• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Vanquish E3 demo hands on + new pics

Damn, Bullet Time looks pretty nice due to the styling. I wonder if it actually serves a purpose like in viewtiful joe, or if its just there for cool points and easier targeting. Its ok if its all style, I'm good with cool points if they are this cool :D
 
abstract alien said:
Damn, Bullet Time looks pretty nice due to the styling. I wonder if it actually serves a purpose like in viewtiful joe, or if its just there for cool points and easier targeting. Its ok if its all style, I'm good with cool points if they are this cool :D

Well it slows down the enemies actions so yes it's more than just style. In the first boss area you can slow down his missiles to dodge them.
 
Luigiv said:
Is it just me or is this screen a bit NSFW?

:lol

Holy shit at the green man on his knees, sucking on another man, oh my god :lol

image_vanquish-13059-1977_0007.jpg
 
This is too good to be true, wow, amazing. Other M and now this being released worldwide. It's about time the game industry makes this a standard.
 
MvmntInGrn said:
What am I missing here?

A GAF Off-Topic forum meme.

Where you take a rather mundane image and add different colored outlines(shaped like people obviously) performing sexual acts on whoever is in the image.

I still don't see it though.
 
Fimbulvetr said:
A GAF Off-Topic forum meme.

Where you take a rather mundane image and add different colored outlines(shaped like people obviously) performing sexual acts on whoever is in the image.

I still don't see it though.
Neither do I, and I was the one who posted the "NSFW" comment in the first place. I was just talking how the main character shooting his "load" all over the robot's face as he thrusts his hips forward looked a little suss.
 
why am i so strangely drawn to this game??

i'm tired of shooters, hate space marines and mechs etc, and i'm the type of gamer who loves Heavy Rain.

wtf.. i dont get it. but i must have this now.
 
Why? Because you're tired of shooters but not tired of Mikami shooters. The main problem with third person shooters in general is game flow, this game mixes that up considerably.
 
Luigiv said:
Neither do, and I was the one who posted the "NSFW" comment in the first place. I was just talking how the main character shooting his "load" all over the robot's face as he thrusts his hips forward looked a little suss.
Yes...yes...what a naughty robot...please continue...
 
beelzebozo said:
when he's scooting around on his knees blasting dudes with a shotgun. . .

sweet jesus

this is before he does a dash kick off an enemy and shot another while in mid-air

and after he vaults several feet over cover and shoots a couple guys before landing
 
SapientWolf said:
Q1 is the new Q4 though, so hopefully they don't push it back too far. I also heard a hot rumor that they had a PC version running (crosses fingers).
Oh man, if this is true I will jump for joy. 60 frames on this bitch! Can you imagine?

Gavarms said:
This game is so fucking cool!

PounchEnvy said:
There better be at least one level where you have to constantly be sliding. Make it happen!
That would take away the awesomeness of it. I want a level where you fight someone or something with the same abilities as you. Hopefully they make that fight as wicked as the one in God Hand when you fight Azel.
 
That would take away the awesomeness of it. I want a level where you fight someone or something with the same abilities as you. Hopefully they make that fight as wicked as the one in God Hand when you fight Azel.

That would be the perfect adversary for Sam. I mean if Russia is the enemy here, then surely they would have a scientist that could design a suit similar in sophistication as Sam's.
 
robor said:
That would be the perfect adversary for Sam. I mean if Russia is the enemy here, then surely they would have a scientist that could design a suit similar in sophistication as Sam's.
I remember watching an E3 presentation of the game and a host asked one of the producers if you would eventually fight a copy of yourself. "No comment." was the reply. I would say that pretty much confirms it. :D
 
I remember watching an E3 presentation of the game and a host asked one of the producers if you would eventually fight a copy of yourself. "No comment." was the reply. I would say that pretty much confirms it. :D

could also mean [shit ! hadn't thought of that, but sounds cool, need to get the guys start working on it as soon as i'm back to Japan] "uhh...no comment"
 
Seems some of the guys at Insomniac seem to love the game too:
Insomniac's Best of E3 2010
Giac Veltri, Tools Programmer-"My favorite game at E3 was Vanquish. First, I had no idea it even existed. Second, it looked awesome. Third, the demo was a lot of fun - action-packed and full of spectacle. Plus, it's in the sci-fi shooter genre, which is something that I'm always into. I also liked taking over one of the walking mechs (although I sucked at actually using it)."

