| Authentic ballistics modeling continues to be a distinguishing aspect of Arma. But even though I've dumped hundreds of hours into the game, I realized I couldn't identify all the things that the system simulates. To alleviate me (and you) of this ignorance, I asked two of Bohemia's leads to break down what variables go to work when you pull the trigger in Arma 3. PCG: Some amount of what's being simulated in Arma 3 is invisible to the player. Can you walk us through–chronologically–what happens when the player fires a rifle? From a technical standpoint, what is the game taking into account? Jay Crowe, co-Creative Director: Actually, we can start even before the shot's been taken. With the Real Virtuality engine, it's often not just a story about the shot itself, but your journey up to pulling that trigger. How much you've been running around and the load you're carrying contributes to a fatigue value. This—together with your stance, breathing, and state of health—affects your weapon sway and, thereby, accuracy. Then, there's the distance to target to take into account—zeroing your weapon or adjusting to compensate for the ballistic curve—plus, leading your target so the projectile ends up where you wanted it to. Joris-Jan van 't Land, Project Lead: And once you do actually pull the trigger, there's a long list of steps in the simulation before hitting the intended target and seeing it ragdoll to the ground. I've actually had to ask programming guru Vojtěch Hladík for the details:
Crowe: So, there's a lot of simulation at work behind the scenes and I suppose it might seem pretty complex just to shoot. What we're trying to do with A3 is make it feel more natural—at least, as natural as discharging a firearm might be for any given player—and, through that, find simplicity. Not "taking away" any simulation, but making the experience more fluid or comprehensible. Taking these various simple, little bits of simulation and combining them effectively in a way that's logical and, ultimately, satisfying to master. Arma 3 will be pre-orderable beginning next Tuesday, a transaction that will grant instant access to the alpha. We'll have a ton of coverage hitting on the 5th, and look for our entire interview with Jay and Joris (who should probably consider forming a quaint folk-rock duo) over the weekend. | |||
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vineri, 1 martie 2013
An explanation of Arma 3′s ballistics modeling: everything that happens when you fire a gun g21
Project Awakened releases Unreal Engine 4 tech demo g21
| Phosphor Games – the team behind the customisable action game and Kickstarter hopeful Project Awakened – have released an Unreal Engine 4 tech demo, detailing some of their progress with the middleware. It's clearly early days in the UE4 transition, but it shows off some of the detailed textures and effects possible with the engine. Also some seriously prominent arm veins. We don't seem to have covered the game before, but judging from the Kickstarter page's promises, it seems to be an ambitious undertaking. "Project Awakened is a genre-defying game that lets you answer the question: 'Who do you want to be?' For the first time in a modern AAA action game, you will have the opportunity to completely define your dream videogame character, from abilities to aesthetics, all while playing in an action-packed world that responds to your personal playstyle." Certainly the customisation potential is extensive. Two Unreal Engine 3 prototype videos give a taste of what might be possible if the game can make up its funding shortfall. One focuses on character powers, and the range of super-hero styled powers available, while the other reveals the potential of their create-a-world based mod support. It includes "Historical" Japanese battles (complete with Giant Enemy Crab), Tron-like neon computer worlds and a furry mod. Um… Full pitch video below. With four days to go and nearly $300,000 needed to achieve funding, Project Awakened needs a serious push if it hopes to reach that goal. The Kickstarter page is here, should your appetite be sufficiently whet. Thanks, IGN. | |||
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What we want to see from the next Deus Ex g21
| Deus Ex: Human Defiance was trademarked by Square Enix recently, sparking speculation that a follow up to Human Revolution may be brewing deep in Eidos Montreal's fanciest limb clinics. Human Revolution was a faithful recreation of the original shot through a cool, edgy black and gold cyber-renaissance lens. It was a successful modernisation of a PC gaming classic that made our Tom Francis very happy indeed (find out why in our Deus Ex: Human Revolution review). But, like the man who's just received a pair of awesome bionic arms and can't help but complain, we're never entirely happy, so we got our heads together and formed a list of things we'd like to see from the next Deus Ex. Will you agree? There's only one way to find out, and that's to Bosses like the Missing LinkEidos Montreal have already figured out how to make a great boss fight in a Deus Ex game, and they did it: just the once. The final bad guy in the Missing Link DLC is just a guy. The challenge is all in getting to him: he's in an office at the back of a large hangar crawling with powerful guards and security systems. But if you can get past them, there's nothing to stop you just knocking out the final boss in a single punch. There's nothing to stop you tazering him, chucking a gas grenade into his office, or anything else that works on normal enemies. There's even a way to steal his awesome custom revolver before the final confrontation, leaving him with a crappy standard issue one when you fight him. More of that, please! Better living citiesThough most of the action in DXHR takes place after hours, and the streets have a certain appropriate sparseness, the hubs did occasionally feel a little too hokey and static. Detroit is supposedly decimated by riots – but they all happen off-stage. The odd moving car or clump of pedestrians going about their business would make the environments come alive. New power resourceWhy does one energy blip recharge after using a special ability, but the others you've spent valuable Praxis points on don't? Why does punching a man with your awesome blade arms instantly exhaust a blip? If you've managed to get that close to a guard, it shouldn't require a massive energy expenditure to take him down – the hard part is already done. A power resource mechanic that feels less arbitrarily restrictive would be a welcome. Deeper hacking mechanicsFor a fiction totally centered on the potential and threat of interconnectedness, the mechanics which reflected this in-game were spartan. The hacking mini-game was great, but it didn't describe the range and power of hacking in a way which gave you control over a swathe of disparate systems. If more things were hackable – perhaps even other people – and the things