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'''''Project Milo''''' (also referred to as '''''Milo and Kate''''') was a project in development by [[Lionhead Studios]] for the [[Xbox 360]] video game console. Formerly a secretive project under the early code name "Dimitri",<ref name="Kikizo 2008-09-10">{{cite web|url=http://archive.videogamesdaily.com/features/peter-molyneux-interview-sep08-p4.asp |title=Video Games Daily &#124; Peter Molyneux Interview Sept 2008 (Page 4) |publisher=Archive.videogamesdaily.com |accessdate=30 June 2010}}</ref> ''Project Milo'' was unveiled at the [[E3 2009|2009]] [[Electronic Entertainment Expo]] (E3) in a demonstration for [[Kinect]], as a "controller-free" entertainment initiative for the Xbox 360 based on depth-sensing and pattern recognition technologies.<ref name="euro">{{cite web|author=Ellie Gibson |url=http://www.eurogamer.net/articles/e3-project-natals-molyneux-and-milo-interview |title=E3: Molyneux and Milo Xbox 360 Interview – Page 1 |publisher=Eurogamer.net |date=2 June 2009 |accessdate=30 June 2010}}</ref> The project was a [[tech demo]] to showcase the capabilities of Kinect and was not released due to [[Microsoft]] intervention.<ref name="GM">{{cite web|url=http://www.gamersmint.com/microsoft-shows-off-future-graphic-tech-for-xbox-360 |title=Microsoft shows off future graphic tech for Xbox 360 game console. |publisher=gamersmint.com |accessdate=18 March 2011}}</ref>
'''''Project Milo''''' (also referred to as '''''Milo and Kate''''') was a project in development by [[Lionhead Studios]] for the [[Xbox 360]] video game console. Formerly a secretive project under the early codename "Dimitri",<ref name="Kikizo 2008-09-10">{{cite web |url=http://archive.videogamesdaily.com/features/peter-molyneux-interview-sep08-p4.asp |title=Video Games Daily &#124; Peter Molyneux Interview Sept 2008 (Page 4) |publisher=Archive.videogamesdaily.com |accessdate=30 June 2010 |archive-date=1 February 2010 |archive-url=https://web.archive.org/web/20100201233210/http://archive.videogamesdaily.com/features/peter-molyneux-interview-sep08-p4.asp |url-status=live }}</ref> ''Project Milo'' was unveiled at the [[E3 2009|2009]] [[Electronic Entertainment Expo]] (E3) in a demonstration for [[Kinect]], as a "controller-free" entertainment initiative for the Xbox 360 based on depth-sensing and pattern recognition technologies.<ref name="euro">{{cite web|author=Ellie Gibson |url=http://www.eurogamer.net/articles/e3-project-natals-molyneux-and-milo-interview |title=E3: Molyneux and Milo Xbox 360 Interview – Page 1 |publisher=Eurogamer.net |date=2 June 2009 |accessdate=30 June 2010}}</ref> The project was a [[tech demo]] to showcase the capabilities of Kinect and was not released,<ref name="GM">{{cite web |url=http://www.gamersmint.com/microsoft-shows-off-future-graphic-tech-for-xbox-360 |title=Microsoft shows off future graphic tech for Xbox 360 |publisher=gamersmint.com |accessdate=18 March 2011 |archive-date=24 March 2011 |archive-url=https://web.archive.org/web/20110324083404/http://www.gamersmint.com/microsoft-shows-off-future-graphic-tech-for-xbox-360 |url-status=live }}</ref> despite conflicting reports that the project was an actual game.


