Deus Ex 2 screenshots... whats so great about them? - by Dark Angel
EvillBill on 24/5/2002 at 22:23
Its an early ALPHA built, I'm sure !
Hey Deus Ex 2 still have 1 year of developing, I think :angel:
Kaleid on 25/5/2002 at 10:19
There are new screenshots at the official webpage, they are a huge improvement over the previous screenshots :thumb:
Check them out here:
(
www.deusex2.com)
Amorpheus on 25/5/2002 at 16:55
Indeed. Can I have a W00t! ? :cheeky:
Scarlett on 25/5/2002 at 17:16
Yeah, they are.... the new ones actually have atmosphere!
Some of the shadows are still sharp like they were though, but they have depth now, so thats good. i'd rather everything just be pre-calculated, being non-dynamic, though looking realistic (as they do in Thief) than for them to turn out so sharp and fake looking. Though since they play a role in gameplay then i guess they're nessesary. i hope there's at least an option to improve the shadow quality when its complete if it isn't already so.... though you'd think by now we'd have the tech to handle nice, dynamic shadow casting.
Nocturne is the only game i've seen that did the shadows the way i'd like to see them, then Nocturne II was being worked on which was even better because it wasn't fixed camera anymore..... now Noctune II being "Blood Rayne" in essence now, doesn't have that nice lighting anymore it would seem...
You know, i bet with a 2ghz processor the Dark engine could compute the lighting for every frame and still get 20-30 fps... too bad we don't have the source code to test that out, heh.
Oh and Chris, why are the textures compressed like that if they end up looking so horrible?
Edit: Words come out wrong sometimes..
X on 25/5/2002 at 20:42
The shots on the offical site look excellent. I don't believe that the graphical quality, high as it is, will cause hindrance to the gameplay, it didn't in the original.
Pipe Smoke on 26/5/2002 at 07:32
I think all the shots we've seen look magnificent, even the earlier ones.
Nethawk on 26/5/2002 at 18:31
And hey - let's not overlook the fact that they've implemented a new button for a trailer! AAAARGH! End the torture!:thumb:
oRGy on 27/5/2002 at 10:33
Quote:
Originally posted by Dark Angel
Then there's the notorious texture over-smoothing from Unreal's render which you see in every Unreal game.. *sigh* i thought they would have fixed that by now :nono:
HA HA YU0 = TEH POO!!!!11
The ISA team have actually stated that they have written a new renderer for the Unreal Warfare (so as to make use of real time shadows and normal mapping), so you have just shown that you are talking pure shite, yu0 teh lose lol. People see what they want to see, evidently.
Oh yeah chris was referring to the the pictures themselves that were jpg'd to hell, not the textures (UW uses fancy DXT texture compression).
(Though I think some work still needs to be done on the textures; some of the interior ones even on the new shots look very flat/bland.)
Oh yes, and an ISA dev called DrLoomis13 posted this on a VE3D message board:
Quote:
here's the deal:
dx1 was too long and had too much unused space. also, the narrative arc totally bogged down after a while. by the end of hong kong, you pretty much know what's up with the conspiracy and all that, but you have to go to paris and vandenberg and the ocean lab to do missions that had great gameplay but also didnt really move the story along at all.
plus, dx2 can be as long or short as you make it. it will take about 20 hours to play through the game if you just do all of the primary objectives and run through the whole thing quickly.
on the other hand, if you take advantage of the NUMEROUS side-quests and spend time exploring the spaces, you'll get a MUCH longer game. it's up to you.
add that to the fact that the story will dynamically react to your actions (unlike the first game, where lots of players wanted to stick with UNATCO after finding out that paul was with the NSF....unfortunately, the game did not support that) and consider that we're including way three times as many biomods as the first game (read: more character customization and replayability with different characters) and you guys have nothing to worry about.
also, maps are not smaller than in dx1, and even if they were it wouldnt be b/c of the xbox. anyone who saw our demo at e3 (which was running the EXACT same content on both the xbox and the pc) knows that we can put a LOT of stuff in a dx2 map.
quotes can be read many different ways, and often quotes are mere paraphrases that totally misrepresent what was actually said.
and we are certainly not dumbing the game down for the consoles. if anything, we're trying to set a new standard of just how amazing a console game can be.
one more thing....i just read in an e3 writeup that:
"DX2: Invisible War is coming to the PC, Xbox and PlayStation 2 in November 2002."
that's not true. dx2 will be coming out in 2003, and the decision of what consoles to ship on is still being determined. the pc and xbox versions are certain, but other consoles are still up in the air. our official line (which i spouted about 7,000,000 times at the e3 booth) is that "we are trying to ship on as many consoles as possible, as close together as possible."
dx2 will OWN.
:thumb:
X on 27/5/2002 at 18:51
Can't wait for the trailer. that button just mocks us!