Project Sword wows on iOS devices
Direct feed vid of iPhone UE3 demo.
Epic's Project Sword, the star of last night's Apple press conference, is the first Unreal Engine 3-powered game for the iOS platform, and what many believe is a quantum leap in the quality of 3D visuals running on Apple's handheld devices.
Little has been seen of the iOS rendition of UE3 since the initial reveal, where an old Unreal Tournament level was demonstrated running on an iPhone 3GS. Back at GDC 2010, we attended a session where Epic's Josh Adams described the process by which the development framework was ported across to the platform, how it integrated with Apple's XCode and how artwork and lighting were convincingly downsampled to run effectively on the system.
iPhone 3GS, iPad and iPhone 4 owners can get their first taste of Project Sword and Unreal Engine 3 running on their systems by visiting iTunes now, or alternatively you can check out our screenshot gallery plus the video below.
It's worth pointing out that getting a direct-feed output from any iOS device is a bit of an arcane art (the GPU has to serve two screens, effectively) so while the vid gives a great impression of the level of technical and artistic quality Epic has achieved, the frame-rate in the actual demo is smoother than what you see here. Gameplay reaches 30FPS consistently, and only the flyby "guided tour" - showing a range of different perspectives on the citadel environment - tends to drop frames regularly.
Direct feed video of the superb Epic Citadel demo.
It's worth pointing out that the older iPod Touches and iPhones can't run any game using Unreal Engine 3 on iOS: the tech relies on the OpenGL ES 2.0 support only available on later hardware. The demo certainly runs well enough on the iPhone 4 and iPad, and the higher pixel density in the former gives the impression of higher-resolution textures.
The demo itself is light on gameplay, but does demonstrate an intriguing control system over and above the hugely impressive graphics. You simply touch the screen to move to the point on the game map where you want to go, and dragging your finger across the screen allows you to look around (even while you're walking). Additionally, the dynamic control pads seen in Geometry Wars Touch re-appear here - virtual joysticks for movement that replace themselves according to where you rest your thumbs on-screen.
Epic's aim with Project Sword isn't to compete with the unparalleled range of casual and concept-driven titles available on the iTunes App Store, but it expects to see a lot of take-up from gamers used to the more technologically driven approach seen on the HD consoles.
"It would not be smart for us to try to get in and compete with the Bejeweleds and Angry Birds of the world on the iPhone," Epic's Mike Capps told Gamasutra. "They're doing a great job. For me it's about, can we take the gaming experiences - not just Gears, but like Shadow Complex that we've done on other platforms, and bring that kind of quality to the mobile devices, and right now I feel like we can."
Capps also revealed that a UDK-style approach to licensing will be implemented, whereby Epic takes no money upfront but will ask for a percentage depending on sales, though vice president Mark Rein was quick to point out that multiple licensing models will be in place when the firm is ready to roll out the tools to developers.
The extent to which indie game-makers will take advantage of the platform remains to be seen. To match the level of visuals seen in the Epic Citadel demo will require not only paying Epic for the tech and Apple for the platform, but it's easy to see that much higher art budgets will be required adding further to the expense. That said, innovative uses of the technology may not require that level of investment, while bigger publishers could conceivably downscale some of their PC/PS3/Xbox 360 titles already running on the Epic middleware.
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Comments (53) Latest comment 1 year ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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What are the chances of that happening though?
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As a pure gaming device, all of Apple's models are too expensive, too limited and as a nice distraction, they're even greatly overpriced.
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It really isn't a problem at all - try NOVA or X2 Football, for example, and you'll find very playable twin-stick games and (unless you've got HUGE thumbs) you really don't lose much of the screen real estate.