"The love for Vanquish was a theme amongst many other Insomniacs as well."

Joel Goodsell, Senior Designer-"Vanquish: Guns, explosions, mechs to pilot, jet boots, giant transforming spider mech enemies, over-the-top action, hot anime librarian-looking chick giving me orders (oh, crap, inside voice, inside voice …)"

Paul Featherstone, Community Specialist-"A brilliant technical showpiece from the creator of the original Resident Evil and the director of Resident Evil 4 – my favorite game of all time. It plays like Gears of War on crack and looks absolutely gorgeous. Platinum is knocking it out of the park after Bayonetta – hopefully we will see more frequent high-quality releases from them in the next few years."
Source:http://www.insomniacgames.com/blogcast/blog/insomniac_insider/1534989
 
One of my top 5 games at the show, easy. Almost everything you do feels fucking awesome. The rocket-knee sliding + bullet time was especially badass.
 
New blog
Voice and Voice Acting
Hello everyone, time for my second blog.

I’m actually not even sure how many of these I have to write…

Anyways, I’ll give it my best shot.

In Vanquish, each territory will have all the voice played in the appropriate language in real-time, so when you are in battle with your enemies, you don’t need to worry about reading subtitles.

When I’m working through a Western game, even one I really enjoy, I don’t have that great a grasp on what is going on and has left me with some unpleasant experiences. (This mainly only happens with shooters though…)

I also wanted to share with you one of my favorite voices in the game. I’m really hooked on the English voice for our main character, Sam. He is voiced by an actor named Gideon Emery. He has an incredible smoldering quality to his voice that I find really cool. I hope you all get a chance to listen to his performance.
gideonemery.jpg

(www.gideonemery.com)

And don’t worry, we have Japanese voice in as well.

-Shinji Mikami
Source


Q&A from Platinum Games Forum
Hey all, I'm not dead, and more importantly, I have Q&A answers from Mikami-san on Vanquish!

Sooo, before we kick off, there was a delay, maybe you noticed. It was due to some crossed wires and a mix up at E3 where we didn't get to sit down with Mikami-san. After the show, we got the questions out and I'm happy to present them to everyone here! Questions are noted from the original authors and Mikami-san's responses are in blue.

Thanks for your patience on this and enjoy the Q&A!

Rikitatsu
What was the inspiration behind the style and setting of VANQUISH?
We based things on the Japanese animated series, Casshern. As far as the game goes, we really put an emphasis on speed during the gameplay.

How Important will the Melee combat be in the game? and how many melee moves are there?
We haven’t made melee the focal point of combat in the game, but it is an effective technique when you close in on an enemy. The focal point of combat in the game is shooting, so the melee attacks are really just to add to the combat repertoire.

Do you think VANQUISH will be able to successfully compete with other shooters on the market without Multiplayer?
Of course, the lack of multiplayer will probably make things difficult on the sales front, but what we have instead is the speedy exhilaration of Vanquish’s gameplay, along with the content you can really sink your teeth into. I think it will provide more than enough enjoyment for those who buy the game.


Darkking27
What was your inspiration to make this into a third person shooter and not first person?
I wanted people to really feel the action going on during the game, which means that we needed to show the player on the screen.

.
Casual 9amera
Will we'll see any characters from your previous titles making an guest appearance?
Nope.

Sonic THP
Do you think Vanquish represents a sort of attempt at making a very traditionally "western" genre and infusing it with a style that is centric to Japanese video games?
If that is how people take the game, I am totally fine with that.


