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Listen carefully to what's being said.
I'm saying nothing, but I am crossing my fingers.
The full interview can be found here: [URL]http://media.ps3.ign.com/media/748/748475/vids_1.html[/URL]
On the other hand, the PS2 opened up several new doors that we couldn't even imagine when we all had PS1s. The in game animations etc. were SO much more impressive. Let's have a look at MGS1 and then MGS2. MGS1 was, pretty much, move and hide. With some shooting and strangling in there as well. There wasn't much in the way of in game animations. Now look at MGS2, where Snake has different animations for walking, sneaking up on enemies, tapping on walls and the rest of it. Raiden';s hair and Snake's bandana also waved around acording to the PHYSICS Konami had created in the game.
The PS2 has also started to introduce much more interactive environments. Very few are fully destructable, but that's because the PS2 doesn't have the power to handle all the extra info.
But look at the PS3, it has SO much more power, it is surely fully possible for them to create fully destructable environments, and we'll be seeing much more fluent in-game animations. With a new console, MGS4 could be to MGS3 what MGS2 was to the original; a MASSIVE step forward.
While I think Bonus is probably right, I don't think it's impossible to make gameplay like that and I reckon we WILL see gameplay like that, if not at launch, than a few years into the era of the next-gen consoles.
Maybe next generation.
I think that this generation will be about swinging the controller as a virtual sword handle, but I would say that! ;-)
When you're talking about animation and getting actors to move to a variable specific point in real-time you're talking inverse kinematics blended with animation.
Inverse kinematics works by finding the final point you want to go to then recusively moving each joint towards it in turn to the extent of it's physical constraints. But to avoind this looing extremely robotic frame by frame it needs to be blended with a preconfigured animation and then you need to layer different animations for different things.