Posted May 23, 2007 at 05:49PM by Glen D. Listed in: News, Games Tags: Red Mile Entertainment, Frank Miller
Ó

Sin City - Image 1Writer Frank Miller's work with the Sin City graphic manuscripts has paid off outside the literary realm as Red Mile Entertainment Inc. has announced that it's turning the gripping stories into an art form much more interactive this time around.

While terms of the deal were not disclosed, both parties expressed delight in the pact. For their part, Red Mile says that Miller's writings have a great sense of action, drama and character depth that would fit a video game nicely.

Red Mile CEO Chester Aldridge says "Sin City enjoys a broad and devoted following. Its crime noir settings, richly detailed characters, hyper-real action sequences, and engaging stories provide an outstanding groundwork for video games."

Sin City game details have so far been kept tight under wraps. The platform where the game will roost has also remained undeclared. We'll keep you posted on more developments on this project.


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4 Comments


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   by Max Payne (Unregistered) - 2007-05-23
 » Max Payne

That sounds like Max Payne to me o_o


   Re: Advertising -


   Re: Annony - 2007-05-23
 » lol

that's what I thought, except it's in b/w
   by xwer (Unregistered) - 2007-05-25
 » Xbox 360 [Halo 3] Vs. PS3 [Killzone 2]: The Ultimate and Final Analysis

There’re 2 types of next-gen games: brand-new games and heavily-updated games.
* Brand-New
- There’re no relationships between the predecessors and the new title (made from scratch, built from the ground up).
- These titles have the capability to use most potential power of the systems (consoles).
- These titles look spectacular and fantastic in the graphics, sound effects, physics, and technology departments.
- Gears of War (UE 3.0), Resident Evil 5 (New Proprietary Engine - NPE), Final Fantasy 13 (White Engine), Haze (NPE), MotorStorm (NPE), Ratchet & Clank Future (NPE), Uncharted: Drake's Fortune (NPE), Crysis (CryEngine 2.0), Grand Theft Auto 4 (Rage Engine), Killzone 2 (NPE)

* Heavily-Updated
- Literally, these games were made by updating the former games.
- Can’t overcome technical limitations (restrictions).
- These titles can use only small amount of power of the systems due to many reasons (optimization, efficiency of architecture in terms of hardware and software, et cetera)
- These games can’t impress the gamers.
- Halo 3, Armored Core 4, Tony Hawk Skate series, etc

Unreal Engine 2.5 was used to make Unreal Tournament 2004. UE 2.5 includes Karma Physics engine. Then Epic extremely modified (totally renovated) UE 2.5 to make UE 3.0. Since UE 3.0 is extremely different from UE 2.5, UE 3.0 is classified as a brand-new engine (i.e.: UE 3.0 has Havok Physic 4.5 engine).

Halo 3 is an updated version of Halo 2 which was released in 2004 by using Renderware Engine (by choosing this updating-method, the developers can save huge amount of development time and budget).

In a report, it says Gears of War’s 90% is based on DirectX 9 tech (10% is DX10 tech); based on this factual data, the specialist (writer) assumed that Halo 3’s 98% is based on DX 9 tech. DX10 gameplay means: perfectly breakable buildings and vegetation (shoot at any parts of a building, then those parts must be penetrated realistically like in Crysis), perfectly deformable objects (in Gran Turismo 5, every inch of the car is perfectly deformed), soft shadows, cinema like facial-animation (Bungie never have to worry about this tech since we can’t see Spartans’ faces, LOL), depth-of-field, motion blur, etc. Crapalo 3 doesn’t have any of the above DX10 gameplay elements. I’m educating you with factual information and data.

Halo 3’s beta footages look like something between mediocre and crap. There're beta footages of Gears of War and Resistance available online, unless you are blind and illiterate, you must announce the fact that beta builds look 95% same as the final (retail) versions.

Halo 3 (Bungie), Perfect Dark Crap (Rare), and Shadowcrap (FASA’s Shadowrun) have extremely similar graphical qualities and artistic design. I’ll educate you on this matter. The developers of all these games are owned by Microsoft. These developers share all kinds of techs which are used to make X360 games (DX 10 based, not OpenGL 2.x based).

Killzone 2 is being made by Guerrilla which is a subsidiary of Sony; it has 130 employees (programmers and graphics designers). The total budget for KZ2 is $60 million (just for your reference and ignorance, Epic spent $9 M to make Gears of War with 80 devs). Also KZ2 is in Guinness Book 2007 as the most expensive video game in the entire gaming history.

In 2005, Guerrilla hired 50 programmers and designers ONLY from AAA-level companies around the world; these new developers are the CORE-brains behind KZ2.

