I don't think I've seen this posted yet:
http://ps3.ign.com/articles/702/702423p1.html
Whipping the Industry Forward
LucasArts and NaturalMotion use Indiana Jones to show us how they define "next-generation."
by Charles Onyett
April 19, 2006 - Since the release of the Xbox 360 and even more so with the approaching PS3 launch, there's been a hot debate regarding what qualifies as "next-gen." With all the added processing power, the next wave of consoles promises better graphics and enhanced sound, but what about gameplay? Though games get slicker production values, do they really play any differently than in the past? From what we've seen so far, the answer is no. We've seen a lot of products released for the Xbox 360 that don't differ much from what was possible on current gen, save for the bells and whistles.
But with its upcoming Indiana Jones title, LucasArts may be onto something. Utilizing a run-time animation technology called euphoria, the game is poised to push the limits of what was previously possible. The company that developed the technology, NaturalMotion, has been working for years to hone euphoria to accurately replicate real-world physics such as strength, weight, and momentum with in-game character models. Whereas before, all animations had to be pre-programmed, euphoria allows for reactions and behaviors to occur in real-time -- allowing models to react realistically to whatever situation might arise.
To be clear, euphoria is not an AI program, it's an animation technology that allows for physically accurate behaviors. The AI is programmed by the developer, in this case LucasArts, into the euphoria models to control them. What we saw at LucasArts was the marriage of euphoria physics and LucasArts A.I. scripts.
While it may sound good on paper, LucasArts was eager to show off the technology. We were shown two interactive technical demos highlighting the system in action with Chris Williams, Project Lead at LucasArts and Peter Hirschmann, Vice President of Product Development on hand. The first glimpse we got, the Tower Demo, showed off AI reactions to being dropped through a series of planks and beams. The second, which we'll call the "Fight Demo," featured Indiana Jones beating up an enemy A.I. to showcase varying reactions to getting punched and tossed around. Both showed potential for a new kind of gaming experience.
"For us, this is bleeding edge stuff," said Hirschmann. "It's what next-gen is about. It's not creating a linear path. It's creating intelligent characters, really interesting setups and environments, and putting the player in there and letting them see what the hell happens."
The Tower demo showed off what LucasArts was talking about. It gave the player the ability to toss in AI-controlled character models at will, letting them fend for themselves as they tumbled through a Price is Right "Plinko-style" structure. While initially, it seemed like a rag-doll physics demonstration, it soon became clear that the AI models were actively trying to stop their falls. Reacting to their surroundings without the restrictions of pre-programmed animations, the models reached out to whatever beams happened to be closest. Since they were falling at relatively significant speeds, they often missed, but would try again when they passed by the next plank or beam.
Eventually, as they slowed themselves with attempts to grab on, they'd be successful. However, the exercise didn't end there. Some prevailed in pulling themselves up to a standing position, but others lost their grip and continued to fall. The demo achieved an even greater level of complexity when several models were thrown into each other. A hanging model hit by another wouldn't just hang there stupidly while the other ricochets off. Instead, it'll actually reach out its hand to grab the other. In the same way, the tossed model will reach out its hand to try and grab onto the hanging one's leg. As further proof of the advanced AI at work, the hanging model would even reach down and try to pull the other up to safety.
To add yet more depth, fire hydrants and other obstacles were tossed at the models as they frantically tried to hang on. As expected, they could do little to stop from getting pummeled. Surprisingly, they didn't give up efforts to take the least amount of damage possible. Though some models were knocked cold after getting smacked, others fumbled around to break their fall. To stop themselves from tumbling, the models would actually stick their hands out in a last ditch cushioning attempt. Depending on the layout of the environment, they would react accordingly. For instance, when they got slammed into a wall, their body reacted with a convincing thud. Part of the body impacted first, and the rest of the limbs went flailing around, impacting surfaces like they actually existed.
"You don't have to animate 5,000 different permutations," said Hirschmann. "You author one behavior and then [the character model] stumbles back, he'll try to grab, if there's nothing there he'll fall over. With this kind of AI and these kind of behaviors it creates these situations where no two players' experiences are ever the same."
