Ghost Recon 360: Mexican Trainyard

Brimstone

B3D Shockwave Rider
Veteran
Our mission is to retrieve Marquez, a scout who’s gone into hiding in a trainyard after being spotted by insurgents. Having disposed of some rag-tag opposition, we get to a rendezvous with an APC. It unloads the rest of the Ghosts – a team of three squaddies. Accompanying us are a rifleman, an anti-armour fella and a sniper – other types like grenadier will be introduced later. In this early version, our team-mates’ AI has yet to be perfected; they occasionally get stuck on buildings and fail to respond to enemy fire; but when they do respond, they move into cover and good firing positions and take enemies out very quickly.

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http://www.oxm.co.uk/articles/previews/strategy/ghost_recon_advanced_warfighter2
 
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Links to a couple of large screen shots.

http://www.oxm.co.uk/__data/assets/image/330827/GRAW_S_X360_SP_Pack8_CMYK_gameplay_02.jpg

http://www.oxm.co.uk/__data/assets/image/330826/GRAW_S_X360_SP_Pack8_CMYK_gameplay_05.jpg


Downloadable content will be focused on the multiplayer campaign, because, first off, it’s unique. It’s not like the single-player campaign with live players in place of the AI. “It’s in a new location with new environments and a continuing storyline,” explains Lacy. “The co-op campaign will be set up in chapters, with new chapters being available as downloadable content. We’ve also got matchmaking, stats and nationality-based ranking systems in there, taking full advantage of the Achievements and Creds systems. The various systems will also allow you to quickly find and play with the kind of players that match your styles – social, competitive, etc.”

Going to definately want a hard drive for GRAW and all the downloadable content. Just like Ghost Recon 1, this game will dominate LIVE 360 for quite some time, probably until Halo 3 comes along.
 
expletive said:
Cool i forgot all about this one!


Recently Red Storm hosted some journalists and fans to play an alpha multiplayer version of GRAW 360. The praise is very high and some intresting details have emerged such as 68 developers have dedicated all there work to just multiplayer.

Here are some quotes from the Ghostrecon.net forum.

People should be get ready to have their world rocked right over. There is no game in development right now that looks like this game. Forget every movie you have seen online of any title. It will drop your jaw. And the first time you start shooting at a guy in a MP game and he dives, yes dives, behind a car or a rock you are going to stop dead in your tracks. And GR1 fans prepare for that old familiar feeling...


The draw distances are huge, but some of the maps are intentionally cloistered to push you into close combat for MP. Other maps have vast terrain that screams sniper headshot.

Textures in many maps, such as the canyon walls were damn near photo realistic. Serellan loaded up a map and I was shaking my head at the detail and etching on the weapon. Including the manufacturer stamp. He also pointed out that because I bitched about the 468, it is in the game.

Some maps I was shown later have some great environmental effects. Not just sun flares everyone else is doing. But rather attention to everything. Rain and wind were remarkable. Once again the sound guys outdid themselves as the character moved in and out of cover and the rain shifted tone, intensity, clarity, etc. It is exactly what you would expect to hear if you were in that same location. Kudos guys.


This was one of those really neat graphic effects that was going on while playing. The area would get darker as the sun went behind clouds. You could actually look up and see the clouds drifting across the sky. The shadows on the ground coincided with the position of the sun (although I still think there is a small issue on rockycove with the shadows - they should always be parallel to each other, never at a 45 degree angle ). Visibility also was affected by sun position - brighter in the sunny areas and darker in the shadows.



Personally the MP stuff was awesome- the balancing of the maps is such that no one person can truely dominate the area unless they use and integrate with their team mates- patience and agression where needed are rewarded- the new lighting as the previous posts have stated is awesome and from a gaming standpoint add more realistic factors to the battle.

Immersion is a combination of realism, sound, intensity, visual stimulation have all these and you have it as real as it gets- GR:AW has all that and more.

http://www.ghostrecon.net/forums/index.php?showtopic=29072
 
DemoCoder said:
Finally, something that is starting to look a bit more than XBOX1.5ish.

I still dont think that there is any game that has been coded directly from the ground up for the Xenos yet...
 
blakjedi said:
I still dont think that there is any game that has been coded directly from the ground up for the Xenos yet...

I think that the first "from the ground" fps engine will be Wolfenstein360.
 
blakjedi said:
I still dont think that there is any game that has been coded directly from the ground up for the Xenos yet...

I was gonna say GOW, but that's on UE3 middleware... So we still have a long way to go before Xenos is pushed..
 
This looks very much like a level/map from the first Ghost Recon (PC). It also looks very nice with the "updated" graphics. I wonder how many people will freak out once they find out that you cannot jump in this game. heh (Or can you? I hope they didn't change that unless they put some serious thought into how to implement it.)
 
wireframe said:
This looks very much like a level/map from the first Ghost Recon (PC). It also looks very nice with the "updated" graphics. I wonder how many people will freak out once they find out that you cannot jump in this game. heh (Or can you? I hope they didn't change that unless they put some serious thought into how to implement it.)


i'd love a small, context sensitve, jump in Ghost Recon....


that's one thing that has always annoyed me - are they seriously trying to tell me that a special forces soldier can't get over a small log? or walk down a slight slop at the corner of a mound? the climb feature in GR2 was sketchy at best..... so a small jump like feature (and i mean small - a heavily laden soldier isn't going to be winning the long jump at the olympics anytime soon - would be great. either that or sort out the stupid things like small logs and short distances of higher gradients blocking your path.


But i digress - really looking forward to this game. I was hoping it would be out for launch, but i'm gload they delayed it if it makes the game better.
 
Is grain being added as a post-process to the FP view? Either way - looks very good.
 
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