Killzone 2’s actual gameplay footage (pre-alpha build) was shown to journalists at GDC 2007 expo behind closed doors. These journalists said in news articles ~
- KZ2 is both graphically (lighting, shadows, mind-blowing sky, river) and technologically extremely advanced.
- It was like watching Next-gen Black 2 and Half Life 3 combined together (we now know what kind of shooter KZ2 is). Everything which was hit by bullets and missiles were penetrated.
- The characters (soldiers), indoor and outdoor environments are extremely detailed and gorgeous.
- The sound effects were blowing away th

   by Xcer (Unregistered) - 2007-05-25
 » Xbox 360 [Halo 3] Vs. PS3 [Killzone 2]: The Ultimate Analysis

There’re 2 types of NEXT-GEN games: brand-new games and heavily-updated games.
* Brand-new
- There’re no relationships between the predecessors and the new title (made from scratch, built from the ground up).
- These titles have the capability to use most potential power of the systems (consoles).
- These titles look spectacular and fantastic in the graphics, sound effects, physics, and technology departments.
- Gears of War (UE 3.0), Resident Evil 5 (New Proprietary Engine - NPE), Final Fantasy 13 (White Engine), Haze (NPE), MotorStorm (NPE), Ratchet & Clank Future (NPE), Uncharted: Drake's Fortune (NPE), Crysis (CryEngine 2.0), Grand Theft Auto 4 (Rage Engine), Killzone 2 (NPE)

* Heavily-updated
- Literally, these games were made by updating the former games.
- Can’t overcome technical limitations (restrictions).
- These titles can use only small amount of power of the systems due to many reasons (optimization, efficiency of architecture in terms of hardware and software, et cetera)
- These games can’t impress the gamers.
- Halo 3, Armored Core 4, Tony Hawk Skate series, etc

Unreal Engine 2.5 was used to make Unreal Tournament 2004. UE 2.5 includes Karma Physics engine. Then Epic totally renovated (modified) UE 2.5 to make UE 3.0. Since UE 3.0 is extremely different from UE 2.5, UE 3.0 is classified as a brand-new engine (i.e.: UE 3.0 has Havok Physic 4.5 engine).

Halo 3 is an updated version of Halo 2 which was released in 2004 by using Renderware Engine (by choosing this updating-method, the developers can save huge amount of development time and budget).

In a report, it says Gears of War’s 90% is based on DirectX 9 tech (10% is DX10 tech); based on this factual data, the specialist (writer) assumed that Halo 3’s 98% is based on DX 9 tech. DX10 gameplay means: perfectly breakable buildings and vegetation (shoot at any parts of a building, then those parts must be penetrated realistically like in Crysis), perfectly deformable objects (in Gran Turismo 5, every inch of the car is perfectly deformed), soft shadows, 100% real facial-animation (Bungie never have to worry about this tech since we can’t see Spartans’ faces, LOL), depth-of-field, motion blur, etc. Crapalo 3 doesn’t have any of the above DX10 gameplay elements.

Halo 3’s beta footages look mediocre. There're beta footages of Gears of War and Resistance available online, unless you are blind and illiterate, you must announce the fact that beta builds look 95% same as the final (retail) versions.

Halo 3 (Bungie), Perfect Dark Crap (Rare), and Shadowcrap (FASA’s Shadowrun) have extremely similar graphical qualities and artistic design. I’ll educate you on this matter. The developers of all these games are owned by Microsoft. These developers share all kinds of techs which are used to make X360 games (DX 10 based, not OpenGL 2.x based).

Killzone 2 is being made by Guerrilla which is a subsidiary of Sony; it has 130 employees (programmers and graphics designers). The total budget for KZ2 is $60 million (just for your reference and ignorance, Epic spent $9 M to make Gears of War with 80 devs). Also KZ2 is in Guinness Book 2007 as the most expensive video game in the entire gaming history.

In 2005, Guerrilla hired 50 programmers and designers ONLY from AAA-level companies around the world; these new developers are the CORE-brains behind KZ2.

Killzone 2’s actual gameplay footage (pre-alpha build) was shown to journalists at GDC 2007 expo behind closed doors. These journalists said in news articles ~
- KZ2 is both graphically (lighting, shadows, mind-blowing sky, river) and technologically extremely advanced.
- It was like watching Next-gen Black 2 and Half Life 3 combined together (we now know what kind of shooter KZ2 is). Everything which was hit by bullets and missiles were penetrated.
- The characters (soldiers), indoor and outdoor environments are extremely detailed and gorgeous.
- The sound effects were blowing away the audience (sounds are important, too, guys).
- The short KZ2 footage was started in an outdoo



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