Im folgenden Video siehst du, wie du consolewars als Web-App auf dem Startbildschirm deines Smartphones installieren kannst.
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hoiji schrieb:Bale müsste nur noch finsterer dreinschauen, den Bart etwas mehr spriessen lassen, die Haare mehr seitlich kämmen und schwupp die Wupps haben wir die pefekte Hauptrollenbesetzung für nen Sam Fisher-Film (mit dem neue coolen Sam)
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PS: Hab ich schon erwähnt, dass Christian Bale einer der besten und vielseitichsten Schauspieler unserer Zeit ist ?! Siehe American Psycho, Der Maschinist, Equilibrium, Batman Begins ! (IMO)
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Fisker schrieb:die infos hören sich geil an, das spiel wird die serie revolutionieren ähnlich wie resi 4 oder gta 4... solange diese änderungen gut sind dürfte das auch keinen stören, denke ich
Dem kann ich nur zustimmen.DarthSol schrieb:Ich war nie ein Fan dieser Serie, aber diese Infos hypen mich dermaßen!
Die ganzen Dinge wie Interaktivität mit der Umgebung und dem Social Stealth klingen imo ziemlich geil.
Und auch die Wahl des Settings spricht mich sehr an.
Ich glaube da kommt noch ein ganz heißer Titel auf uns zu. Vielleicht nicht unbedingt GotY, aber sicher dennoch klasse.
AllGamer schrieb:Das mit den Menschenmengen hört sich an wie Assasin's Creed, was ja auch zufälligerweisse von Ubi Soft kommt ^^
"The main ingredient we are using as a distinctive mark is the intensive use of per pixel Ambient Occlusion (AO)," Danny LePage explained. "As we are going to deliver a fully interactive environment, AO was the perfect technology to make the large number of object we showcase on screen look absolutely integrated, and not part of a simulation." Ambient occlusion is a technique that darkens a region (in this case, the region is as small as a single pixel) if it is blocked from direct light.
Since this is a dynamic technique, it means that the brightness of an area will change as the environment is manipulated. If Sam walks up to a wall, he'll block some of the ambient light that would have reached the surface of that wall and it will cause the area in front of him to darken in a realistic shape. When he steps back, the brightness is restored. These soft shadows will appear on everything, even causing Fisher to occlude light on himself. In the previous generation of Splinter Cell games, Sam was rendered separate from the environment. Now he follows the same rules.
The real-time demo we saw of this mock environment showed how several swinging lights cast numerous shadows.A more easily recognizable improvement in the lighting is the use of multiple sources. In the lighting demonstration we were given, UbiSoft showed us how they can have up to three spotlights cast in a single area to cast overlapping shadows. If you've ever been in a football field at night, you may have noticed how several lights from different angles can create a series of shadows. Expect to see that same phenomenon in Conviction. To make the effect even more pronounced UbiSoft has made the game take place in a fall setting, a time of year when shadows are most dramatic.
The last new technique we were shown featured the use of indirect lighting. When you shine a light on an object, some of that light will reflect back off of it. That's what gives an object color. If you shine a light on a green poster, it looks green because the poster is good at reflecting green light. This reflected light is now indirect lighting. It doesn't come from the original light source, but it can still illuminate the room - or anything around it, casting what appears as a green glow on nearby objects.
- According to the article, every single object that is rendered on screen has physical properties and most of them can be used by Sam. For example, Sam can pick up furniture and use it as a weapon, or throw printers at enemies or papers in the face of enemies to gain the upperhand in fights.
- Melee fights are much more than "press this button to hit" this time around. There's different context sensitive attack buttons and as mentioned before lots of environmental interaction.
-The devs state the fact that they are exclusive to the 360 allows them to do much more than if they were multiplatform (duh) but they also state they doubt they would be able to achieve what they're doing with the game on the 360 on the ps3 even if it was ps3 exclusive.
The lead programmer told the magazine he doubts they would have been able to pull of the lightning effects they have right now on the ps3. That's the only thing they say straight out, but they do state they believe they're much better off on the 360.
* New form of lighting called indirect lighting means that the way light reflects off your surroundings affects how light is cast on you and nearby objects. Light reflecting off a large red poster will cast nearby things in a slight tint of red
* "In previous games, we had 2,000 or 3,000 animations, now we already have over 10,000."