==Development==
==Development==
The project began as work on an "emotional AI ([[game artificial intelligence|artificial intelligence]])" after Lionhead had finished work on ''[[Black & White (video game)|Black & White]]'' in 2001.<ref name="euro" /> The project was code named Dimitri, after the godson of Lionhead creative director [[Peter Molyneux]].<ref name="Kikizo 2006-10-05">{{cite web|url=http://archive.videogamesdaily.com/news/200610/015.asp |title=Exclusive: Molyneux on Dimitri, Fable 2 |publisher=Archive.videogamesdaily.com |accessdate=30 June 2010}}</ref> Details revealed about the project led some to speculate that "Dimitri" had become ''[[Fable II]]'',<ref name="CVG 2005-04-06">{{cite web|url=http://www.computerandvideogames.com/article.php?id=117011 |title=Exclusive: Molyneux on Dimitri, Fable 2 |publisher=Computerandvideogames.com |date=6 April 2005 |accessdate=30 June 2010}}</ref> but a 2006 interview with Molyneux confirmed that the projects were separate.<ref name="Kikizo 2006-10-05" /> For several years the development of Dimitri remained "experimental",<ref>{{cite web|url=http://www.gamersglobal.com/news/647 |title=Peter Molyneux' Next Game based on Dimitri and a Discovery |publisher=GamersGlobal |date=7 March 2008 |accessdate=30 June 2010}}</ref> resulting in scarce news updates during this phase of development. In later interviews, Molyneux began to refer to the project as "Project X".<ref name="Kikizo 2008-09-10" />
The project began as work on an "emotional AI ([[game artificial intelligence|artificial intelligence]])" after Lionhead had finished work on ''[[Black & White (video game)|Black & White]]'' in 2001.<ref name="euro" /> The project was code named Dimitri, after the godson of Lionhead creative director [[Peter Molyneux]].<ref name="Kikizo 2006-10-05">{{cite web |url=http://archive.videogamesdaily.com/news/200610/015.asp |title=Exclusive: Molyneux on Dimitri, Fable 2 |publisher=Archive.videogamesdaily.com |accessdate=30 June 2010 |archive-date=28 May 2010 |archive-url=https://web.archive.org/web/20100528114349/http://archive.videogamesdaily.com/news/200610/015.asp |url-status=live }}</ref> Details revealed about the project led some to speculate that "Dimitri" had become ''[[Fable II]]'',<ref name="CVG 2005-04-06">{{cite web |url=http://www.computerandvideogames.com/article.php?id=117011 |title=Exclusive: Molyneux on Dimitri, Fable 2 |publisher=Computerandvideogames.com |date=6 April 2005 |accessdate=30 June 2010 |archive-date=15 May 2010 |archive-url=https://web.archive.org/web/20100515111945/http://www.computerandvideogames.com/article.php?id=117011 |url-status=live }}</ref> but a 2006 interview with Molyneux confirmed that the projects were separate.<ref name="Kikizo 2006-10-05" /> For several years the development of Dimitri remained "experimental",<ref>{{cite web |url=http://www.gamersglobal.com/news/647 |title=Peter Molyneux' Next Game based on Dimitri and a Discovery |publisher=GamersGlobal |date=7 March 2008 |accessdate=30 June 2010 |archive-date=2 December 2010 |archive-url=https://web.archive.org/web/20101202152413/http://www.gamersglobal.com/news/647 |url-status=live }}</ref> resulting in scarce news updates during this phase of development. In later interviews, Molyneux began to refer to the project as "Project X".<ref name="Kikizo 2008-09-10" />


During their press briefing at the [[Electronic Entertainment Expo]] in [[E3 2009|June 2009]], Lionhead's parent company Microsoft unveiled Kinect, then known as Project Natal, during which it featured a presentation clip from Molyneux demonstrating a woman naturally interacting with a virtual character, referred to as "Milo." In an interview with [[Eurogamer]] after the press conference, Molyneux confirmed that the demonstration was of the previously-known "Dimitri," and would be a game developed around Kinect, titled ''Milo and Kate''. In the game, players would interact with a 10-year-old child (Milo or Millie, selected at the start) and a dog named Kate, playing through a story. According to Molyneux, work on the Kinect-specific elements started in December 2008.<ref name="euro" /> The game would also feature an in-game store, for purchasing items to enhance gameplay.
During their press briefing at the [[Electronic Entertainment Expo]] in [[E3 2009|June 2009]], Lionhead's parent company Microsoft unveiled Kinect, then known as Project Natal, during which it featured a presentation clip from Molyneux demonstrating a woman naturally interacting with a virtual character, referred to as "Milo." In an interview with [[Eurogamer]] after the press conference, Molyneux confirmed that the demonstration was of the previously-known "Dimitri," and would be a game developed around Kinect, titled ''Milo and Kate''. In the game, players would interact with a 10-year-old child (Milo or Millie, selected at the start) and a dog named Kate, playing through a story. According to Molyneux, work on the Kinect-specific elements started in December 2008.<ref name="euro" /> The game would also feature an in-game store, for purchasing items to enhance gameplay.


