![]() ![]() Flight is natural because you have a wider range of motion than you could ever have with a stick. That was forcing something that didn’t feel natural. ![]() At the Tokyo Game Show, we had a version where you could use Sixaxis controls on the ground. The history of the game shows you can overdo Sixaxis support. That doesn’t mean you should absolutely have to use it. But Sony said we have to have something fresh in every area. What changes about the controller? That’s my one gripe with the 360. Give me the choice any day and I will choose it as the next logical evolution. Q: The Sixaxis - this is your first crack at that. One more sort of interesting tid bit on controls: The lucky thing for us is we didn’t have to think about the 360 at all. A lot of companies coming on board now will probably start on the PS3 and move to the 360. If you create first on the PS3, it is pretty easy to port it to the 360. All of these advantages of the PS3 turn into disadvantages if you don’t start making your game on the PS3. You don’t have to do tiling because you don’t have an embedded frame buffer. … The PS3 is all about streamlining about the two different memory pools. Q: How do you look back at this point on the differences between the PS 3 and the Xbox 360? A: You’ll have a hard time if you port without having a PS3 game in mind when you created the 360 version. But Cell is pretty limitless at this point. … The PS3 has more of the situation where you could go another six months easily and forever. Q: How soon did you figure out what the PlayStation 3 could do? A: Will we ever? (laughs). At its core, as a genre, outside of our games, was never a multimillion unit seller. As with any original IP, we are layering on top of the usual risk. Q: How do you feel about the risks? What were your biggest bets? A: The biggest risk around Lair is that it is something unusual. ![]()
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