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Good job ![]()
[attachment=0]cp_fastlane0003.jpg[/attachment]
Good job ![]()
I watched the ending on Youtube after Zero Punctuation insulted it.
That was one of the most fucked up things I've seen in a videogame. What other game can claim to have
QuoteThe protagonist raped in first person by an evil physic ghost she-demon thing, knocking her up, and being forced into fatherhood as the ultimate of evils before the credits roll?
Also yes, quick cut at the end with no resolution to the plot outside the main character's fate, which whily shitty, isn't nearly as shitty as some of the other "To Be Continued" endings I've seen in gaming in recent years. It compares favorably to, say, Halo 2.
That doesn't look very next gun ![]()
Especially the plants/grass in the back of that first pic. Really obviously 2d.
Uggghhh, an anti-Heavy weapon
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Lol, brilliant.
QuoteDisplay More":3jisiw51]http://www.gamesindustry.biz/articles/free-…ole-plansCrysis developer Crytek has told GamesIndustry.biz that the acquisition of Free Radical Design will accelerate the developer's plans to enter the console market.
Crytek is well-regarded for its high-end PC games, while the Free Radical team in the UK has extensive experience working on multiple home consoles with titles such as Haze, TimeSplitters and Second Sight.
"We always planned to enter the console market and it was part of our strategy even before the acquisition. This step will certainly bring us forward a bit faster to achieve our goal to develop high quality games on consoles," said Cevat Yerli, president and CEO of Crytek.
Free Radical Design was working on TimeSplitters 4 before falling into administration last year, but Crytek would not comment on specific projects, stating that "at the moment we're looking into all possibilities and haven't decided anything yet."
However, the UK studio is now staffing up in anticipation of a full-blown project, with Yerli confirming work is about to begin on a project at the newly renamed Crytek UK.
"Right now we're looking at 42 people and intend to bring the studio to full production capability in the near future,” he said. “This is something that relates to the project we'll be kicking off very shortly."
Crytek swooped for the beleaguered UK developer last week, picking up staff, technology and intellectual properties.
The group, which also has locations in Hungary, Ukraine, Bulgaria, Germany and South Korea, has been open in its frustration of PC games piracy, with Yerli last year stating that the developer will no longer create games exclusively for the PC market.
With Free Radical now part of the group, all eyes will be on the developer's plans for home consoles.
"We think Free Radical fits into our culture and strategy," added Yerli. "They have a proven track record in developing great games on consoles and PC. This combined with our own CryENGINE technology and a very experienced team is more than perfect for us."
With titles such as *lists every single title they've made*
Quote":2398c0yb] I remember a few weeks ago, Kojima saying that he's loving western games more and more, and he's addicted to L4D
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I've been liking Square Enix's behavior lately, even though I'm not all that big a fan of their games. PC versions, more action oriented games, and they've been trying to escape from that nasty eastern game development quagmire.
Quote from Pampersmaxplayers? 24 32 64?
Very unlikely it can't be altered with configs on the PC, CSS has a max player cap of 32, that doesn't do anything to stop 60 man servers. Hence why people didn't react badly to 1943's 24 player cap (which is attrocious for a BF game) until it got attached to three classes, everyone gets anti-vehicle weapons, and infinite ammo and health regen.
When I don't know a map in a multiplayer game, I just follow around my teammates and help them shoot enemies and stay out of the way. I fared poorly anyway.
I played Eternal Silence when it first came out and didn't like it at all. The ship to ship combat was decent but super simplistic, but the landing on foot parts was where it was totally horrible. You die as fast as a Counterstrike guy in ES, and the enemy team can really easily camp the hanger and kill you before you get your bearings when you exit out your ship- and if you do manage to kill a few, the respawn right there in the hanger, or near it.
Has that changed any?
Also I really hope this move gets Dystopia a good player base. Its old one was fucking awful. "YOU SUCK, NEW PLAYER, GTFO OUR MOD *bemoans there's only half a dozen Dystopia players*"
Name change is kinda disappointing, I liked the sound of Free Radical
Does Eidos own the Timesplitters name? I dunno if Crytek would go to them in order to make TS4 ![]()
They've been bought by Crytek.
http://www.1up.com/do/newsStory?cId=3172598
Here's to a) hope they kept the staff, at least the totally awesome music guys, and b) "Timesplitters Trilogy", coming soon to PC ![]()
Quote from D3adsWhilst the horror bits don't scare me, they do put me on edge a bit, especially when you're in the maintenance tunnel and Alma appears behind you, made me jump out of my skin. The best thing about F.E.A.R. was the combat anyway so I'll be expecting more of the same with better AI this time around. I'm really just excited to see how the storyline develops from here, although it wasn't the most original idea ever, the fact that it's set just before the explosion creates a new perspective on the events.
It's supposed to be just before to after, kinda like RE3 to RE2 ![]()
The incredibly retarded slogan of "Fear Alma Again" is enough to put me off FEAR 2.
I bought UT3 for ten bux during the Steam holiday sale, haven't gotten around to installing it yet. Good timing. Hopefully once this hits the game'll have a real playerbase, right now even the PS3 version has more players than PC
I think the most basic definition is the guy that plans out and shapes the level environment, and from studio to studio you get more stuff attached to that- scripting events, placing entities and enemies, placing textures, lighting, making models, etc.
I'm comfortable with all of that except making models. It's a skill I probably need to learn eventually, though... ![]()
I think most of us with a mod background are more used to taking the wider scope workload.
Quote from D3adsIf you remember the very first hospital footage, Becket picks up a pair of glasses which then activates the hud, it's supposed to be a floating VGUI HUD, information fed directly to the player's sight. I think it works quite well, all the extra info is toggable and it's not like there's that much on the screen really.
Could you turn off the blue frame around the HUD?
Quote from Zyndrome@ 16:10 ratio -[Blocked Image: http://pici.se/pictures/PvZnHvIUp.jpg]
Letterboxing on widescreen
Isn't this supposed to be a next-gen game? What's with those lame rubble piles? ![]()
Also I still hate that rounded HUD, and I've hated it ever since I first saw it in the earliest game footage.
A minimalistic design means nothing when it's got empty space on the outside and curves into the game viewing area. It's so distracting looking.