Kaleid on 20/5/2002 at 08:12
Translated with babelfish;
"To the coming Action Shooter Deus ex 2: Invisible War will 7 new Screenshots be placed on-line , which for the first time show moved scenes from the play. The successor of Deus ex , the often praemierten Action Game, is planned for 2003 and is to appear for the platforms Xbox, PS2 and PC. The developers are also this time ion Storm . In Deus ex 2 the player meets on new allied ones and opponents as well as old acquaintance.
Feature:
· the dynamics, reality proximity and organization liberty of Deus ex 2 are unparalleled in the history of PC and Videogames,
·Verblueffende effects by innovative nano-implants: Roentgen view, fantastische jump strength, selbstheilung, invisibility.
· a rush around the globe: Seattle, London, Cairo and many further scenes.
· the opponents react to noises and light influences. :
· the variable Gameplay permits a multiplicity of problem solutions and supports the individual Styles of the player.
· meetings it moral decisions, and settle you your order absolutely force-free.
· each action has consequences. They have everything in the hand "however do you think of the consequences"
Slightly disappointed about the screenshots, but I'm sure it will improve :thumb:
Also hope that they won't make Denton as short as in Deus Ex 1 :tsktsk:
juveli on 20/5/2002 at 10:30
Hmm... interesting looking augs there... But why the hell is Aqualung one of them?!? :tsktsk:
twisty on 20/5/2002 at 14:10
At a guess I'd say the texture work is just placeholder material. As far as the polycount is concerned, I'm more impressed by interesting architechture and level design than what I am by curved surfaces and high polycount for the sake of it. I'm also hoping that what is shown here, architechturally speaking, is also just placeholder material as well. In my opinion, I think that the dev team are more interested in ironing out the more technical aspects of the game at this stage.
Still, its great to finally see some screenshots for the game. Hopefully we will get to hear and see a lot more after E3 :)
oRGy on 20/5/2002 at 15:37
Had a look at slightly less jpg'd shots on another site..
Also an ISA member under the name of "DrLoomis" on the Voodooextreme message boards said that these shots were quite early and the game has come a long way visually since then so..
Analysis of extant shots though (I like doing it):
*) Surfaces appear to be lit completely differently from Unreal/UT2K3. The architecture and hardware brushes appear to be able to be lit either in a shiny specular fashion, or in a flat shaded fashion, neither of which is particularly pleasing. Flat shaded hardware brushes just tends to show up the polygonal nature of things, while specular looks harsh in many of the shots. This isn't helped by..
*) The obviously fully dynamic but sharp as a razor shadows. Very similar to Severance, like I said. Interesting to note in that one of the shots, you can see that shadows are correctly cast on the female JC Dentons leg (from her arm) which is basically what Doom3 was doing. I imagine that the shadows will be softened somewhat for later builds. Takes up additional cpu horsepower, but is worth it.
*) The lighting of the characters tends to emphasise the number of polygons a bit. Not sure I quite like that - there seems to be a tendency with all these new polygons to spare to ignore the potential of really good texturemapping. Save a 1000 polygons here and you can spend it somewhere else..
*) Can't see any pixel/vertex shaders in evidence. (yet)
*) Textures are fairly obviously placeholders in my opinion. They appear pretty flat and bland, but are obviously high res. Get some nice photosourced ones, lads, and make em pretty. :D
Which they will of course.. just fun nitpicking apart the game.
Also quite amazing how the game looks <b>completely different</b> from normal Unreal look, eh? <
Pipe Smoke on 21/5/2002 at 00:55
The engine and the graphics rule... if you don't think so you're not looking at it correctly :)
The thing that bothered me was hearing that they're sort of dumbing it down by:
1) simplifying the menus
2) making it so that nobody reacts to you pointing a gun at them
GOOD OLD FRICKING XBOX!! :mad:
Drunk Guard on 23/5/2002 at 03:17
I'm impressed with the shadow and lighting system, but... he game looks a bit barren. Lots of big empty rooms, and the architecture seems blocky and uninspired. I hope this is just another aspect of the earliness of DX2, and they will add more items and models to add to the "clutter" which makes a room seem realistic -- plants, couches, papers, chairs, desks, cabinets, etc.
One thing I don't like is the Cairo missions so far. There's a lot of opportunity for good visuals, but I haven't seen them in the screenshots thus far. I see beautiful lighting and shadows in those levels, mind you, but the rooms look like big Serious Sam environments with tall Pharaoah statues where you wander until you find the bad guy in the next room and decide what to do with/to him.
That was one thing I felt was done really well in DX1. I never felt like I was wandering aimlessly until the game gave me an objective. I was JC Denton, going on the mission or any of the hundreds of side-quests, and I felt important for doing so. The city was mine to explore and instead of simply having doors which were a texture that you couldn't enter, you could go all over and interact with people who, if you played the story in a linear fashion, you would never meet, help, or kill otherwise. That part of DX was so cool, that a world was going on around me which I could participate in or ignore. Above all that was the amount of dialogue recorded for the game... phenomenal. Talking to the bums and citizens in the world who might otherwise go ignored was great, like those two bums in the hospital ward in the 3rd(?) mission. One of them was named Bud, if I remember correctly. They had a ton to say to each other, reminicing about the war and fretting over the grey death, all the while dropping clues that it might be government created.
Where am I? I just came out of a little DX reverie there, sorry if my thoughts were disjointed. Here's to hoping DX2 is as awesome as DX1 was!
ICEBreaker on 23/5/2002 at 05:46
There was no one named Bud in the game. I think you were referring to Jake and Rafael?