''Milo'' had an AI structure that responded to human interactions, such as spoken word, gestures, or predefined actions in dynamic situations. The game relied on a [[procedural generation]] system which was constantly updating a built-in "dictionary" that was capable of matching key words in conversations with inherent voice-acting clips to simulate lifelike conversations. Molyneux claimed that the technology for the game was developed while working on ''[[Fable (2004 video game)|Fable]]'' and ''Black & White''.<ref>{{cite magazine|first=Chris |last=Baker |title= Peter Molyneux: My Next Game a 'Significant Scientific Achievement' |url=https://www.wired.com/gamelife/2008/05/molyneux-my-nex/ |magazine=Wired |publisher=Wired Network |accessdate=28 October 2009 |date=16 May 2008}}</ref>
''Milo'' had an AI structure that responded to human interactions, such as spoken word, gestures, or predefined actions in dynamic situations. The game relied on a [[procedural generation]] system which was constantly updating a built-in "dictionary" that was capable of matching key words in conversations with inherent voice-acting clips to simulate lifelike conversations. Molyneux claimed that the technology for the game was developed while working on ''[[Fable (2004 video game)|Fable]]'' and ''Black & White''.<ref>{{cite magazine |first=Chris |last=Baker |title=Peter Molyneux: My Next Game a 'Significant Scientific Achievement' |url=https://www.wired.com/gamelife/2008/05/molyneux-my-nex/ |magazine=Wired |publisher=Wired Network |accessdate=28 October 2009 |date=16 May 2008 |archive-date=22 September 2009 |archive-url=https://web.archive.org/web/20090922093730/http://www.wired.com/gamelife/2008/05/molyneux-my-nex |url-status=live }}</ref>