While we've all seen that before with rag doll models, those only reacted as such when they were "dead" -- In other words, when you pumped enough bullets into them or broke enough of their bones to make their AI program switch off. With these euphoria-enhanced models, the A.I. is still very much alive and kicking while the models get slammed into objects.
"In our minds, the age of the rag doll is over," said Williams. "Now we layer on top of the simulation this intelligence, this awareness, this ability to respond, react, get back up and grab onto things."
At one point, a model got knocked over while standing on a plank that angled downward, toward the ground. After falling, it began sliding forward with gravity. Since its A.I. was still fully functioning, it was clawing wildly around to try and stop its slide. Unfortunately for the model, the plank was flat, but as it slid out off the edge, it managed to catch itself on the very lip of the lath. It dangled precariously for a moment, but was thereafter able to hoist itself back up to shelter.
The Fight Demo yielded insight into more of euphoria's subtleties. Taking place in large square rooms littered with random geometric objects and a broken-down car, this demo showed off how Indy's attacks knocked around enemies. The sole foe in the stage started off by walking up towards Indy and was promptly met with fists to the face. After a few punches, Indy was able to grab the guy by the shoulders and toss him backwards, which made it more obvious what kinds of animation possibilities existed.
Instead of lapsing into some kind of pre-generated tumble, the enemy was at the mercy of every object in the environment. As he flew back, his body twisted ever so slightly so he could see where he was falling, and he'd try to brace for impact with his hands and shoulders as effectively as he could. Every environmental object he came into contact with was reacted to realistically. When getting thrown into a car, his body flattened against the side of the car. When getting tossed onto the edge of a wall, his reactions were different every time. Occasionally he would bounce and barrel roll to the ground, at others he would hit and lay out across top of the wall, and even come to rest angled from the wall to ground.
Again, he wasn't dead when this was happening, but rather still being driven by the adaptive animations that euphoria allows for. In every instance, the foe would get right to his feet, using his arms to push himself upright and come back at Indy. These unique reactions to in-game occurrences happened while getting punched as well. After Indy delivered a heavy smack, the opponent would go backpedaling backwards. While enemies in other games have pre-programmed reactions to punches, the euphoria enemies adjusted to their environment in real time. They would stagger, feet fumbling around differently every time to regain their balance. Any objects they happened to encounter while attempting to regain composure would affect them as one would expect it to in real life. If there was a low obstacle, they would trip. If there was a wall, they'd hit it and fall over. If there was an angled surface, they'd hit it and tumble off in whatever direction the physics demanded.
"The stumbling, the staggering, the notion that the characters really have this sense of situational awareness, and they have this sense of self preservation that really allows you to, given a circumstance, get a different reaction from them every time," said Williams.
More interesting possibilities were mentioned regarding team A.I. dynamics which we didn't get to see. "It's never two against one, it's two as one" said Hirschmann.
LucasArts mentioned groups of several enemies would be able to work together to overcome obstacles and more effectively attack you, leading to unique battles every time. They said they were hoping players would want to reload areas over and over again solely to see the different ways they could take out foes and watch them work together. In terms of specific examples, it was said enemies could pass weapons between each other and help each other up and over obstacles.
Hirschmann added, "We're working on a behavior right now where you can toss a guy into another guy and his head will actually track him and actually put his hands out to try and catch him."
While we saw a glimpse of this teamwork with the Tower Demo, we'll have to wait and see how it translates into actual gameplay.
Unfortunately we could not acquire media from any of the demos, so we've posted video from NaturalMotion's site that should give you a sense of what we're talking about. Note that this is not media from Indiana Jones, and actually from NaturalMotion's non-run-time product called endorphin. In it you'll be able to see how its technology manipulates a character model's physical reactions. Ideally, as this technology eventually spreads and development teams get more comfortable using it, we'll start to see strikingly more realistic A.I. behavior and reactions. While Indiana Jones won't release until next year, it's good to know new technologies are being pursued that could provide gamers with exciting, innovative experiences. We're hoping euphoria turns out to be one of them.
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04-21-2006 #1
Early News about Physics for Indianna Jones Game

