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HEAVY RAIN™ Press Communiqué

need translation?Paris (France), May 7th, 2006 – For immediate Release

QUANTIC DREAM will be presenting a real-time demo on PLAYSTATION 3™ of its new franchise HEAVY RAIN™ on SONY COMPUTER ENTERTAINMENT OF AMERICA’s booth during E3 in Los Angeles this week.

QUANTIC DREAM, the multiple-award-winning developer of INDIGO PROPHECY™ (FAHRENHEIT™ in Europe) will unveil during this week’s Electronic Entertainment Expo in Los Angeles a new franchise entitled HEAVY RAIN™ and present a technical real-time demo on Sony Computer Entertainment’s next generation PLAYSTATION 3™ console.

Called “THE CASTING”, this demo features a young actress attending to the casting of the game to get a role. It features a virtual actor expressing emotions and crying in real time 3D.
Quantic Dream casted young actress Aurélie Brancilhon and made her the first woman crying in real time 3D.

“Our objective was to recreate not only the likeness of a living actor, but its complete acting performance, in particular in its emotional dimension” says David Cage, the founder of Quantic Dream and director of Heavy Rain. “At Quantic Dream, we believe that emotion will be a key component of Next Gen games and we are heavily investing in technologies to create Virtual Actors since several years. By expanding the range of emotions video games have to offer, they will be able to reach a far wider audience. This demo is just the beginning of what can be achieved, but I hope it already shows the fascinating new possibilities this media will offer in the coming years”.
Ingame screenAurélie Brancilhon

From a technical standpoint, THE CASTING features many Next Gen features including:

- Full body and facial motion capture, including eyes, pupils, fingers and tongue animation;
- Real time tears,
- Real time wrinkles on the face,
- Advanced skin shades,
- Advanced rendering features (Depth of Field, Spherical Harmonics, and High Dynamic Range).


HEAVY RAIN™ is a new video game franchise, designed for next generation consoles and PC systems, based on emotional immersion and innovative game play mechanics.

“THE CASTING” was created in collaboration with AGEIA (physics engine), VICON PEAK (Motion Capture system for body and facial animation) and with the support of SONY COMPUTER ENTERTAINMENT.


For more information, please contact Guillaume de FONDAUMIERE

Source: QD;Play Attitude

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HEAVY RAIN™ Press Communiqué>Sunday, May 07, 2006
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Akella will publish in CIS Marc Ecko’s Getting Up, Timeshift and Fahrenheit

need translation?Русский; English

Akella Company and Atari, Inc. have signed a long-term agreement on distribution of Atari’s games line-up. First three games to be released in CIS are Marc Ecko’s Getting Up: Contents Under Pressure, Timeshift and Fahrenheit (also known as Indigo Prophecy).

In Marc Ecko’s Getting Up: Contents Under Pressure you play as Trane, a talented graffiti artist with urban street smarts, crazy athletic abilities and a drive to make your mark where no other taggers have gone before. Every day you live "The Sport of Graffiti", risking your life to reach the city's dangerous sweet spots where a well-placed graf piece will bring respect and reputation. Progress your skills from being a "Toy" with Stickers and Marker Pens to "All City King" with an arsenal of Wild-styles, Roll-ups, Stencils and Wheat-pastes. But in your quest to become a Legendary Graffiti Artist, you must battle a corrupt police state that gets a stranglehold on New Radius. As you advance your Rep with more advanced Graf Techniques, you learn that there's more to Graffiti than just putting up your name.

Timeshift is a story-based first person shooter where player must use elements of time control from a device known as the Quantum Suit to overcome obstacles, solve the game's challenges and defeat a variety of enemies. Using Quantum Suit the player will possess the ability to slow, stop and reverse time allowing for unprecedented control over time in the game. The game-play implications of this technology are tremendous. Although some games have allowed for a cinematic slowdown effect, never before has time control been explored in such depth and with such a profound impact on the game-play.

In Fahrenheit you will play as Lucas Kane, an ordinary man, who kills completely stranger in the restroom of New York diner. After that Lucas becomes haunted by strange visions of a little girl calling for help. The manhunt is on, NYPD is looking for Kane. He must try to keep one step ahead of the police to discover what is happening to him. Inspector Carla Valenti and Agent Tyler Miles are heading up the investigation. A series of disturbing clues takes them into a world they can only dream of. Meanwhile the early onset of winter paralyses Manhattan in an unbearable grip of snow and cold. Each day the temperature drops as the winter conditions draw over the dark streets of New York.

The final countdown has already begun!