IR A IP T O IR
Will it be different color swaps for the suit? I want a black one!!
At first, we thought it would be fun to have a black version of the main character included in special edition. During production though, this plan fell by the wayside, but you are right, a black version of Sam would be really cool.

Will the Achievements / Trophies be difficult to obtain?
We aren’t making them insanely difficult, but you are going to have to challenge yourself to earn them.

Phoenix
-What is your favorite aspect of Vanquish?
I really love the boost system in the game, as well as the English voice for our main character, Sam. It is incredibly cool, and I’m hooked on it.

-Is aiming of the guns smooth and precise despite the speed and hectic atmosphere of the game?
We have tuned things so that the guns in the game are easy to aim, and that aiming is smooth.

ViewtifuljoeX
-How serious is the story going to be?
Basically, it is a serious story, becoming a bit dark at the end.


Shinji Mikami (From the Forums )
-Can Shinji Mikami shed some light on some hidden parts of the game that make it special and different?
The staff decided to screw with me a little bit by hiding some rhinoceros beetles in the game. They did this without me knowing, so definitely be on the lookout for them in the game.

Phantasos
-Will be bosses be solely "Shoot and Dodge" or will there be pseudo puzzle challenges like environmental hazards?
The bosses are a bit old-school, in that there is a distinct process for defeating them, kind of like exposing their weak points and then firing upon them.

Facebook.com/Sega

Dan B.
Did you go to a gaming art school or a regular university?
I went to a normal university, Doshisha University in Kyoto, Japan. I didn’t really study, but I was somehow able to graduate.

Brian O’C.
-What was the inspiration for the visual style?
The backgrounds are influenced by a movie called Tristan + Isolde. In the end, the visuals are really the product of the individual tastes of the staff creating them, but I think the graphics in the game are something we can be proud to recommend to people.

James M.
Who will be composing the soundtrack for the game?
The soundtrack was mainly composed by our in-house composers; however, ex-Grasshopper Manufacture composer Masafumi Takada was also in on composing some tracks.


Tom A
-He never seems to stick with one game style for his projects, often doing something very different with each game genre he tackles. I'd like to ask why he chose the third-person shooter genre this time?
It isn’t really a question of why. There was a reason the game had to be a third-person shooter. To create a shooter with strong action elements, I felt the only way to pull things off was with the third person perspective.


Twitter.com/sega

Henry
-What is the main difference between an Occidental shooter and a Oriental shooter design fundamentals that makes the difference at all
The short answer is Realism. From the graphics, to the worlds, games created in the West tend to want to simulate reality at a very high level. On the other hand, there tends to be a great number of Japanese games going for distinctive styles of expression.
New pics from the website:
25ioiac.png

2nk00va.png

x2qcmf.png

24zgizl.png

23tow1d.png

2j5kr6a.png

newd1l.png

2s62dq9.png

2lksle9.png

2wghycw.png

34sgh03.png

sd19uf.png

351isqx.png

2b1xkj.png

98rd3n.png

pn1pl.png

6itgjt.png

2vb7lw2.png

2uz3qms.png

317cg7a.png

8gb4.png

2hdpamc.png

30t2og1.png

hs6y2v.png

jhcyf9.png

5wz7ro.png


Character profiles:
10pzq7b.png

2ntv48x.png

Source
 
Dash Kappei said:
:lol

Holy shit at the green man on his knees, sucking on another man, oh my god :lol

image_vanquish-13059-1977_0007.jpg

:lol :lol

And that purple dude pushing a snow cone up that fat lady's ass :lol :lol my god!!
 
5wz7ro.png


Why is it that Japanese developers are so much better at creating women in games that don't look like they have hair made out of silly putty?
 
Looking all right, the scenery is all kind of samey-looking though.
Danielsan said:
Why is it that Japanese developers are so much better at creating women in games that don't look like they have hair made out of silly putty?

huh?

