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Battlefield 3 GameInformer info + screenshots - briefly|
| (hx) 06:00 PM CET - Feb,08 2011 |  
The new GameInformer issue is out and folks have already
provided scans of the article, which include plenty of great-looking
screenshots. Furthermore, BF3Blog
has published these details obtained from the article:
- Aiming for Fall 2011 release
- 4 classes
- Concept for BF3 has been in the works for years, waiting on
proper tech to seamlessly come together
- Frostbite 2.0 is the culmination of this tech, entirely
re-written
- Lighting sounds neat, one "probe" contains more lighting
information than an entire BFBC2 level.
- Level destruction is going to be "believable" but basically
everything is destructible.
- Character animations powered by ANT, what EA Sports uses.
- AI characters and multiplayer characters have different
animation sets
- No more "gliding" animations that look off, animation
realism is a focus
- Captured their own war audios (bullets, tanks, helicopters,
etc) at different distances to ensure realism
- Better audio cues for certain actions, more easily able to
listen for threats
- Plan on better, more immediate post release content
- More unlocks than Bad Company 2
- Dice trying to find a good balance between customization of
your character and not having "pink rabbit hat(s)"
- Will have co-op
- There will be a kill-cam but it can be turned off
- BF3′s team is almost twice as big as the team for BFBC2
- They want the pacing of the single player mode to be
balanced, with highs and lows. Makes the comparison to a song vs a
guitar solo.
- Part of the single player mode takes place in Sulaymaniyah
(Iraqi Kurdistan).
- Will be M rated
- PC version is lead version
- Why 64 players for PC only? No complains from the console
crowd.
- No mod tools at release. Maybe none down the line either.
Frosbite 2.0 is complex and mods tools would have to be dumbed down, so
does Dice really want to put their time to that or would it be better
spent elsewhere?
- Original story, not based on Bad Company at all.
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last 10 comments: | Koogle | (09:30 PM CET - Feb,08 2011 ) | "Maybe none down the line either. "
Believable, if only because DLC's don't compete so well with user generated content.
"Frosbite 2.0 is complex and mods tools would have to be dumbed down,"
no they'd have to be documented.. not dumbed down, and documenting how to use a badly designed tools is easier than making the tools better. And I doubt the development team really is using crap pipeline tools, to hard to believe for a new engine as even the level of detail put into levels these days requires good tools. | |
| Thudo | (07:19 AM CET - Feb,09 2011 ) | | Yeah actually the paid devs are scared as usual that the mod teams out there would produce something much more creative and better than the actual paid content. Thus, helping to "retard the mod tools" is an initial goal to ensure their commercial work is still better than the public's offering. Alas such fail as if the game is good the mod teams will help it thrive with their own creative interpretations. Stifle the modder = shooting yourself in the foot. | |
| Tom | (07:34 PM CET - Feb,09 2011 ) | | Maybe part is to blame on the tools but I think the content that comes from the developer is always higher quality than from freelance. User maps are always full of holes/exploits or poor optimization. | |
| Thudo | (08:16 PM CET - Feb,09 2011 ) | Speak for yourself, Tom.. not in my biz. We always try to equal or exceed the paid devs all the while doing it for fun and the enjoyment.
In fact, WE CORRECT DEV ISSUES, those dumba*ses forget to fix even in subsequent patches. :x | |
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