nintenho said:...with a silencer?
herr
when two guys are talking, at near distance (2-3 foot), and you kill one with the silencer, the other don't notice and remain talking
nintenho said:...with a silencer?
nintenho said:Also, how is Timesplitter's AI at all bad? In singleplayer, they never do anything stupid as far as I can remember (haven't played the game in a long time), and having a dozen bots in multiplayer with AI that actually scares you with how unforgiving it is is pretty impressive. In fact, I can't think of a single shooter with better multiplayer AI then Timesplitters.
nintenho said:No offense, but it doesn't seem like you play a lot of videogames if you think those things you mentioned are impressive. Pretty much any shooter has that, if you want to be blown away by a games AI, play Halo or Far Cry where the enemies provide cover fire while flanking and are pretty much omnipotent if you get caught trying to sneak up on them. Also, how is Timesplitter's AI at all bad? In singleplayer, they never do anything stupid as far as I can remember (haven't played the game in a long time), and having a dozen bots in multiplayer with AI that actually scares you with how unforgiving it is is pretty impressive. In fact, I can't think of a single shooter with better multiplayer AI then Timesplitters.
Scooby Dooby said:When I shoot a guy in the back of the head, and his buddy 10 feet away doesn't notice...that's BAD!
Griffith said:herr
when two guys are talking, at near distance (2-3 foot), and you kill one with the silencer, the other don't notice and remain talking
Nick Laslett said:There is a similar glaring flaw in "Black". When the enemies are performing their hit animations, they don't take any additional damage. You could pump 30 rounds into them and it has no effect. It is actually easier to play the game slowly with single shots rather than as intended because of this flaw. (Managed to get my post back on topic!)
wireframe said:Oh well, I'll probably end up buying this anyways. I think I am one of the few who actually liked Killzone (and I consider myself picky! lol) so maybe it won't be that bad.
So I don't think the AI in KZ is poor in comparision with them, when it works!
You won't find many engines that come close to what Burnout is capable of in terms of framerate and particle effects on PS2. It was a big headstart is all I know....rabidrabbit said:Aren't they both based on the Criterion "Renderware".
Which is not an engine per se, I believe, but more a developing environment, a "middleware".
So, maybe I should not say "based" but "done with".
Which would be like saying PES and Black are made with the same engine.
They might share some similar code for physics and particticles for example, but I think it's not as simple as Black being just a "mod" for Burnout
Or am I wrong here?
um...didn't the cars get damaged?!rabidrabbit said:I agree.
I never said these Criterion games aren't pushing the PS2 to limits unseen when it launched all those years ago.
Though it's the extravagant physics imitation and smooth sense of speed that steals the show in these games imo, more than particle effects (which I think especially Burnout is not the most particle effect heavy game on PS32, there's some dust, smoke and sparks... I don't remember much else, and these too in moderate quantities) or polygon and texture detail.
You can go fast with just 15fps too, but it's a rough ride
Well okay, I don't know crap either.rabidrabbit said:Yeah, but when is a particle not a particle any more but a polygon object.
Black, on the other hand looks like a particle king of PS2 land, even though I have only seen videos. Nothing can dethrone ZOE2 though, imo.
But really, let's stop this as this is pointless and I agree with you, ok.
...and I really know little, just guess
nintenho said:Actually, the Black engine is a modified Burnout engine. I have no idea how much though.
I think I heard that about 1/3 of all modern games use it.Nick Laslett said:Generally Criterion iterate the Renderware "middleware" suite with each title they develop in house.
The changes made whilst developing Burnout Revenge and Black will then be incorporated into the version of Renderware offered to 3rd Parties.
It was my understanding that even after EA brought Criterion, that they were still going to operate the middleware business. At the same time EA would also increase the use of Renderware for internal development.
Too many games to mention were developed using Renderware, not just GTA. I think back in 2002 they had something like 3 games in the Top 5 for US sales all developed in Renderware.