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04-21-2006 #2Ultimate Veteran







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Oh nice videos, you should add the links just in case since I would've never checked out the link lol because I thought it was just some news.
Now THAT is what all of these new fighting games NEED! In fact, they need to really FOCUS onto physics because it's all about full body contact. If fighting games don't adapt this then I am boycotting them and not buy a single one. Stupid fighting games are leaving behind in physics (not like they were upto par before anyway).
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04-21-2006 #3
Wow, i mean... Wow shoot im almost speachless. I want see tekken with this endorphine, it would be so unbelievably real if they did.
Game of the Future: Final Fantasy XIII
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04-21-2006 #4
My bad its also posted here http://ps3forums.com/viewtopic.php?t=20238

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04-21-2006 #5
Those are some nice physics. Now put that in Madden 2007 and your good to go.
Resistance 2, KillZone 2, WarDevil, MGS4, God Of War 3, Final Fantasu XIII, White Knight Chronicles, Gran Turismo 5, and a alot more, how can 2008 not be the PS3's year.
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04-21-2006 #6Forum Guru







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I don't see how any company would want to go back to
pre-animated tackles in a football game. (This means you EA.)
Can you imagine every single tackle being unique.
I know I can.
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04-21-2006 #7
b-b-b-b-but the ease of development would make devs concentrate more on the games rather than coding.

What i want to know is that 5 months after launch and we've STILL seen nothing that pushes the gaming envelope on the Xbox 360, these types of innovations should have came with the Xbox 360 at launch.Big Boss Emblem FTW!
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04-21-2006 #8
This could turn out to be a better game than Indiana Jones and the Fate of Atlantis, and that is no easy feat.
I don't buy Microsoft products because I don't support companies that want to control rather than contribute.
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04-21-2006 #9This is on all platforms, isn't it? Btw I recommend that people check out the learner edition you can download for free, link in the other thread. If animation etc interests you then it's right up your street, but if not then there's still plenty of opportunity for making stupid things happen!
Originally Posted by Steroyd
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04-21-2006 #10Forum Sage







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THese take natural time and experementation from developers, has nothing to do with the 360 launch.
Originally Posted by Steroyd
Your so flippin negative it annoys me.WII FRIEND CODE = 5509 0447 7406 7959
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04-21-2006 #11Non illigitamus carborundum. I think that goes for everyone who's being effected by negative comments about the PS3 or 360.
Originally Posted by Dasimpse
I don't buy Microsoft products because I don't support companies that want to control rather than contribute.
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04-21-2006 #12These kinds of innovations scream next gen, PS3's launch games from Untold Legends to Warhawk has technical achievements that screams next gen, i have yet to be wowed by the Xbox 360 gameplay wise that couldn't be achieved on the PS2, Xbox or Gamecube.
Originally Posted by Dasimpse
Yeah sure the PS3 magically makes devs experiment and get used to the system, and i thought Siren said that devs came up with concepts for the Xbox 360 2 years before launch, devs musnt have had much faith in what the Xbox 360 could handle.
To me the Xbox 360 has current gen gameplay with high end graphics, which is the category it looked like before it was launched.Big Boss Emblem FTW!
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04-21-2006 #13I was thinking the same thing bro
Originally Posted by Crazy Phat
"I'LL WEAR YOU DOWN LIKE POST-TRAUMATIC STRESS"
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04-21-2006 #14Dedicated Member







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Talk about pot, kettle, black. Most of your posts sadden me when you talk about the PS3.
Originally Posted by Dasimpse
Originally Posted by burtmuh
Questionable.
Originally Posted by spandexman
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04-21-2006 #15Forum Sage