Source: Акелла

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Akella will publish in CIS Marc Ecko’s Getting Up, Timeshift and Fahrenheit>Monday, March 06, 2006
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Le guide officiel de Fahrenheit !

need translation?Fahrenheit Official Guide
Découvrez tous les secrets de production de Fahrenheit, des nouvelles inédites des personnages principaux, la genèse du scénario, une interview exclusive d’Angelo Badalamenti, de David Cage et bien d’autres choses encore dans un superbe livre Campus Press magnifiquement illustré de 144 pages dès le 20 octobre 2005 en librairie.
Commandez votre exemplaire dès maintenant sur www.amazon.fr

Liens associés:
www.amazon.fr

Source: QD

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Le guide officiel de Fahrenheit !>Tuesday, October 04, 2005
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Quantic Dream choose Malaysia

need translation?"GROUNDBREAKING” is the first word that comes to mind to describe the first time a Malaysian company, Square Box Vision (SBV), will be working on third-generation console games for the PlayStation 3 (PS3) and Xbox 360 in a partnership with Paris-based international games giant Quantic Dream.

This venture also comes with the financial muscle to carry it through: Malaysian Debt Ventures will fund two projects, which are in excess of RM58.5 million, of which not all will go to SBV (others are also involved).

At present, the Malaysian games industry is relatively small, with few full-fledged studios capable of world-class work. But all that is about to change.

IDC research for 2004 shows that the local online gaming market is worth US$3.49 million (RM13 million) in subscription revenue, and growing. A mere pittance compared to the enormous possibilities available on the international scale.
This is why the deal with Quantic Dream will transform SBV technically into the largest game development company in Malaysia come January next year.

Fifty per cent of SBV is owned by Vision New Media Sdn Bhd, which also owns local two-dimensional and 3-D animation houses POV and Fat Lizard. The remaining stake is owned by Square Box Vision Europe (SBE), which also functions as the marketing and business development arm of SBV.

According to SBV’s chief executive officer Low Huoi Seong, the first game to be produced is the sequel to the award-winning game Omikron: The Nomad Soul called Omikron: Karma. Karma will be produced for the PS3 and Xbox 360.

Nomad Soul was Quantic Dream’s first project and it won more than 20 international awards in 1999. Its gaming engine was also ranked by Time magazine as one of the 10 best technologies of the year.

As video gaming guru David Cage, who is founder and president of Quantic Dream, tells CompuTimes,

“Omikron was one of the 40 games that changed the gaming world.”


According to SBV, the development of Karma is scheduled between July next year and June 2008. Most of the animation and model building will be done in Malaysia, and this will require 35 3-D model artists and animators.

Co-development partner Quantic Dream will bring to the project cutting-edge game development technology and transfer game development knowledge. In that regard, Quantic Dream will work on the game development and level building portions of the project.

The production timeline for SBV for the completion of the two projects with Quantic Dream (Karma and another yet-to-be-announced title) is two-and-a-half years. Both developers are on the lookout for talent who can contribute greatly to the projects.
According to Cage, games today have changed remarkably. Computer-generated imagery (CGI), for example, is very much a part of today’s games, especially in next-generation consoles.

At the same time, game technology transfer is more complex than 3-D animation as it involves tools, expertise and know-how in many things and not just programming, game design and animation, he laments.

Why did Quantic Dream choose Malaysia over countries like India and China which offer lower production labour costs?

Cage explains,
“We have travelled around for a year to look for partners in Vietnam, Thailand, China and East Europe. We chose Malaysia given our interest in Vision New Media, who are experienced in (CGI) development, and because of the conducive environment (such as incentives) here.”


Besides, production costs are not the only considerations. For example, processed data outsourced to countries with serious issues in levels of skill and language will need cleaning up, thus requiring more time and incurring more costs.


“Yes, we chose Malaysia because of the lower costs compared to Europe, but that is not the main consideration as a balance has to be struck based on price and quality,”

Cage says.

And Vision, via SBV, offers this balance which Low claims is vital
“to develop high-level skills for the industry, or else we will lose out to countries like China and India. It is equally a responsibility to us as it is for Malaysian Debt Ventures and MDC (Multimedia Development Corporation).”



Asked why it took so long to come up with the sequel to Omikron, Cage says,
“We are not a games factory,”

which can be interpreted as Quantic Dream is waiting comfortably and patiently for its golden moment to secrete its creative juices, much like Spielberg. Gamers can hardly wait.


Source: The New Straits Times Press
Language: English

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Quantic Dream choose Malaysia>Thursday, September 22, 2005
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Fahrenheit release

need translation?

Concept



Fahrenheit propose une nouvelle génération de divertissement interactif mélant cinéma et interactivité.

