Techland, developer of Call of Juarez, has delayed Warhound because of problems coding for the PlayStation 3.
Techland, developer behind western shooter
Call of Juarez, has announced that it is delaying the launch of it's next title,
Warhound, until next year sometime.
Warhound was originally announced in 2007 as an open-world shooter where players take on mercenary assignments from around the world, researching and selecting equipment and plans as they go. The game is supposed to be very non-linear and emergent, though tangible evidence has been thin on the ground.
Originally announced for the PC and Xbox 360, it seems that a PlayStation 3 version of the game is also in the works as the developer has admitted it's the PS3 which is causing all the problems. Apparently the team is having a lot of trouble getting the Chrome engine to work on the PlayStation 3.
Techland also hinted to
Eurogamer that it is working on a secret project as well that has delayed the release of
Warhound.
Techland is currently working on at least two other games too - sci-fi shooter
Chrome 2 and zombie survival epic
Dead Island. Details on both titles has been scarce though, with the Polish developer keeping quiet on planned features and release dates.
What did you think to
Chrome and
Call of Juarez? Let us know in
the forums.
You know if half the devs in the business complain about some thing it probably is hard and tbh the sales volumes of the ps3 make it seem barely worth it.
yeh if they say its harder to develope for who are we to argue
Because the simple fact is, that they are not the only developers blaming the PS3 architecture. They are number xx something in the line of complaining devs.
As for people complaining that the PS3 is hard to work with, and everyone (Who, might I add, are not developing on the PS3 platform, as far as we can tell) says "Yeah yeah, bullshit, it can't be that hard". I think you'd have just as hard a time working it out as anyone else who is new to the platform - Just understanding and utlising the CBEA properly is a hard task, let alone building a non-buggy game on it.
Think it's so easy? Go give it a shot. I'd love to see the results.
+1
alot of developers have been really pointing this out, even before the PS3 was out, if it were only 1 dev complaining, we could say those devs suck, but if alot of devs are complaining, then it has to be something else
My point is this technology has been available for around 3 years now and we are still hearing the same old excuses - you would have thought that they have had enough time to learn to code for this platform by now....Evidently not.
It`s not as if this platform cannot be coded for is it ... plenty of decent games testify to this already, it`s just that it is getting quite tiresome having the same old excuses cropping up all of time.
Default excuse No:1 It`s too hard to code for. yeah ok......
this is only true in the USA, in the EU is the other way around minus a few games.
The point that developers are making isn't that it is impossible to code for, just that it is harder to code for compared to PC and Xbox 360, doubly so when you are doing a multiplatform release because the PS3 requires special considerations that aren't needed for the other platforms. This increased difficulty often causes delays for what would appear to be a neglible gain.
The Chrome engine already works on PC. It always has. It was made for a PC. Porting PC code to a Xbox 360 is easy, scaling things down for a Wii is easy. It's only re-coding your engine to suit a Cell architecture that's hard.
True but in those cases they were the market leader/only game in town. In this case Sony are pretty much an also ran.
Right away, it's not farfetched that IBM and Sony must have made some drastic changes to the PowerPC design to unlock never-before-seen functionality of some form. It's also obvious that only Sony Computer Entertainment, with fundamentally unlimited funding, could manifest those capabilities.