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Thread: How Cities and battlefield zooom should be on TW games

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  1. #1

    Default How Cities and battlefield zooom should be on TW games

    Look ....

    My tread suggestion isnt about thre graphics looks etc ....

    but about two main things :

    1 City look asymetrical scattered , and conformed to the ground , like in all tw games isnt , usulally is a flat surface with predetermined buildings etc , it dont gives t all the idea of a city , In Ruse instead the layout looks more casual , more realistic ... I still think TW graphics are better couse you can zoom much mnore in detail to the units , but the problem I see is with the ciy layouts , I want to see villages hanging on hills, towns on asymetrical spread and massive huge ciities where units can walk all around between the streets and fight home for home ........

    2 the zoom detail showing a aerial view of the region m ot only the world map or field map , but I think would be coool to have a aerial view of regional map where you can coordinate better ambushes , fakes and reinfocements...
    As well as strategic planning like chosing where to lace trooops , know the terrain type , make or force enemy to pass throught certains zones etc....

    http://ruse.it.ubi.com/#/videos

    http://www.gametrailers.com/player/47231.html
    Last edited by PROMETHEUS ts; March 26, 2009 at 08:25 AM.

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  2. #2

    Default Re: How Cities and battlefield zooom should be on TW games

    Holy crap, now thats what it really should look like.

    ps: heres the english link http://ruse.us.ubi.com/#/videos

  3. #3
    upsettingshorts's Avatar Senator
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    Default Re: How Cities and battlefield zooom should be on TW games

    Looks pre-rendered to me

  4. #4

    Default Re: How Cities and battlefield zooom should be on TW games

    Of course it's pre-rendered

  5. #5
    upsettingshorts's Avatar Senator
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    Default Re: How Cities and battlefield zooom should be on TW games

    Quote Originally Posted by bajsmannen View Post
    Of course it's pre-rendered
    Then why should I take it seriously as an example of how anything should be done?

    Color me unimpressed, looks like a one-trick pony. And Ubisoft is much worse at QA than SEGA/CA.

  6. #6
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    Default Re: How Cities and battlefield zooom should be on TW games

    Not the WW2 clip, the zoom-in-feature.


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  7. #7

    Default Re: How Cities and battlefield zooom should be on TW games

    Interesting, helps give perspective on the future of gaming, but I wonder if the backs of those buildings are even rendered. There doesn't seem to be any rotate feature as far as I can tell. Also if this were a reality, 90% of the TWC' communities computers couldn't handle it, the PC would blow up in their face with their teeth playing the xylophone like an old looney tunes cartoon.

  8. #8
    Chevalier IX's Avatar Primicerius
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    Default Re: How Cities and battlefield zooom should be on TW games

    hmmm...that game looks terrible...nothing kills immersion quiete like zooming out to see a tabletop in an office complete with chairs....

  9. #9
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    Default Re: How Cities and battlefield zooom should be on TW games

    that looks incredible. reminds me of the World in Conflict game..though i believe this one looks slightly better.

    as much as i hate to tell u that ur thread might be considered an adv. for another game and it is most likely to be closed any time soon, but i agree with the point of this thread.

    i also think it is impossible to have huge capital cities in one battle field. too big. that wouldn't work unless they worked something out to at least fight in cities.
    Last edited by MehemtAli_Pasha; March 25, 2009 at 06:31 PM.
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  10. #10

    Default Re: How Cities and battlefield zooom should be on TW games

    I'm excited about this game, but I believe it will fill an entirely different niche to Total War. R.U.S.E is a cleverly stylized pure RTS, while TW is a TBS with real time elements.

  11. #11

    Default Re: How Cities and battlefield zooom should be on TW games

    0

    The question is, is this game real time battle map strategy? Or is it you looking at the picture of the AI orchestrating everything in an automated fashion? because if its the latter its not very impressive with a static map.
    Ok reading about it it seems to be an RTS< still not impressive if the map is static though, and WIC kind of did it better, The buildings were more detailed there.
    Last edited by roy34543; March 26, 2009 at 12:03 AM.
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  12. #12

    Default Re: How Cities and battlefield zooom should be on TW games

    ubi succeeding at anything is very rare. i think they made a semi-playable game 3 or 4 years ago.

  13. #13
    upsettingshorts's Avatar Senator
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    Default Re: How Cities and battlefield zooom should be on TW games

    Quote Originally Posted by johncage View Post
    ubi succeeding at anything is very rare. i think they made a semi-playable game 3 or 4 years ago.
    Was this it? Pretty fun.

  14. #14

    Default Re: How Cities and battlefield zooom should be on TW games

    Quote Originally Posted by tdpatriots12 View Post
    Was this it? Pretty fun.
    were you around for that release? lol

    my computer definitely couldnt handle that but at least id like to zoom out far enough to see my entire line at once

  15. #15
    InF3sTeD's Avatar Decanus
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    Default Re: How Cities and battlefield zooom should be on TW games

    if thats Ubisoft Monteal then I have high hopes. That studio seems to make the good games.