Une aventure spectaculaire en 3D temps réel qui se caractérise par une très haute qualité de réalisation et un scénario innovateur. Jouez différents protagonistes dans cette intrigue époustouflante et faites progresser l'histoire en fonction de VOS décisions.

  • Contrôlez différents personnages dans un palpitant thriller paranormal,
  • Découvrez les terribles secrets à l'origine des mystérieux meurtres en série,

  • Comprenez pourquoi la ville est paralysée par la neige et par des températures en chute,

  • Jouez le chasseur et le fugitif dans cette fantastique aventure où vous devrez, tout le long de votre voyage, explorer, interagir, vous battre et confronter par tous les moyens les forces des ténèbres.

    Après Fahrenheit, le monde ne sera plus tout à fait ce qu'il était...


    Synopsis




    New York, Janvier 2009

    Sans raison apparente, des gens ordinaires tuent des inconnus dans des lieux publics. Bien qu'il ne semble pas y avoir de lien entre les meurtriers et leurs victimes, tous semblent respecter le même rituel…

    Lucas Kane devient l'un de ces meurtriers lorsqu'il tue un parfait inconnu dans les toilettes d'un restaurant. Hanté par d'étranges visions, il doit se protéger de la police tout en cherchant à comprendre ce qui lui arrive.

    L'inspecteur Carla Valenti et son équipier l'agent Tyler Miles se retrouvent chargés de l'enquête. Une série d'indices troublants les projette petit à petit dans un monde qu'ils n'auraient jamais soupçonné.

    Pendant ce temps, les prémices de l'hiver paralysent Manhattan. La température chute un peu plus chaque jour tandis que les chutes de neiges se font plus fortes et plus denses, recouvrant NYC de son manteau blanc.

    Une chose est sûre : le compte à rebours final a déjà commencé.


    Features



    Des Features qui Font la Différence

  • Vous jouez avec différents personnages durant l'aventure ;
  • Introduction du système MultiView ;
  • Un Cinéma Interactif en 3D temps réel ;
  • Le Concept ''Bungee Story'' : les actions du joueur ont une réelle incidence sur l'intrigue ;
  • Une Interface Révolutionnaire : le système de PAR (Physical Action Reaction), un moyen simple de faire des actions complexes ;
  • Des Technologies Uniques.

    Un Game Play Révolutionnaire

  • Une Interface Facile à Comprendre / Facile à Jouer : simple et accessible pour les non-joueurs mais avec assez d'intensité pour représenter un réel défi pour les gamers.
  • Une Nouvelle Approche dans la Narration Interactive : le joueur peut jouer différents personnages et avoir réellement une incidence sur l'intrigue.
  • Un Mélange Exceptionnel entre Cinéma et Interactivité : le joueur prend part au film lorsque il est libre d'interagir. L'écriture, le jeu des acteurs et la réalisation sont de la même qualité que dans un film cinéma.
  • Des Combinaisons Totalement Nouvelles entre la Narration et les Séquences d'Action : en utilisant un nouveau type d'interface.

    Des Technologies Innovatrices

  • Des Outils de Réalisation Uniques : permettent la création de séquences cinéma interactives jamais vues dans un jeu vidéo.
  • Des Animations de Haute Qualité produites avec notre système interne de Motion Capture optique 24 caméras.
  • Un Moteur 3D multi-plateformes permettant de gérer des lumières et ombres très travaillées et le MultiView.

    Gameplay



    En terme de Game Play, Fahrenheit se base sur de nombreuses idées innovatrices :

  • Une interface simplifiée et réellement intuitive qui permet une infinité d'actions.
  • Un usage exclusif du mode ''MultiView'' qui permet une mise en scène plus dynamique et offre plus de liberté au joueur pour explorer l'environnement du jeu.
  • La possibilité de contrôler plusieurs personnages qui ont différentes motivations et qui parfois se contredisent et ont leurs propres caractéristiques et visions de la même histoire.
  • Une réalisation de haute qualité soutenue par le système de ''Virtual Actor'' introduit par David Bowie dans Omikron - The Nomad Soul. La totalité des animations est tournée en motion capture, ce qui permet un réel jeu d'acteur tout au long du jeu.
  • Des scènes d'actions spectaculaires et complexes accessibles à un large public mais avec une intensité supplémentaire pour les gamers.
  • Le contrôle direct des personnages à la première et à la troisième personne.