11j3ucw.jpg


japanese developers aren't better at anything.
 
jett said:
Looking all right, the scenery is all kind of samey-looking though.


huh?

11j3ucw.jpg


japanese developers aren't better at anything.
Elena Fisher being the exception of course.

Maybe I'm wrong and it's just the Bethesda, Epic and Bioware games that have shitty female character models.
 
jett said:
japanese developers aren't better at anything.

Oh come on, Capcom, Square, and Konami had better facial models on the PS2 than any western dev. Working on the PS3 and 360 just shows how much better they've gotten.

If anything Insomniac has borrowed a page from Japanese developers by creating facial models from scratch instead of trying to scan it in. Look at Final Fantasy and then look at Heavy Rain.

Or if you want to go back look at Metal Gear Solid 3 and then look at Halo 2 and tell me which is better.



Back to Vanquish....

James M.
Who will be composing the soundtrack for the game?
The soundtrack was mainly composed by our in-house composers; however, ex-Grasshopper Manufacture composer Masafumi Takada was also in on composing some tracks

Like I need another reason to buy this game.

Killer 7/No More Heroes/RE:UC composer contributions + Mikami = Midnight launch if possible!!
 
jett said:
Looking all right, the scenery is all kind of samey-looking though.


huh?

11j3ucw.jpg


japanese developers aren't better at anything.

Doesn't really prove your point though...graphics aside, the girls from FFXIII and MGS4 look far more attractive looking than Elena...Fang especially
 
the president's posture in that image is awful. that kind of hand gesture is read by everyone out there as "nervous, worried, not confident, possibly hiding something" and would be the kind of thing any candidate's debate camp 101 would slap the shit out of.

literally from that picture i assume the plot twist in the game will involve the president being behind the russian attack
 
Stumpokapow said:
the president's posture in that image is awful. that kind of hand gesture is read by everyone out there as "nervous, worried, not confident, possibly hiding something" and would be the kind of thing any candidate's debate camp 101 would slap the shit out of.

literally from that picture i assume the plot twist in the game will involve the president being behind the russian attack
I think you've been watching too much "Lie to me", that's what's going on :lol (Also: spoilers man!)

:D Hyped! This is going to be my "sci-fi devil may cry" action game of the generation :D
 
PG
Shinji Mikami said:
Vanquish was originally an open battlefield type of game, where the goal was to move around crushing enemy positions; however, once we got started with development, we quickly made the decision to change to a more linear structure. We abandoned the open battlefield and focused on making each stage as visually dense as possible. As a result, I think the graphics in Vanquish are really quite wonderful. It is one of the main points of Vanquish I want to recommend to people. (The only regret is that our decision decreased the amount of times the player uses boosting.)

Of course, arriving there was a struggle. Upping the visual density, increasing the contrast, making the special effects especially eye-catching, throwing tons of enemies on the screen… In an environment where we were doing whatever we pleased, it became pretty obvious that there was no good way of keeping your eye on the prize – the enemies you are targeting. I felt like I was being pin-pricked by the staff talking about how hard it was to see the enemies. Moreover, the enemy character that you see most often, a robot we call a Gorgie, was predominantly white. We had primarily gray backgrounds with white enemies. When you think about it from a realism standpoint, camouflage exists to make things difficult to see, so in that way things make sense, but from a game standpoint, it was not the best idea. I really liked the white enemies, so it took me a long time to come around to the idea of making them red. We also had to limit the number that we could put on screen at once due to hardware limitations. (This had the effect of limiting the huge amount of information we were throwing at the player, so I’m sort of on-board with this one.)

I’ve written quite a bit about it, but our art lead, Naoki Katakai and programmer Ryoichi tend to do whatever they please, and what they came up with was great, and I think our visuals are quite spectacular as a result. Thanks to all the staff that worked so hard on them.
Original design of enemies called Gorgie
e382abe383a9e38390e38384sr.jpg
 
Top Bottom