  16. #16

    Default Re: How Cities and battlefield zooom should be on TW games

    ubi succeeding at anything is very rare. i think they made a semi-playable game 3 or 4 years ago
    Didnt they publish HOMMV? that game was pretty cool. After dozens of patches and 2 expansions i mean..
    "If you can't get rid of the skeleton in your closet, you'd best teach it to dance." - George Bernard Shaw (1856-1950)

  17. #17

    Default Re: How Cities and battlefield zooom should be on TW games

    http://pc.ign.com/dor/objects/143333...page=mediaFull

    http://pc.ign.com/dor/objects/143333...page=mediaFull

    Hate to rain in on some of your parades, but the city is accurate of what the ingame battlefields will look like.

    Here's the rest of the first impressions. Looks pretty ing sweet if I may say so myself.
    http://pc.ign.com/articles/966/966142p1.html

    And Ubisoft knows how to make original games (some better than others)
    Farcry 2
    Vegas and Vegas 2
    Assassins Creed
    Prince of Persia

    Granted, PoP was the only one of those that got great reviews from most places, but the others were very fun at least.
    Last edited by Onizuka0513; March 26, 2009 at 02:19 AM.
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  18. #18

    Default Re: How Cities and battlefield zooom should be on TW games

    My PC already does not like Ruse it refuses to play the video where ever i try and watch it lol.

  19. #19

    Default Re: How Cities and battlefield zooom should be on TW games

    Quote Originally Posted by Onizuka0513 View Post
    And Ubisoft knows how to make original games (some better than others)
    Farcry 2
    Vegas and Vegas 2
    Assassins Creed
    Prince of Persia

    Granted, PoP was the only one of those that got great reviews from most places, but the others were very fun at least.

    may have been fun, but FarCry2 and Assassins Creed where both great eye candy and *very* poor games, PoP didn't even have the eye candy.

    Ubisoft might make 'original' games, but in general they look great and lack any depth at all in the game play.

    Far Cry2 was supposed to be an 'open' environment, well it wasn't it was two "open" environments, the towns were shoddy and small and full of invisible walls, limited and repetitive gameplay, zero replay value.

    Assassins Creed, another 'sandbox environment' where you the player can do what you want. not. sure very beautifully rendered. not open, locked. game on rails, same repetitive requirement, they even included the coin collecting platform game. 'cept they called it 'flags', zero replay value

    Each of these was suposed to be a huge open world with no loading screens, and neither was, both were small compartmentalised with *lots* of loading screens if you wanted to get from one side of the map to the other quickly.


    PoP is *just* a coin collecting platform game.

    in each case, you have 'potentially' a good game, but usually it turns out the engine isn't as flexible as really needed to make the game what everybody *thinks* it's going to be , and what results is an eye candy filled platformer with a half arsed 'story' attempting to diguise the limited *game* functionality.

    MirrorsEdge -> PoP/AssasinsCreed in 'Free Runner story mode"

    I even enjoyed FarCry2 to the extent I could actually be bothered to complete the story..once.

    Every single one failed to deliver anything beyond 'oh that's pretty'
    and it was never very long before the absence of gameplay, resulted in a much more critical look at the eyecandy as there was almost nothing else to do. And once you started *looking* at the eye candy, shortcuts, kluddges, bodges, fakes, clones, invisible walls, jaggies, shoddy textures, bad meshes all became very apparent

    And FWIW people complaining about PC games being patched, FarCry2 PS3 had a zero day 650Megabyte patch.


    So now Ubisoft have had their advert and their criticism can we kill the thread please.

  20. #20
    Archimonday's Avatar Senator
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    Default Re: How Cities and battlefield zooom should be on TW games

    Quote Originally Posted by WeardLan View Post
    may have been fun, but FarCry2 and Assassins Creed where both great eye candy and *very* poor games, PoP didn't even have the eye candy.

    Ubisoft might make 'original' games, but in general they look great and lack any depth at all in the game play.

    Far Cry2 was supposed to be an 'open' environment, well it wasn't it was two "open" environments, the towns were shoddy and small and full of invisible walls, limited and repetitive gameplay, zero replay value.

    Assassins Creed, another 'sandbox environment' where you the player can do what you want. not. sure very beautifully rendered. not open, locked. game on rails, same repetitive requirement, they even included the coin collecting platform game. 'cept they called it 'flags', zero replay value

    Each of these was suposed to be a huge open world with no loading screens, and neither was, both were small compartmentalised with *lots* of loading screens if you wanted to get from one side of the map to the other quickly.


    PoP is *just* a coin collecting platform game.

    in each case, you have 'potentially' a good game, but usually it turns out the engine isn't as flexible as really needed to make the game what everybody *thinks* it's going to be , and what results is an eye candy filled platformer with a half arsed 'story' attempting to diguise the limited *game* functionality.

    MirrorsEdge -> PoP/AssasinsCreed in 'Free Runner story mode"

    I even enjoyed FarCry2 to the extent I could actually be bothered to complete the story..once.

    Every single one failed to deliver anything beyond 'oh that's pretty'
    and it was never very long before the absence of gameplay, resulted in a much more critical look at the eyecandy as there was almost nothing else to do. And once you started *looking* at the eye candy, shortcuts, kluddges, bodges, fakes, clones, invisible walls, jaggies, shoddy textures, bad meshes all became very apparent

    And FWIW people complaining about PC games being patched, FarCry2 PS3 had a zero day 650Megabyte patch.


    So now Ubisoft have had their advert and their criticism can we kill the thread please.

    Well if you consider Far Cry 2 and Assassins Creed crappy games, I don't even want to imagine how high your standards are, since Far Cry 2 and Assassins Creed were two very good open world games for the next gen.

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