EvaUnit02 on 23/12/2008 at 06:05
It's definitely a new trailer, they've just reused the same narration and recreated the same scene.
mothra on 23/12/2008 at 17:07
you can see many visual updates and much more npc's onscreen in the shafts/tunnels. I hope it turns out good. I'm up for another corridor shooter (fc2 wasn't really open)
snauty on 30/12/2008 at 12:10
Promising indeed.
Koki on 22/2/2009 at 11:14
First line of that article is like a kick in the balls, but the game sounds promising.
EvaUnit02 on 22/2/2009 at 12:36
RE: The following quoted paragraph. It's good to see that the game is being developed foremost for the PC, although I shouldn't be surprised since it's an East European title.
I'd expect their is engine probably pretty scalable, the console versions will probably be at the equivalent of the PC release's mid-range graphical detail settings.
How much RAM does Stalker: SoC on low detail settings use? A good console port would be difficult, likely requiring a lot of optimisation, IIRC SoC needs at least 1GB system RAM. But it might be easier with Metro 2033, since you're likely dealing with enclosed tunnels/corridors rather than open fields with large draw distances.
Quote:
What are the strengths of the graphics engine you've developed?
There isn't a single static light source; basically, light bulbs “shake and break.” The number of light sources in a frame is limited by common sense, not by programmers. But fully dynamic lighting isn't an end in itself; it allows us to create the game in the process of playing it, without wasting time on recalculation of lightmaps, shadows, and other stuff. We also use visualization technology to give the game a film-like image, and we're adding 64-bit HDR with eye adaptation, depth of field, motion blur, and PhysX.
mothra on 25/2/2009 at 21:56
I'm much more delighted by:
Quote:
The creatures are vicious if you try to hammer the trigger, but won’t attack as long as you
keep looking directly at them.
snauty on 6/3/2009 at 15:13
Quote:
Our idea is that no single feature can create a game, no matter how interesting this feature is. The unique atmosphere of the game is needed.
He got me with this. So simple, so true, so obvious, so gone forgotten in recent gamedesign.