slightly so he could see where he was falling, and he'd try to brace for impact with his hands and shoulders as effectively as he could. Every environmental object he came into contact with, was reacted to realistically. When getting thrown into a car, his body flattened against the side of the car. When getting tossed onto the edge of a wall, his reactions were different every time. Occasionally he would bounce and barrel roll to the ground, at others we would hit and lay out across top of the wall, and even come to rest angled from the wall to ground.

Again, he wasn't dead when this was happening, but rather still being driven by the adaptive animations that euphoria allows for. In every instance, the foe would get right to his feet, using his arms to push himself upright and come back at Indy. These unique reactions to in-game occurrences happened while getting punched as well. After Indy delivered a heavy smack, the opponent would go backpedaling backwards. While enemies in other games have pre-programmed reactions to punches, the euphoria enemies adjusted to their environment in real time. They would stagger, feet fumbling around differently every time to regain their balance. Any objects they happened to encounter while attempting to regain composure would affect them as one would expect it to in real life. If there was a low obstacle, they would trip. If there was a wall, they'd hit it and fall over. If there was an angled surface, they'd hit it and tumble off in whatever direction the physics demanded.

"The stumbling, the staggering, the notion that the characters really have this sense of situational awareness, and they have this sense of self preservation that really allows you to, given a circumstance, get a different reaction from them every time," said Williams.

More interesting possibilities were mentioned regarding team A.I. dynamics which we didn't get to see. "It's never two against one, it's two as one" said Hirschmann.

LucasArts mentioned groups of several enemies would be able to work together to overcome obstacles and more effectively attack you, leading to unique battles every time. They said they were hoping players would want to reload areas over and over again solely to see the different ways they could take out foes and watch them work together. In terms of specific examples, it was said enemies could pass weapons between each other and help each other up and over obstacles.

Hirschmann added, "We're working on a behavior right now where you can toss a guy into another guy and his head will actually track him and actually put his hands out to try and catch him."

While we saw a glimpse of this teamwork with the Tower Demo, we'll have to wait and see how it translates into actual gameplay.

Unfortunately we could not acquire media from any of the demos, so we've posted video from NaturalMotion's site that should give you a sense of what we're talking about. Note that this is not media from Indiana Jones, and actually from NaturalMotion's non-run-time product called endorphin. In it you'll be able to see how its technology manipulates a character model's physical reactions. Ideally, as this technology eventually spreads and development teams get more comfortable using it, we'll start to see strikingly more realistic A.I. behavior and reactions. While Indiana Jones won't release until next year, it's good to know new technologies are being pursued that could provide gamers with exciting, innovative experiences. We're hoping euphoria turns out to be one of them.
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Old 04-20-2006, 03:50 PM
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Don't care about any Indiana Jones games, but the tech they have is promising, it seems similar to what Killzone's developers are trying to do with theire AI. The "Real" next-gen can't get here any sooner.
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Old 04-20-2006, 05:11 PM
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Good read, looking forward to seeing it put to use in many "next-gen" games.
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Old 04-20-2006, 05:28 PM
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That is so f***ing cool......seeing that tech in game anytime soon - i dont see it....love to be proved wrong.
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Old 04-20-2006, 05:32 PM
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Same discussion was already started a few days ago.

http://forums.e-mpire.com/showthread.php?t=55055
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Old 04-21-2006, 07:57 AM
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why Indiana Jones? they could have used this new technology to push a totally new IP and hopefully start another franchise. they can incorporates it after words in all kinds of different games, but take full advanage of such a new oportunity. it would be a waste to launch such a new method with a male Tomb Rider game. (waits for Indi fans to flame ;p)
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Old 04-21-2006, 08:42 AM
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Cause Indiana Jones is f***in' awesome
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Old 04-21-2006, 09:49 AM
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yeah, to my grandpa. lol

and sice we are talking about granny's hits, you can throw James Bond with him too.
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Old 04-21-2006, 10:01 AM
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Indiana Jones is a classic adventure movie, and it set the mold for so many things. In videogame terms, Metal Gear is every bit as old as Indiana Jones is as a movie, yet its updates are still modern classics (and that's an underestimation of how much I love MGS games). Give Indy & Bond a chance

Without Indy, God of War would never have happened, at least give it that much
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Old 04-21-2006, 10:54 AM
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as long as they don't make a Miami Vice game, i'll let it slide.
wait! oh crap....
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Old 04-21-2006, 12:24 PM
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isnt this kinda heavy computional tasks, even for cell?
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Old 04-27-2006, 09:50 PM
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Future PS3 owners. Get ready to be excited. The game is officially slated for a video reel at E3!! yaaaay, also on X360. meh! hehe j/k

Quote:
Video game developer and publisher LucasArts and NaturalMotion, the developers of the Endorphin 3D animation creation software, announced today that the upcoming Indiana Jones title in development for the Xbox 360 and PlayStation 3 is being created using NaturalMotion's Euphoria, a run-time animation technology for game play and development on next-generation platforms, including PlayStation 3, Xbox 360 and PC.

The software allows characters in the game the behave in a realistic manner without the restrictions and limitations of more traditional animation techniques. Characters move and adapt realistically to their given situations on the fly, resulting in a series of unique experiences and payoffs. LucasArts is one of only two game developers given early access to the Euphoria engine.

Based on NaturalMotion’s DMS technology, Euphoria uses the CPUs of next-generation platforms to synthesize interactive animations on the fly, using fast simulations of the game character’s actual motor control, muscles and biomechanics.

"With Euphoria, A.I. drives character behaviors so that there's a different payoff every time. The depth of this character interaction gives us true next-gen gameplay that you simply couldn't do with earlier generations of hardware," said Peter Hirschmann, vice president of product development at LucasArts. "We've been working with NaturalMotion since 2004 to help bring their groundbreaking technology to games, and there's no better character to demonstrate it than Indiana Jones."

LucasArts will demonstrate Euphoria in action when it debuts its next-generation Indiana Jones game on May 10-12 at the E3 Expo in Los Angeles.
http://www.gamasutra.com/php-bin/new...php?story=9079
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Old 04-27-2006, 10:01 PM
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Nice
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Old 04-28-2006, 11:00 PM
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The Nature Motion tech is sounding really good. I hope they can pull it off, as it's been awhile since a good Indy game came out.
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Old 04-29-2006, 09:15 PM
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The reason to put out an Indiana Jones title is to help raise interest in the movie series for the promotion of the new movie that will be coming out.

There is a Miami Vice movie coming out. That is nearly as bad as putting out a video game of the series.
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Old 04-29-2006, 09:19 PM
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No screens? ~_~

Anyway, thanks for the info. ~_~
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Old 04-30-2006, 12:04 AM
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Great info on a new tech that sounds REALLY kool. But they had better do the Indie charater justice and not make a mojor crap game. I bet that is what is going to happen unfortunatly, but I guess time will tell. It is like Batman. Every single had been a let down with such an awesome character. So sad....
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Old 04-30-2006, 03:13 AM
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I have the endorpine lite version. It is some really cool stuff, and really easy to use.
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