    Source: Quantic Dream

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    Fahrenheit release>Friday, September 16, 2005
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    Quantic Dream Supports AGEIA PhysX Processor in KARMA

    need translation?Real-time physics interactivity of AGEIA PhysX technology is perfect match for the interactive real-time 3D worlds of KARMA

    MOUNTAIN VIEW, Calif. – August 30, 2005 – AGEIA™ Technologies, Inc., the pioneer in hardware-accelerated physics for games, today announced that Quantic Dream is making maximum use of the AGEIA PhysX™ processor for its sequel to Omikron: The Nomad Soul. Quantic Dream has been integrating extensive physics functionality into KARMA using the AGEIA PhysX SDK. When these features are hardware-accelerated by the AGEIA PhysX processor, players will experience a depth of interactivity and realism never before seen in electronic games. The AGEIA PhysX processor will be available on PC add-in boards in late 2005.

    “Real-time interactive physics enabled by the AGEIA PhysX processor provides a whole new dimension to the entirely real-time 3D world that we are developing for KARMA,” said Guillaume de Fondaumiиre, chief operating officer of Quantic Dream. “The AGEIA PhysX SDK has enabled us to add pervasive physical interactivity to environments, effects and even gameplay for players of KARMA, especially those who have PCs equipped with the AGEIA PhysX processor,” said David Cage, the founder and creative mind behind Quantic Dream.


    “We’re very impressed with the innovative ways that Quantic Dream has used the AGEIA PhysX SDK to leverage the power of the AGEIA PhysX processor so far,” said Kathy Schoback, vice president of content acquisition at AGEIA. “Quantic Dream’s support for the AGEIA PhysX processor will make KARMA an even more compelling parallel universe for the explorers of this immense project.”

    Ubiquitous Physics Interactivity
    KARMA leverages AGEIA PhysX technology to add advanced physics interactivity to its immersive world, a city that has its own day/night cycles, random weather and a vast population with hundreds of passers-by and air-cushion vehicles. Behind every door in the city is a real-time environment for players to explore. Players can stop for a drink in a bar, buy a book in a bookshop, find medication in a pharmacy and more.

    Using PCs equipped with the AGEIA PhysX processor, players will experience intense hyper-realism as they interact with the environment, fight with hands or feet, use weapons, drive air-cushion vehicles and reincarnate.

    About AGEIA
    AGEIA™ Technologies, Inc. is a fabless semiconductor company and the pioneer of hardware-accelerated physics for games. Its flagship product, the PhysX™ processor, is the world’s first dedicated physics processing unit – a completely new hardware category. The PhysX processor and supporting software deliver the processing horsepower to calculate real-time interactive worlds. Developers can define these worlds to obey the laws of classical physics, or create their own physical laws that make their game a unique, hyper-dimensional experience.

    AGEIA seeks to ignite innovation in the games industry by working with leading developers, publishers, add-in board vendors and console manufacturers to deliver the next generation of physically immersive entertainment. Consumer add-in boards and systems equipped with the AGEIA PhysX processor and games that take advantage of the technology will be available in late 2005. For more information visit www.ageia.com

    * AGEIA, PhysX and NovodeX are trademarks of AGEIA Technologies, Inc. All other products are trademarks of their respective companies.

    Source: AGEIA
    Language: English

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    Quantic Dream Supports AGEIA PhysX Processor in KARMA>Tuesday, August 30, 2005
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    Omikron 2 announces the development

    need translation?QUANTIC DREAM announces the development of two new games

    Quantic Dream is finalizing initial design documents for two next-generation projects: OMIKRON 2, the sequel to Quantic Dream's first PC hit, and INFRAWORLD, a new franchise.
    Both projects are aimed at X-Box 2, PS3 consoles and for PC and will be developed on Quantic Dream's proprietary next gen' engine. The later will offer enhanced physics capabilities through a recently signed partnership with NOVODEX and a range of action orientated features. Talks are also being finalized with major middleware creators to integrate enhanced AI capabilities. More news soon..."

    Source: Quantic Dream
    Language: English

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    Omikron 2 announces the development>Wednesday, April 06, 2005
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    FAHRENHEIT / INDIGO PROPHECY to be published worldwide by ATARI Inc.

    need translation?QUANTIC DREAM and ATARI Inc. announce today the worldwide summer release of FAHRENHEIT / INDIGO PROPHECY on Playstation 2, X-Box and PC.

    Read the press announcement here…


    Related link |
    http://www.quanticdream.com/downloads/news/PRESS_ANNOUNCEMENT_FAH_QD.pdf

    (Sorry. Missing file.- UL)

    Source: Quantic Dream

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    FAHRENHEIT / INDIGO PROPHECY to be published worldwide by ATARI Inc.>Thursday, February 24, 2005
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