However, the game was not present at Microsoft's E3 press briefing [[E3 2010|the following year]]. Further confusion arose later in the month with a statement by Microsoft's Aaron Greenberg stating that the game was not a product they were planning to bring to market, but was more of an internal tech demo.<ref>{{cite web |first = David |last = Wildgoose |title = Lionhead's "Project Milo" Probably Won't Be Released |url = http://www.kotaku.com.au/2010/06/lionheads-project-milo-probably-wont-be-released/ |work = [[Kotaku]] |date = 29 June 2010 |accessdate =12 January 2011 |archiveurl = https://web.archive.org/web/20100703053643/http://www.kotaku.com.au/2010/06/lionheads-project-milo-probably-wont-be-released/ |url-status = live |archivedate = 3 July 2010 }}</ref> This was later refuted by Molyneux who stated that he would reveal a more advanced version of ''Milo'' during his TEDGlobal talk in Oxford in July 2010. Molyneux went on to hint at difficulties in getting Microsoft to see Milo as a full game. Molyneux said "The biggest challenge for us is convincing people (Microsoft) what we're doing is actually going to work, is going to reach a new audience, is going to be an idea that people love."<ref>{{cite web|author=Wesley Yin-Poole |url=http://www.eurogamer.net/articles/molyneux-responds-to-milo-release-fuss |title=Molyneux responds to Milo release fuss Xbox 360 News – Page 1 |publisher=Eurogamer.net |date=30 June 2010 |accessdate=30 October 2010}}</ref> At the [[TED (conference)|TED]] conference in Oxford in July 2010, more footage was shown. Players could make crucial decisions in Milo's life, or smaller ones such as squashing a snail or not. During the conference it was shown that Milo could be taught how to skip stones. The demonstration also indicated that users were only able to talk to Milo when a red microphone image appeared on the screen.<ref>{{cite web|url=http://www.ted.com/talks/peter_molyneux_demos_milo_the_virtual_boy.html |title=Peter Molyneux demos Milo, the virtual boy &#124; Video on |publisher=Ted.com |accessdate=30 October 2010}}</ref>
However, the game was not present at Microsoft's E3 press briefing [[E3 2010|the following year]]. Further confusion arose later in the month with a statement by Microsoft's Aaron Greenberg stating that the game was not a product they were planning to bring to market, but was more of an internal tech demo.<ref>{{cite web |first = David |last = Wildgoose |title = Lionhead's "Project Milo" Probably Won't Be Released |url = http://www.kotaku.com.au/2010/06/lionheads-project-milo-probably-wont-be-released/ |work = [[Kotaku]] |date = 29 June 2010 |access-date =12 January 2011 |archive-url = https://web.archive.org/web/20100703053643/http://www.kotaku.com.au/2010/06/lionheads-project-milo-probably-wont-be-released/ |url-status = dead |archive-date = 3 July 2010 }}</ref> This was later refuted by Molyneux who stated that he would reveal a more advanced version of ''Milo'' during his [[TEDGlobal]] talk in Oxford in July 2010. Molyneux went on to hint at difficulties in getting Microsoft to see Milo as a full game. Molyneux said "The biggest challenge for us is convincing people (Microsoft) what we're doing is actually going to work, is going to reach a new audience, is going to be an idea that people love."<ref>{{cite web |author=Wesley Yin-Poole |url=http://www.eurogamer.net/articles/molyneux-responds-to-milo-release-fuss |title=Molyneux responds to Milo release fuss Xbox 360 News – Page 1 |publisher=Eurogamer.net |date=30 June 2010 |accessdate=30 October 2010 |archive-date=4 August 2010 |archive-url=https://web.archive.org/web/20100804023526/http://www.eurogamer.net/articles/molyneux-responds-to-milo-release-fuss |url-status=live }}</ref> At the [[TED (conference)|TED]] conference in Oxford in July 2010, more footage was shown. Players could make crucial decisions in Milo's life, or smaller ones such as squashing a snail or not. During the conference it was shown that Milo could be taught how to skip stones. The demonstration also indicated that users were only able to talk to Milo when a red microphone image appeared on the screen.<ref>{{cite web |url=http://www.ted.com/talks/peter_molyneux_demos_milo_the_virtual_boy.html |title=Peter Molyneux demos Milo, the virtual boy &#124; Video on |publisher=Ted.com |accessdate=30 October 2010 |archive-date=19 September 2010 |archive-url=https://web.archive.org/web/20100919112350/http://www.ted.com/talks/peter_molyneux_demos_milo_the_virtual_boy.html |url-status=live }}</ref>