you could then do with them more varied, then it would better realise that fundamental of cyberpunk fiction. Alternatives to air ventsDeus Ex has to give you multiple paths through every location – it wouldn't be Deus Ex, otherwise – but Human Revolution relied a little too heavily on air vents for its alternative routes. The act of crawling slowly through a narrow tunnel just isn't terribly interesting. You could punch through walls, but only in strictly defined zones. It'd be nice to play with more inventive augmentations like this, all designed to let you traverse the environment in unusual ways – cutting openings through bullet-proof glass with finger blades, or rappelling down walls to reach an open window, perhaps. Better endingHuman Revolution, like the original Deus Ex, is guilty of suddenly locking you in a room at the end of the game and asking you which final cutscene you'd like to see. The options are interesting enough to create a fraught moral dilemma, but they're offered offered in such a contrived manner that it's hard to take the choice seriously. If the competing themes you're choosing to side with in the final moments have been foreshadowed throughout the game you might have more sense of the impact your choice will have on the world. However it's presented in the next Deus Ex, it shouldn't feel like a fire-and-forget button press. More non-combat augmentationsThe social augmentation was a surprisingly neat addition to Deus Ex' cyborg arsenal. It allowed you to read subconscious cues to better manipulate NPCs, and even release persuasive pheromones to nudge their opinions in the right direction. It felt like a novelty to use Jensen's cyborg powers outside of a combat scenario. It would be nice to see that more. Denton and Jensen are hard-hitting SWAT types, but there's no reason they can't use their augmentations to become great detectives, using new implants to read more of their environment than the ordinary human eye ever could. Visible augmentationsNothing hammers home the gruesome nature of your diminishing humanity better than a cyborg eyeball. In Human Revolution, all of Jensen's augmentations were implanted in one crazy intense game of Operation at the very beginning, and gradually turned on as the game went on. Imagine seeing those augmentations change your character. A Borg-esque eyeball would look a bit out of place given the slick Ghost in the Shell technological aesthetic Eidos Montreal's artists rolled with, but even subtle effects like a change in eye colour or the spidery web of faintly glowing electrodes would map your augmentation decisions onto your avatar and mark their journey from ordinary Joe into a paragon of transhumanism. And also…
And that's all from us for now, but what would YOU like from a new Deus Ex game? | |||
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Why we (still) haven’t reviewed Tomb Raider g21
| Lara Croft's traumatic gap-year adventure has been well received by our counterparts on console, and we were hoping to be able to start providing you with our impressions of the PC version today. Unfortunately, we've been told by Square Enix that code for the PC version won't be issued until Tuesday, when the game goes on sale – so expect our verdict to fall in the latter half of next week. Crystal Dynamics are reportedly unwilling to let the game out into the wild until it's ready. Perhaps they're worried about Lara's PC-exclusive hair going haywire – we don't know. Delays like this don't always indicate a problem with the product, but they do prevent us from telling you one way or another before you lay down your hard-earned cash. If your fingers are hovering over the pre-order button for Tomb Raider then we advise holding off until we've had a chance to check it out. One way or another, we'll have some first impressions of the PC version up by midday GMT on Tuesday. | |||
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DayZ Origins mod 1.5 update: customisable vehicles, player-built camps and more g21
| DayZ Origins is an unofficial spin-off of Arma 2′s now famous zombie survival gametype – a mod of a mod, if you will. It took some flack over using the DayZ name, but its creativity's been praised by DayZ's creator Dean "Rocket" Hall. And given the substantial ambition evident in its latest update, it's not hard to see why. Origins 1.0 introduced a survivor city where the moneyed elite had holed up, protected by high walls and mercenaries. It created a shared objective for players, who could band together to fight their way in. 1.5 sees the city's occupants fight back, sending sorties of mercenaries to the mainland, making survivors' plight all the more perilous. It also introduces Mad Max-style jury-rigged vehicles – entirely customisable by players. You can jam a plough onto the front of a truck to hoof dead-heads off the road, or even add wheels to a boat to make an amphibious vehicle. There are player-made encampments, too, which can be upgraded over time. There are a dozen new zombie types, too, each with different capabilities, and a large number of additional locations built onto a modified version of the Tavania map, including a race course and safari park – plenty of stuff to keep zompocaylpse survivors busy while awaiting the official standalone version of DayZ. Head over to www.dayzorigins.com for the full feature list. The client files should be uploaded and ready for download imminently. | |||
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Riot – spread anarchy or enforce peace in this “playable documentary” g21
| Inspired by real-life social unrest in places like Italy, Greece and Egypt, Riot aims to show you "both sides of the fight", letting you pick either protester or police as anarchy spreads across the world. It's being lead by former Valve cinematographer and editor Leonard Menchiari – who has first hand experience of the Egyptian protests – and aims to ask questions about the cause and spread of violent action. "What is that triggers such a strife? What does a cop feel during the conflict? In 'Riot', the player will experience both sides of a fight in which there is no such thing as 'victory' or 'defeat'." Details on how it will play are currently light, but in an interview with The Verge, designer Mattia Traverso says it will be a "simple" real-time strategy, with varying objectives based on the scenario. "There will be moments in which the police will have to use the least amount of violence as possible, and the same goes for the rioters. The rioters are there to spread a message, not to fight the police." Traverso also reveals that player choices may have consequences later on, with early violence having potential consequences down the line. The game has already exceeded its IndieGoGo funding target of $15,000, but with 16 days remaining, there's still time to contribute. Riot is being developed for PC, iOS and Android. | |||
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