[Multiplat] Battlefield 3

I would love a FPS game with "lifelike" player movement and animation. But I think that would not make for a popular game.
GTA IV proved to be pretty popular :smile:

Although some people did complain about how hard the character feels and reaponses, but the Euphoria engine did show some very realistically looking animation (I don't remember really, but is there any other game with proper animation for characters walking/running up or down stairs?)
 
GTA IV proved to be pretty popular :smile:

Although some people did complain about how hard the character feels and reaponses, but the Euphoria engine did show some very realistically looking animation (I don't remember really, but is there any other game with proper animation for characters walking/running up or down stairs?)
All Metal Gear Solid games, the characters take each step individually but those are all canned animation. As far as procedural animation is concerned Uncharted and Tomb Raider Underworld comes to my mind.
 
Looks awesome. I wonder how closed off you are moving through that city, or if you could wander around? Nice to see a little bit of the destruction with bullets chipping concrete and the rocket at the end.
 
Hmm, looks great although the SSAO is really weird around the rocket launcher...lots of darkening that is obviously not correct. Also, what's up with the particles having no physics, they just fall right through the ground :???: Maybe that is a "console only" feature.
 
Hmm, looks great although the SSAO is really weird around the rocket launcher...lots of darkening that is obviously not correct.

Just an issue of you being on the floor, so presumably the z-difference isn't great enough that the AO wouldn't be calculated.
 
Just an issue of you being on the floor, so presumably the z-difference isn't great enough that the AO wouldn't be calculated.

Thanks for the explanation! I haven't noticed this with other AO systems (crysis, etc). Do they work differently or did I just miss something?
 
Thanks for the explanation! I haven't noticed this with other AO systems (crysis, etc). Do they work differently or did I just miss something?

It'll depend on when they perform the AO calculation along the rendering pipe. Usually the weapon is drawn last to avoid certain issues or to do things like invisibility, but there are other implications that can relate to performance (things rendered behind the gun, for example).
 
I wonder how closed off you are moving through that city, or if you could wander around?

Gameplay seems heavily scripted, I have a hard time imagining the player having complete freedom in dealing with that sniper. You'll pretty much have to proceed through the preset path of getting on top of the building, dodging the same shots, then firing the RPG at the same target.

On one hand it's the same kind of linear stuff that veterans of Deus Ex probably don't dig. On the other hand, there's like 14 million people in the US alone who really, really like it.
 
Guess I'm curious to see how big an explorable map can be, which we'll find out whenever they describe their 64 player maps. I'm also curious about vertical gameplay. How about a 30 storey building with capture points from top to bottom?
 
Multiplayer is a completely different issue, there you can rely on other humans to create meaningful interaction. For now, the most tempting alternative in single player is heavy scripting and pre-recorded dialogue.
 
also im wondering what DICE will offer in the MP and SP regarding the dynamic destruction.
will be kind of weird if in MP i can C4 the structure column of 30storey building and it collapse.

but then in SP due to scripting the building cant collapse, just the collump chipped a bit....
 
That teaser is about a tightly controlled setpiece, I wouldn't use it to judge how good the AI is in general or how dynamic the gameplay is going to be. But I don't think they'll give you too many options to find your own path through the level as far as shooting your own entrances/exits through buildings. I'm guessing you just have to switch cover a lot more.

Visually, it reminds me a lot of the last couple Ghost Recon games. I just really hope the lighting translates well to the console versions.
 
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