dukmahsik said:i wonder if we can go into every house/building
I can answer that for you without knowing..no you can't.
dukmahsik said:i wonder if we can go into every house/building
3roxor said:I can answer that for you without knowing..no you can't.
mckmas8808 said:How do you know that?
3roxor said:?..I don't.
mckmas8808 said:I thought when you typed, "no you can't" you were answering his question on not being able to walk into every house. Must have read it wrong.
He doesn't...mckmas8808 said:Oh okay, so how do you know you can't go into all the buildings?
mckmas8808 said:Oh okay, so how do you know you can't go into all the buildings?
scooby_dooby said:common sense
mckmas8808 said:Who is it common sense? There will probably be some game in the future that will allow you to enter into every building on the 360 and/or PS3. Do you think worlds as big as GTA:SA or Rogue Galaxy could have been expected (without loading when going from one side of the map to the other) in the PSone days?
Three words: procedurally synthesized interiors.hughJ said:-Well, I think the fact that xbox360/ps3 is essentially "current gen" now (rather than next-gen), so expecting miracles like being able to go inside every single building, and having it fully rendered inside and out is kind of on par with expecting a stadium full of 60,000 fans - each with a unique model and texture (and having them as detailed as your football players.)
-Technical issues aside, the number of man-hours it would take to create all the art would either be at a detriment to the rest of the game, or it simply make it unfeasible to complete and ship.
-If such a feat were actually completed, it'd have taken so much time+effort that it'd be sure to be a key bullet point that the devs would be blabbering about it at every oppertunity.
In short: common sense.
The power of the Xbox 360 doesn't only allow us more detail on models, and weapons but it also gives us the opportunity to use over 1,500 different animations for character movements, which is about double of what is feasible on current-gen FPS games. This means the player can experience many new movements such as the dive, slide and cover positions in a very realistic and fluid manner.
he power of the Xbox 360 doesn't only allow us more detail on models, and weapons but it also gives us the opportunity to use over 1,500 different animations for character movements, which is about double of what is feasible on current-gen FPS games. This means the player can experience many new movements such as the dive, slide and cover positions in a very realistic and fluid manner.
czekon said:current gen means Pc too ?? or just ps2, xbox,GC???
After strategizing our way through the first several missions of the Xbox 360 version of Ghost Recon Advanced Warfighter, the third game in the series, it looks like Raleigh, North Carolina-based Red Storm has continued to refine the series' trademark tactical military gameplay while adding in the most explosive action the series has seen yet, not to mention a host of futuristic, high-tech toys and some of the nicest visuals we've seen on the 360 to date. (And if you don't believe us, why don't you watch some brand-new high-def gameplay movies for yourself?)
The core gameplay here isn't fundamentally different from that of the first game way back when, though the controls and third-person perspective will be most familiar to veterans of the second game on the Xbox (and its expansion, Summit Strike). Calm down, purists--you can still use first-person for maximum realism. Of course, you'll have a wide assortment of advanced assault rifles and antiarmor weaponry at your disposal, so you'll have access to various levels of zoom, grenade launchers, and other fun stuff depending on your loadout.
Sounds like you've got an unfair advantage against the bad guys, huh? Hardly. In fact, it seems like you'll need all this gear to achieve victory, considering we've run into severely capable artificial intelligence in a number of instances. We've noticed foes laying down suppressing fire on us, then falling back to more protected cover when the opportunity became available. In another particularly notable instance, we attempted to run from behind a wall and across a gap to take cover behind a parked car. Using the slide maneuver we managed to make it to this ostensibly safe position, but no sooner had we crouched down by the passenger door than the enemy across the street took us out with a headshot right through the car's window. That was a humbling experience, to say the least.