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Edit: Spelling
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I love my iPhone and thought this demo was stunning, very very impressive graphics. I don't agree with you though that the controls are not a problem. I just cannot get on with the touch screen analogue sticks, I NEED physical feedback and I think most people would agree. The touchscreen controls are brilliant for some titles, the usual puzzle games and the like, plus the gyroscope on te iPhone 4 is impressive (but needs to be implemented a bit better in games like Nova cos you effectively need to stand up and spin around to look around in the game, which is cool, but not very practical). I just think that Apple really need to look at it and do something about it, like bring out their own controller add-on that the iPhone slips into, stick dual analogue sticks of the kind the 3DS has, some buttons and a couple of shoulder buttons, make it look attractive, and get developers to support it with certain games, combining with touch screen where appropriate. It would be compelling and a REAL challenge to the likes of the DS and PSP, since graphically iPhone is capable of very impressive graphics. The retina screen especially so.
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Hint: they are no pure gaming devices. And the iPhone games catalogue of late is a lot more interesting than the one of the two other contenders. Not to mention the games are so much cheaper that any comment on "overpriced" is ridiculously short-sighted and, frankly, a bit stupid.
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"Not to mention the games are so much cheaper that any comment on 'overpriced' is ridiculously short-sighted and, frankly, a bit stupid."
I agree, but I am wondering what will happen with pricing now that major players are entering this market, with games that look like this, and now that Apple is setting up a specialized marketplace to drive their sales. These certainly will not be 99 cents fare. Probably more like $15 or $20... who knows, maybe more.
This demo may mark the beginning of the end for the casual mobile game developer - a sector whose profitability had already largely dried up due to oversaturation. There will be a big shift in expectations.
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Allowing flash would let everyone with an iPhone to access all flash games on the internet ...for free
UE3 doesn't do that
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I would be interested to know how the iPhone 4 hardware measures up to the upcoming 3DS in terms of power. It seems to me like it might have eclipsed the hardware in that device already. Hopefully porting the Unreal Engine means we can expect some "proper" console ports like Mirror's Edge or Mass Effect on the iPhone now!
Regarding touch controls being a bit naff, I do agree they aren't perfect, some games work perfectly well and others can be problematic- usually where they're trying to replicate normal joypad controls instead of tailoring a game to the device. But I find the convenience of only carrying one device around with me instead of having to bring a DS/PSP as well more than makes up for it.
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UE3 running on a *mobile phone*
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Does anyone (except big publishers/developers, who already have everything they need) actually bother to license third-party technology for iPhone games?
But god, the demo looks fantastic! Like between Fable and Fable 2.
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Why Unity 3D is so popular, it's a one off payment of about a grand per developer. What's also cool about is that developers can code in C# rather than having to learn Objective-C.
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Adobe only just delivered "final" version of Flash 10.1 mobile at the end of June. However, it's looking more like Steve Jobs was right and the performance of Flash on mobiles is terrible.
Why do most people want Flash on mobile anyway? To watch video. So, here's Flash 10.1 video running on Google's Nexus One with Android 2.2 http://ne wteevee.com/2010/08/31/video-fl...
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My poor old iPod Touch is so out of date now.
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No, they are not pure gaming devices, but we're talking about gaming here, as this is a website about gaming. While it might be impressive what Epic's guys can show off on the devices - as well as id with the Rage demo - it's potential to make a good game out of that in the end is rather small, due to the limitations of the devices, that are:
- bad controls (while some games work better, others clearly don't - without proper sticks or control schemes, it just won't do it for me, and I'm not alone with that opinion)
- very short battery life
Those two limitations doom the i-devices to run games that telboy007 described fittingly as "nice distractions", hence the cheap prices of the games. People just won't pay more for those nice distractions (I don't want to start a discussion about digital distribution of games here - clearly that has an influence on the prices as well, but no nice package etc.). Having said that, you don't expect the prices for i-devices apps/games to not rise in the future, do you? If game creators have to buy licenses for the middleware, the costs will rise, the risk will rise -> prices will rise. As soon as you have to invest more manpower, time and money into developing a game that is not "a nice distraction" (I'm talking about a difference between AAA titles and Indie games here, and that refers only to the amount of money and work that goes into the development of a game, which not quite necessarily equals the actual quality of the game in the end), prices will rise for sure.