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Look man this isnt even about this discussion, both systems are getting these physics so its all good for both ps3 and 360, i never outright diss the ps3, i just dont want people to get cought up in hype.
And id love to see any old console do a game anything LIKE GHOST RECON AW or OBLIVION, and these are already out on360, and if you try and tell me they have last gen playability steroyd, ur mad!
What have i ever said really badly about the ps3, the only thing i ever said from beginning is, If i wanted to buy a PC at the same time as the ps3 and spend allot of money on it i would have a better machine, i got insulted for that in november. People saying No way.
I also said that i bet its not too much more powerful than the 360, for all these answers we will see.
atleast i KKNOW i enjoy games and i would never take sides. Im playing Shadow of collossus now just on the 12th one the thunder guy in the lake, its a beautiful game, has severe slowdown in places etc, but its funny how you never hear those things about PLAYSTATION games.WII FRIEND CODE = 5509 0447 7406 7959
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04-21-2006 #16Isn't ghost Recon on the PS2 and Xbox, oh yeah they added that extra screen thing wooooo *waves hands like pretend ghost*And id love to see any old console do a game anything LIKE GHOST RECON AW or OBLIVION, and these are already out on360, and if you try and tell me they have last gen playability steroyd, ur mad!
Oh what's this i can't talk about oblivion because i havn't even bothered looking at it in-game *gasp*
Severe!! i only get general slowdown on the third colossus, on that note the camera is absolutely horrible on that one and it's been said in reviews as well.im playing Shadow of collossus now just on the 12th one the thunder guy in the lake, its a beautiful game, has severe slowdown in places etc, but its funny how you never hear those things about PLAYSTATION games.
the flying colossus in the dessert is my favourite one.
Big Boss Emblem FTW!
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04-21-2006 #17
relax ppl ps3 will be in your living rooms. im pretty sure once ps3 is here yall gonna shut up and play ps3...24/7.lol plus from what i seen, the ps3 is next-gen. were going to experience something big and good. especially with the "cell" . all i can say is that this indiana jones game is going to look better than the 360.
(my opinion .so chill.)
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04-21-2006 #18I highly doubt Indianna Jones will be a PS3 exclusive.
Originally Posted by $_KD_
What i find ironic is that it's third party or multi-platform games that's pushing the Xbox 360 more, where's the first party exclusive stuff?
And i consider the PC as a format.Big Boss Emblem FTW!
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04-21-2006 #19
I agree on everything Steroyd says. He speaks for me... every word.
I love you man.
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04-21-2006 #20Yuck, get a room, please.
Originally Posted by Martinx
I don't buy Microsoft products because I don't support companies that want to control rather than contribute.
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04-21-2006 #21
Aww I'm sorry. I am just so used to expressing myself openly.
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04-21-2006 #22i luv you 2 bruva.
Originally Posted by Martinx
peace.

i was watchng the endorphin and if they really do apply that into Madden or Pro Evo (Fifa's dead to me) wouldn't that mean the devs would have to incorporate a bone structure in the characters for injury purposes?
Not only can a Football player break his foot but he could break his arm if he falls awkwardly, or a goal keeper breaks a finger.
hmmm.... on second thought they'd have to keep a good balance wouldn't they.Big Boss Emblem FTW!
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04-21-2006 #23Member







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ah, that would be so sick if when your player broke a bone, they showed the play in slow motion and at the point he breaks whatever they show it like x-ray.
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04-21-2006 #24can't have the bones too soft though... otherwise you'd have an injured team in no time flat, byut no doubt it's going to happen.
Originally Posted by mattmarsden
Next gen don't fail me now.
Big Boss Emblem FTW!
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04-21-2006 #25Member







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hahahaha, that just reminded me of this one time in mlb 05, i was just messing around with jason giambi or whatever from the yankies when there was a pop fly, and i made him like jump and he broke his wrist...it pissed me off so bad! he just jumped! haha
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