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Rainbow Six: Vegas Preview - preview|
| (hx) 01:30 PM CET - Mar,21 2006 |  
1UP
got the chance to get an early look at the next-gen Rainbow Six game -
Rainbow Six: Vegas:
Using motion capture doesn't come without its own challenges, however. Heavy testing and tweaking were done to the player speed to make it both realistic and fun for gameplay. The team members literally took tape measures into the motion capture studio to chart and time the actors' movements, coming up with what they initially believed to be a realistic speed. But when they took this back to the development studio, "it was like playing a turtle," jokes Gilman. He likens it to running in place underwater, much like in the PC version of America's Army where if you weren't sprinting or were even slightly injured, your player's speed would dramatically decrease. It's pleasing to know that the full workout is being given to player speed since the majority of gamers complained that running was too fast and walking too slow in Rainbow Six: Lockdown. "We have to make compromises," says Béland. "Basically, the bottom line is if the game's just not fun, you can have the best animations possible but it's just not fun. People are not going to play your game. This relationship is very interesting because Aaron wants to make it look good, [and] I need to make sure it's going to be fun. But if it's fun but really ugly we're not winning. It's a give and take but I think for the movement system it needed to be set."
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