I don't know which kind of games you play, but I don't see where the iPhone games catalogue "of late" is any more interesting than that of either the DS or PSP, not to forget the KILLER back catalogue, especially that of the DS (if you'd include that of the GBA...come on, the iPhone/Pad catalogue pales into nothingness).
So imo gaming is so limited on i-devices, that from a certain point it makes no sense to me, because IF I play those kind of games on let's say the iPhone, I will quickly render its other functions useless, e.g. playing ESPGaluda while I am on the train, draining the battery very quickly, leaving me without a phone after a 1,5 hour trip, or forcing me to recharge. Not to mention that the controls just don't work that well.
And yes, almost every Apple (hardware) product is overpriced. (please note that I wrote ALMOST)
Anyways, feel free to insult me more. I got used to it since I started surfing the net over a decade ago.
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I can't believe the amount of carping and whining about this spectacular, remarkable demo, and the usual Apple haters trotting out their usual tired bollocks. "Overpriced"? How much is an iPod Touch - hell, even an iPhone 4 - and its 50 best games, compared to a PSP or a DS and their 50 best games? Right. Now for the love of God, once and for all, shut the fuck up. The only people with any grounds for complaining that Apple's machines are overpriced as gaming platforms are pirates.
When the iOS market was full of super-accessible, instant-play 2D arcade games everyone whined that it wasn't a "proper" games machine. Now it's running amazing-looking 3D stuff at a higher resolution than the fricking 360 and everyone's whining that maybe it might not be able to do weather effects as well.
As for battery life, the iPhone 4 lasts for over five and a half hours of gaming on a full battery, the same as my DS and PSP do. The iPod Touch does have crappy battery life (though it recharges much faster than the DS and PSP), but the new models have the iPhone 4's less-thirsty processor and should be significantly better.
And while we're here, shut up about the controls too. Sure, physical feedback would be a little nicer, but at the cost of doubling the size of the machine I'll live without it. As anyone who's played Espgaluda 2 or Dodonpachi Resurrection knows, the touch screen is so sensitive that you can get around with movements of a fraction of a millimetre - rolling your thumb slightly rather than having to actually move its position - so the only bit of screen you lose are two tiny bottom corners.
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Apple allow middleware if it's written in C, C++ or Objective C, and the Unreal engine is written in C++ They even allow in-game scripting languages (which would cover UnrealScript here) provided that users are not able to add their own scripts.
In practice, that'd mean that any Unreal Tournament type game released would not be able to support mods, except perhaps as paid DLC.
How many other music players can you find in the App Store?
Thousands. There's an entire category for them. Specifically Spotify doesn't break the 'duplicated functionality' app store license agreement because it's a streaming audio service, and iDevices don't ship with one of them included.
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No matter how often you say "shut up", and even if you use caps-lock all the time, it won't give your "arguments" more weight or make them any more relevant. I pointed out the weaknesses of the Apple devices and you just can't talk them away, no matter how much you want to. If that is whining to you, fine, be it that way. Nice comparison btw. between the "50 best iPhone" and "50 best DS/PSP" games. If you really think that the value you get out of those games (whatever those may be) can be compared, then the iPhone might really be the gaming device of your choice.
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Maybe it's me but I am fine virtual sticks, especially on iPad. iPhone is a little more of a challenge.
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Yeah, the DS has a nice back catalogue, and I bought a shitton of DS games in the first few years. Unfortunately, there hasn't been much in the last few years that interested me. As for the games I play - not really limited to specific genres, at least not on handhelds.
If you really think that the value you get out of those games (whatever those may be) can be compared, then the iPhone might really be the gaming device of your choice.
It's statements like this that makes it hard to take you seriously.
