My Message close
GAME JOBS
Contents
Namco-Bandai on the PS3
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
May 23, 2013
 
2K Games
Tools Programmer - 2K Games
 
2K Games
Graphics Programmer - 2K Games
 
2K Games
Engine Programmer - 2K Games
 
GREE International
Senior Product Manager, Growth and Revenue
 
GREE International
Business Intelligence Data Analyst
 
Synergy Blue
3D Artist / Animator
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
May 23, 2013
 
Letting the Player Find the Fun
 
Using Small Studios As Stepping Stones In Your Career [2]
 
Maturity, Challenge, Art and Games
 
Combat Analysis: Guacamelee [1]
 
Kickstarter Fu
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
Sponsor
Features
  Namco-Bandai on the PS3
by Brandon Sheffield [Business/Marketing, Design, Production]
Post A Comment Share on Twitter Share on Facebook RSS
 
 
October 30, 2006 Article Start Page 1 of 5 Next
 

Namco Bandai is backing the PlayStation 3 in a significant way, with two games, Ridge Racer 7 and Mobile Suit Gundam: Crossfire, planned for the system’s launch. We spoke separately with both Hideo Teramoto, Ridge Racer 7 designer, and Gundam chief producer Hirofumi Inagaki about the challenges of developing for the PlayStation 3 at such an early stage. With Teramoto, we discussed the accelerated pace of the series, development communities in Japan, and of course, fashion.

Gamasutra: What do you think of the PS3 so far?



Hideo Teramoto: Well as you can see from the TGS demo, Ridge Racer 7 is running at 60 frames per second at 1080p, and that’s what the PS3 is capable of. Some of the machines over there support online functionality, so you can actually play online here. I think we’re using the power pretty well.

GS: Is it easy to develop for so far, in your experience?

HT: Well since it’s a new piece of hardware, it took us some time to get to the source of the power of this new machine. So it was difficult. But we learned a lot from making this game that we can apply to the next one, I think. It should be easier in the future.


Ridge Racer 7

GS: Why was it several years between Ridge Racer 4 and 5, but only one year between 6 and 7?

HT: There are various reasons. After Ridge Racer 5 was released on PS2, we thought ok, that’s Ridge Racer done for now. But then the PSP came out, and we realized how popular the franchise was, so decided to make one for that too. After that, it just became standard to release them quickly.

GS: And what is the thinking behind having a Ridge Racer at every console launch?

HT: Well, my team likes to work on new hardware a lot. We’re kind of hardware nerds, I guess. Any time something new comes out, we want to mess with it.

 
Article Start Page 1 of 5 Next
 
Top Stories

image
Xbox One is Microsoft's biggest play for living room domination
image
Opinion: Xbox One is a desperate prayer to stop time
image
Indies on Xbone: Where's the beef?
image
'If you're backwards compatible, you're really backwards.'
Comments


none
 
Comment:
 




UBM Tech