In September 2010, Eurogamer ran a story, citing an unnamed source, stating that work on Milo had been halted, and that the Milo tech would be used in a "Fable themed Kinect game".<ref>{{cite web|author=Wesley Yin-Poole |url=http://www.eurogamer.net/articles/2010-09-23-rumour-project-milo-cancelled |title=Rumour: Project Milo cancelled Xbox 360 News – Page 1 |publisher=Eurogamer.net |date=23 September 2010 |accessdate=30 October 2010}}</ref> This story was seemingly backed up by Microsoft's [[Alex Kipman]] in a November 2010 interview with [[Gamesindustry.biz]], declaring that ''Project Milo'' "was never a product" and "was never announced as a game".<ref>{{cite web|last=Yin |first=Wesley |url=http://www.eurogamer.net/articles/2010-11-04-milo-was-never-a-product-microsoft |title=Milo "was never a product" – Microsoft • |publisher=Eurogamer.net |date=4 November 2010 |accessdate=25 July 2012}}</ref> However, an interview with the drama director of the game was released in March. It showed part of the creation process that he had to go through and some brief sections of gameplay. Completion of the project was also hinted in the interview.<ref>{{cite web|url=http://www.lazygamer.net/xbox-360/milo-and-kate-behind-the-scenes-motion-capture/ |title=Milo and Kate behind the scenes: motion-capture &#124; Lazygamer .:: Console and PC Gaming News ::. &#124; General News |date=March 2011 |publisher=Lazygamer . |accessdate=25 July 2012}}</ref>
In September 2010, Eurogamer ran a story, citing an unnamed source, stating that work on Milo had been halted, and that the Milo tech would be used in a "Fable themed Kinect game".<ref>{{cite web|author=Wesley Yin-Poole |url=http://www.eurogamer.net/articles/2010-09-23-rumour-project-milo-cancelled |title=Rumour: Project Milo cancelled Xbox 360 News – Page 1 |publisher=Eurogamer.net |date=23 September 2010 |accessdate=30 October 2010}}</ref> This story was seemingly backed up by Microsoft's [[Alex Kipman]] in a November 2010 interview with [[Gamesindustry.biz]], declaring that ''Project Milo'' "was never a product" and "was never announced as a game".<ref>{{cite web |last=Yin |first=Wesley |url=http://www.eurogamer.net/articles/2010-11-04-milo-was-never-a-product-microsoft |title=Milo "was never a product" – Microsoft • |publisher=Eurogamer.net |date=4 November 2010 |accessdate=25 July 2012 |archive-date=6 October 2012 |archive-url=https://web.archive.org/web/20121006105400/http://www.eurogamer.net/articles/2010-11-04-milo-was-never-a-product-microsoft |url-status=live }}</ref> However, an interview with the drama director of the game was released in March. It showed part of the creation process that he had to go through and some brief sections of gameplay. Completion of the project was also hinted in the interview.<ref>{{cite web |url=http://www.lazygamer.net/xbox-360/milo-and-kate-behind-the-scenes-motion-capture/ |title=Milo and Kate behind the scenes: motion-capture &#124; Lazygamer .:: Console and PC Gaming News ::. &#124; General News |date=March 2011 |publisher=Lazygamer . |accessdate=25 July 2012 |archive-date=17 August 2011 |archive-url=https://web.archive.org/web/20110817023546/http://www.lazygamer.net/xbox-360/milo-and-kate-behind-the-scenes-motion-capture/ |url-status=live }}</ref>


At the 2011 [[Game Developer's Conference]], Lionhead lead programmer Ben Sugden showcased<ref>{{Cite web |last=Sugden |first=Ben |last2=Michal |first2=Iwanicki |title=Mega Meshes<br>Modeling, rendering and lighting a world made of 100 billon polygons |url=http://miciwan.com/GDC2011/GDC2011_Mega_Meshes.pdf |website=miciwan.com}}</ref> a new graphics technology used in ''Project Milo'' for upcoming Xbox 360 titles.<ref name="GM" /> At [[E3 2011]], ''[[Fable: The Journey]]'' was announced, which includes elements from ''Milo'', including voice and emotion recognition. In a May 2012 interview with Eurogamer, Lionhead creative director Gary Carr confirmed that a number of Kinect features from ''Project Milo'' had been implemented in ''[[Fable: The Journey]]''.<ref>{{cite web|last=Welsh |first=Oli |url=http://www.eurogamer.net/articles/2012-05-29-lionheads-seated-kinect-tech-to-be-made-available-to-all-developers |title=Lionhead's seated Kinect tech to be made available to all developers • News • Xbox 360 • |publisher=Eurogamer.net |date=29 May 2012 |accessdate=25 July 2012}}</ref>
At the 2011 [[Game Developer's Conference]], Lionhead lead programmer Ben Sugden showcased<ref>{{Cite web |last=Sugden |first=Ben |last2=Michal |first2=Iwanicki |title=Mega Meshes<br>Modeling, rendering and lighting a world made of 100 billon polygons |url=http://miciwan.com/GDC2011/GDC2011_Mega_Meshes.pdf |website=miciwan.com |access-date=23 March 2011 |archive-date=9 April 2011 |archive-url=https://web.archive.org/web/20110409103415/http://miciwan.com/GDC2011/GDC2011_Mega_Meshes.pdf |url-status=live }}</ref> a new graphics technology used in ''Project Milo'' for upcoming Xbox 360 titles.<ref name="GM" /> At [[E3 2011]], ''[[Fable: The Journey]]'' was announced, which includes elements from ''Milo'', including voice and emotion recognition. In a May 2012 interview with Eurogamer, Lionhead creative director Gary Carr confirmed that a number of Kinect features from ''Project Milo'' had been implemented in ''[[Fable: The Journey]]''.<ref>{{cite web |last=Welsh |first=Oli |url=http://www.eurogamer.net/articles/2012-05-29-lionheads-seated-kinect-tech-to-be-made-available-to-all-developers |title=Lionhead's seated Kinect tech to be made available to all developers • News • Xbox 360 • |publisher=Eurogamer.net |date=29 May 2012 |accessdate=25 July 2012 |archive-date=2 July 2012 |archive-url=https://web.archive.org/web/20120702020013/http://www.eurogamer.net/articles/2012-05-29-lionheads-seated-kinect-tech-to-be-made-available-to-all-developers |url-status=live }}</ref>