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Thinking slightly outside the box, however, add in a bit of story, some role playing and exploring and I can imagine quite a nice, relaxing diversion. Lovely visuals and atmosphere. I think many people who have never played a proper FPS would be astonished by this and completely lap it up. So in many ways, despite the guy from Epic saying they weren't going for the Bejewelled market, I can see potential for it being extremely appealing to those very people.
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This indicates that you really don't know what you are talking about.
I am cautious of turning this into a list fest but the very best games in the iPhone easily match the quality of the best on PSP and DS yet cost a fraction of the price. For me it's games such as Space Invaders: Infinity Gene, NOVA, Plants vs. Zombies, Broken Sword, Angry Birds, Rock Band, Osmos, X2 Football, Highborn, Warpgate, Sword vs Poker, Spider, Edge and Peggle that have impressed me with their executions and depth.
Plus there's a whole raft of great 'disposable' titles that a free/59p that offer a great blast for a couple of hours and then you move on. I don't see either Sony or Nintendo offering (serious) competition to that style of gaming.
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I am cautious of turning this into a list fest but the very best games in the iPhone easily match the quality of the best on PSP and DS yet cost a fraction of the price.
Exactly. Last time I had a similar discussion, it turned out the guy knew absolutely nothing of the games in question and thought iPhone gaming basically means fart simulators and DoodleJump. Now I don't know if that's the case for Praetorianer, but his comment sure was a strange one.
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@ Pac-man
I never said that the iPhone doesn't offer any good games. I am really not into sports games, so for me those don't add any value to the iPhone as gaming device. Broken Sword is an awesome game, but I played it years ago, as well as Beneath A Steel Sky. I even played them years ago on my first PDA with ScummVM again. Yes, they are that good. Rock Band, I play that with my friends on PS2, and I'd prefer that over the iPhone anytime. Like you said, you get a couple of hours of fun out of those games, and then you move on. But what about the deeper gaming experiences? Where are the great RPGs? Jump'n'runs? Metroidvania titles? The ones you put lots of hours into, that stay with you? And...most important: What about Mario Kart?
@UncleLou
I didn't mean to come across like an arrogant prick and there was no "I am superior with my gaming taste/device" intention in my statement, I just meant that if you really prefer the iPhone games and if the great ones really give you the same amount of fun and the same experience as the great DS/GBA/PSP titles, then of course the iPhone can be the gaming device of your choice. For me, it just doesn't do it...I don't get enough out of the games I played so far. As a nice distraction, yes maybe, but not as a "serious" (hopefully you know what I mean) gaming device.
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Er, you whined about battery life, and I acknowledged that the iTouch's was rubbish but was very likely to be improved on the new 4's, and pointed out that the iPhone 4 already lasts just as long as the DS or PSP. If you want an iPod twice the size so it can accommodate physical joysticks, feel free to lobby Apple for one.
Personally, I'm pissed off that the new-model Xbox 360 doesn't include a toaster, because I really like toast. But there's very little point in me pissing all over news stories about it complaining about the lack of toaster function, because I'd just sound like a wanker.
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Sigh. See above. The iPhone 4 has FIVE AND A HALF HOURS of battery power for gaming, and will go for several days on standby. So unless your commute to work is about four hours long and you work in a place with no electricity, you've got no problems.
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I'm joking!!!! SORRY!!!!
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The second works really quite well on the iPad, probably because of its larger screen. You could play a fast action FPS with it, although it wouldn't be great, but it would be fine for a Fallout 3 type game.
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However, I do agree that not all games need to have shooty-slashy combat. The game this reminded me of is Shadow of Memories, which may be a little obscure to most of you but it was a fantastic game with no combat. It was a mystery-puzzler, a great concept and one I am sad not more people have tried since.
And as said, the question remains over power consumption. But it's a beautiful tech demo, and I hope they do make something more from it. But I don't expect that quality when you need to have NPCs roaming around as well. Still, horses for courses.
Shadow of Memories. Surely that game deserves an iPhone port...
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Er, no it doesn't. Evil Citadel doesn't consume noticeably more battery power than any other game.
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