* The animation system is based on the concept of Biometrics which just means getting the character to move naturally and fluidly. They mention how they want to eliminate pressing a button to pick something up and seeing Sam slide into place in front of the object before he interacts with it. They say an animation of Sam running up to a chair, picking it up and throwing it took 8 months to work out. :o I'd be willing to be they got it right. The screens of him progressing through the animation look very good. Also, there will be physics tied to the chair Sam is holding, so you'll bump into things with the chair and it won't just go through a wall.
* They mention a sort of hypothetical gameplay situation where Sam takes out a guard with some crazy melee combos. He then grabs the guard and throws him through a pane of glass or over a table (knocking over all the stuff on the table). Sam grabs the guard's radio and listens in on police radio chatter. He hears that they're sending in police after him through the front door. Sam opens the back door but doesn't go through; instead, he hides under a table, a guard walks in and investigates the open door. At that point, Sam could sneak out the front door, or he could knock over the table he's hiding behind, use it for cover and open fire on the guard. OR he could sneak up on the guard, handcuff him to a rail and kicks him down a flight of stairs. wow.
* So by now you know Sam comes back to help out a Grim, but doesn't like what's going down at the "new" 3rd Echelon. He is an enemy of the state, fighting for what he believes in. He's on the run with limited resources. He's alone but not defenseless. At the same time, he's not a victim a fugitive or in hiding; he's fighting for his convictions (hence the title).
* The screenshots are AWESOME! The environments look totally interactive. In one shot, it appears he punched or threw a guy who then lands on a counter and knocks over cups and plates while civilians are scattering.
Conviction uses Havok physics, but all the original code has been rewritten.
* "In previous games, we had 2,000 or 3,000 animations, now we already have over 10,000."
* The pace of the game is going to be changed. The devs want to create 15-minute playable segments so it's a little more accesible to casuals, but they promise you can still sit down with it for a few hours if you like. Hopefully they find a balance that still keeps you immersed.
* Previous SC games were about "passive stealth" where you hide in the shadows and wait for a perfect opportunity to strike. In conviction, the idea is "active stealth" where you react quicky to your surroundings. You'll always be on the move. Again it's mentioned that Ubi wants to give Sam more ways to interact with the environment instead of just shooting or turning off lights.
* The animation system is based on the concept of Biometrics which just means getting the character to move naturally and fluidly. They mention how they want to eliminate pressing a button to pick something up and seeing Sam slide into place in front of the object before he interacts with it. They say an animation of Sam running up to a chair, picking it up and throwing it took 8 months to work out. I'd be willing to be they got it right. The screens of him progressing through the animation look very good. Also, there will be physics tied to the chair Sam is holding, so you'll bump into things with the chair and it won't just go through a wall.
* The original games went for a T rating from the start, but this time, they're going for an M rating so things should be a little more realistic. They mention how this could have an interesting impact on Sam's finishing moves.
* They mention a sort of hypothetical gameplay situation where Sam takes out a guard with some crazy melee combos. He then grabs the guard and throws him through a pane of glass or over a table (knocking over all the stuff on the table). Sam grabs the guard's radio and listens in on police radio chatter. He hears that they're sending in police after him through the front door. Sam opens the back door but doesn't go through; instead, he hides under a table, a guard walks in and investigates the open door. At that point, Sam could sneak out the front door, or he could knock over the table he's hiding behind, use it for cover and open fire on the guard. OR he could sneak up on the guard, handcuff him to a rail and kicks him down a flight of stairs. wow.
* When you are detected, there's no limit to what you can do. All the tools you use are available in your immediate surroundings. Sam doesn't have a backpack of gadgets this time. Use what's around you and improvise to get out of a sticky situation.
* About the beard: Originally, Fisher was created with a beard in the very first game.
* New form of lighting called indirect lighting means that the way light reflects off your surroundings affects how light is cast on you and nearby objects. Light reflecting off a large red poster will cast nearby things in a slight tint of red.
* There will still be a lot of classic SC moments like planting bombs or hacking computers, but the gratification won't necessarily come from completing the objective, but the path you take to the objective.
* Crowd AI will react to Sam's behavior. For example, Sam can steal a guy's laptop, but the guy will follow Sam and call for the police. Nearby witnesses will also point Sam out to nearby police. Sam can blend into the crowd in certain situations to avoid detection. The crowd AI is pretty smart. You won't see NPCs walk into each other, spaz out, then walk away in totally opposite directions. People move out of the way of objects intelligently.
* Sam has an ability called Heroes Instinct where the crowd and surroundings become greyed out and threats such as police are made to standout. Assassin's creed anyone?
No MP details were given aside from the fact that Montreal is doing that aspect of the game as well, so they aren't going to split SP and MP between two dev studios.