==References==
==References==

Latest revision as of 18:32, 12 November 2024

Project Milo
Demonstration of human interaction with Milo
Developer(s)Lionhead Studios
Publisher(s)Microsoft Studios
Producer(s)
  • Gary Carr
  • Geoff Smith
  • Jemma Harris
Designer(s)Peter Molyneux
Platform(s)Xbox 360

Project Milo (also referred to as Milo and Kate) was a project in development by Lionhead Studios for the Xbox 360 video game console. Formerly a secretive project under the early codename "Dimitri",[1] Project Milo was unveiled at the 2009 Electronic Entertainment Expo (E3) in a demonstration for Kinect, as a "controller-free" entertainment initiative for the Xbox 360 based on depth-sensing and pattern recognition technologies.[2] The project was a tech demo to showcase the capabilities of Kinect and was not released,[3] despite conflicting reports that the project was an actual game.

Development

[edit]

The project began as work on an "emotional AI (artificial intelligence)" after Lionhead had finished work on Black & White in 2001.[2] The project was code named Dimitri, after the godson of Lionhead creative director Peter Molyneux.[4] Details revealed about the project led some to speculate that "Dimitri" had become Fable II,[5] but a 2006 interview with Molyneux confirmed that the projects were separate.[4] For several years the development of Dimitri remained "experimental",[6] resulting in scarce news updates during this phase of development. In later interviews, Molyneux began to refer to the project as "Project X".[1]

During their press briefing at the Electronic Entertainment Expo in June 2009, Lionhead's parent company Microsoft unveiled Kinect, then known as Project Natal, during which it featured a presentation clip from Molyneux demonstrating a woman naturally interacting with a virtual character, referred to as "Milo." In an interview with Eurogamer after the press conference, Molyneux confirmed that the demonstration was of the previously-known "Dimitri," and would be a game developed around Kinect, titled Milo and Kate. In the game, players would interact with a 10-year-old child (Milo or Millie, selected at the start) and a dog named Kate, playing through a story. According to Molyneux, work on the Kinect-specific elements started in December 2008.[2] The game would also feature an in-game store, for purchasing items to enhance gameplay.

Milo had an AI structure that responded to human interactions, such as spoken word, gestures, or predefined actions in dynamic situations. The game relied on a procedural generation system which was constantly updating a built-in "dictionary" that was capable of matching key words in conversations with inherent voice-acting clips to simulate lifelike conversations. Molyneux claimed that the technology for the game was developed while working on Fable and Black & White.[7]

However, the game was not present at Microsoft's E3 press briefing the following year. Further confusion arose later in the month with a statement by Microsoft's Aaron Greenberg stating that the game was not a product they were planning to bring to market, but was more of an internal tech demo.[8] This was later refuted by Molyneux who stated that he would reveal a more advanced version of Milo during his TEDGlobal talk in Oxford in July 2010. Molyneux went on to hint at difficulties in getting Microsoft to see Milo as a full game. Molyneux said "The biggest challenge for us is convincing people (Microsoft) what we're doing is actually going to work, is going to reach a new audience, is going to be an idea that people love."[9] At the TED conference in Oxford in July 2010, more footage was shown. Players could make crucial decisions in Milo's life, or smaller ones such as squashing a snail or not. During the conference it was shown that Milo could be taught how to skip stones. The demonstration also indicated that users were only able to talk to Milo when a red microphone image appeared on the screen.[10]

