Far Cry Instincts

Original geschrieben von Mike


das ist ja soooooooooooooooo wichtig. Haben die nix besseres zu tun? Boah nee

Mein Bruder findet es geil wo ich ihm das vorgelesen habe . :zahnlücke

zum Thema : Hört sich ja alles gut an , habe schon gedacht das es nur ein billiger port wird , hoffentlich wird es nicht ganz so schwer wie auf den PC ! :dead: :D
 
klingt alles recht fein!

Da es auf meinem Schrottrechner nicht läuft, hol ichs mir sowieso.
 
Wieso...schaut doch für die jetzige Konsolengeneration sehr gut aus bwz. glaub ich muss man das in Bewegung sehen ;)
 
Grad das Wasser schaut doch saugeil aus! Und kann jetzt endlich Frieden sein mit: das schaut aber nicht so toll wie auf meinem überzüchteten abspritz Pc aus.

Solche Graphiken sind oberste Klasse auf der Xbox... also wertet es bitte auch als eigenes Game, denn das wird es ja anscheinend auch.

Also bleibt ein wenig objektiv... das Wasser schaut in keinem Konsolengame besser aus... eher viel schlechter.
 
Für Konsolenverhältnisse sieht das doch ziemlich gut aus und das Wasser ist auch nicht schlecht , man braucht sich nur das letzte Bild anzusehen ,sehr nett . :)
 
da die gegner auf den bildern nicht gerade direkt vor einem stehen kann man schwer beurteilen ob sie jetzt schlecht oder gut aussehen...
 
So what exactly are the key differences between the PC and console versions?
Bedard: In the console version there's evolution for the main character, so he gets injected with serum that gives him powers. "Powers" is a big word, but he's going to be able to do such things as move faster, hold his breath for longer, there's an ability that allows him to see the auras of certain enemies, you can cloak as well. These abilities use the adrenaline bar, and obviously sometimes you won't be able to use the special abilities because to don't have enough adrenaline.

Have you made any significant alterations to level design?
Bedard: We've had to change it a bit because of all the things I was just talking about - being able to run faster, for example. The levels evolve throughout the game, as in the beginning you're not using the special abilities. So the levels are made to reflect this. We had to redo the editor for the terrain, because it was taking 60Mb RAM just loading it, and we only have 64Mb RAM to use on the Xbox. We've also tried to give the player more variety with the environment. So we have mines, for example, and a level that is entirely underwater. We've added a harpoon that's really useful for this level.

So how are levels set out now?
Bedard: Levels are divided into single blocks with dynamic loading - it loads three blocks away from the character. You're going to be able to see as far as you can in the PC version probably though, but it doesn't load everything.

Is the storyline that same as in the PC version?
Bedard: It's changed a bit because we changed the levels. But we've kept the same characters.

How about new gameplay additions?
Bedard: A new feature we've added is the ability to grab objects. You're going to be able to grab things in one hand and use it as a shield - these shields will take a number of shots and then be destroyed. We've also added kick. There's another move we've added that's really cool. You can crawl on your belly under a hut while prone, say, and if there's someone in the hut above we've got a move now where you can actually flip onto your back and shoot them through the floor.

Any new vehicles?
Bedard: Well, we've added a hovercraft, which is pretty cool as it can go over water and ground, obviously. We have a jet-ski as well. We plan to feature both of these in multiplayer.

Are vehicles driven from only the first-person in Instincts?
Bedard: Yes, only first-person. You won't be able to drive in third-person.

In the PC version the enemy squad AI was great, and lethal. Has this been changed at all for console, maybe toned down?
Bedard: Yeah, and we have different enemies too. We've redone some enemies appearing in the PC version for the console version as well. Some of the more unusual enemies now have behaviour that's closer to human. But all the enemy squad tactics are still there.

Can we get a gameplay example where special abilities are used?
Well, we have a water current system, and you won't be able to swim to some places if you're not using your abilities. These abilities are giving us the chance to do something a little different, like the water current.

So you're saying that levels have been designed in such a way that special abilities are required in certain places. How have you balanced this with the freeform gameplay?
Bedard: Well, it's been hard. There's the freedom that people want, but we also want them to go down a certain path. The freedom we give... At some point, you'll need to pass a certain point or location, and after that there's freedom - so in effect there are choke points in the game. We have the choke points where you have to go, but we have multi-branching as well so there are different ways to get to those choke points.

You seem to have done a good job of porting the CryEngine over to console...
Bedard: Yeah, our programmers have done a terrific job with optimising everything. It's unbelievable that we've got it running like this on the Xbox now.

What's happening with the PS2 version of Instincts?
Bedard: The PS2 version will be out later. We have to have to Xbox version out at the end of the year. The PS2 version will likely be out next year.

Any concrete plans for Xbox Live yet?
Bedard: Well, we'll have the same multiplayer modes that are in the PC version - Deathmatch, Team Deathmatch etc. - plus a few more, and we're also currently hoping for 16-player support. We'll also have a level editor so people will be able to design multiplayer maps and put them on Xbox Live for download. Vehicles will also be in multiplayer.

Quelle
 
Zurück
Oben