In September 2010, Eurogamer ran a story, citing an unnamed source, stating that work on Milo had been halted, and that the Milo tech would be used in a "Fable themed Kinect game".[11] This story was seemingly backed up by Microsoft's Alex Kipman in a November 2010 interview with Gamesindustry.biz, declaring that Project Milo "was never a product" and "was never announced as a game".[12] However, an interview with the drama director of the game was released in March. It showed part of the creation process that he had to go through and some brief sections of gameplay. Completion of the project was also hinted in the interview.[13]

At the 2011 Game Developer's Conference, Lionhead lead programmer Ben Sugden showcased[14] a new graphics technology used in Project Milo for upcoming Xbox 360 titles.[3] At E3 2011, Fable: The Journey was announced, which includes elements from Milo, including voice and emotion recognition. In a May 2012 interview with Eurogamer, Lionhead creative director Gary Carr confirmed that a number of Kinect features from Project Milo had been implemented in Fable: The Journey.[15]

References

[edit]
  1. ^ a b "Video Games Daily | Peter Molyneux Interview Sept 2008 (Page 4)". Archive.videogamesdaily.com. Archived from the original on 1 February 2010. Retrieved 30 June 2010.
  2. ^ a b c Ellie Gibson (2 June 2009). "E3: Molyneux and Milo Xbox 360 Interview – Page 1". Eurogamer.net. Retrieved 30 June 2010.
  3. ^ a b "Microsoft shows off future graphic tech for Xbox 360". gamersmint.com. Archived from the original on 24 March 2011. Retrieved 18 March 2011.
  4. ^ a b "Exclusive: Molyneux on Dimitri, Fable 2". Archive.videogamesdaily.com. Archived from the original on 28 May 2010. Retrieved 30 June 2010.
  5. ^ "Exclusive: Molyneux on Dimitri, Fable 2". Computerandvideogames.com. 6 April 2005. Archived from the original on 15 May 2010. Retrieved 30 June 2010.
  6. ^ "Peter Molyneux' Next Game based on Dimitri and a Discovery". GamersGlobal. 7 March 2008. Archived from the original on 2 December 2010. Retrieved 30 June 2010.
  7. ^ Baker, Chris (16 May 2008). "Peter Molyneux: My Next Game a 'Significant Scientific Achievement'". Wired. Wired Network. Archived from the original on 22 September 2009. Retrieved 28 October 2009.
  8. ^ Wildgoose, David (29 June 2010). "Lionhead's "Project Milo" Probably Won't Be Released". Kotaku. Archived from the original on 3 July 2010. Retrieved 12 January 2011.
  9. ^ Wesley Yin-Poole (30 June 2010). "Molyneux responds to Milo release fuss Xbox 360 News – Page 1". Eurogamer.net. Archived from the original on 4 August 2010. Retrieved 30 October 2010.
  10. ^ "Peter Molyneux demos Milo, the virtual boy | Video on". Ted.com. Archived from the original on 19 September 2010. Retrieved 30 October 2010.
  11. ^ Wesley Yin-Poole (23 September 2010). "Rumour: Project Milo cancelled Xbox 360 News – Page 1". Eurogamer.net. Retrieved 30 October 2010.
  12. ^ Yin, Wesley (4 November 2010). "Milo "was never a product" – Microsoft •". Eurogamer.net. Archived from the original on 6 October 2012. Retrieved 25 July 2012.
  13. ^ "Milo and Kate behind the scenes: motion-capture | Lazygamer .:: Console and PC Gaming News ::. | General News". Lazygamer . March 2011. Archived from the original on 17 August 2011. Retrieved 25 July 2012.
  14. ^ Sugden, Ben; Michal, Iwanicki. "Mega Meshes
    Modeling, rendering and lighting a world made of 100 billon polygons"
    (PDF). miciwan.com. Archived (PDF) from the original on 9 April 2011. Retrieved 23 March 2011.
  15. ^ Welsh, Oli (29 May 2012). "Lionhead's seated Kinect tech to be made available to all developers • News • Xbox 360 •". Eurogamer.net. Archived from the original on 2 July 2012. Retrieved 25 July 2012.
[edit]