psychoclown wijzigde deze reactie 15-03-2010 21:10 (7%)
Tweakers maakt gebruik van cookies, onder andere om de website te analyseren, het gebruiksgemak te vergroten en advertenties te tonen. Door gebruik te maken van deze website, of door op 'Ga verder' te klikken, geef je toestemming voor het gebruik van cookies. Wil je meer informatie over cookies en hoe ze worden gebruikt, bekijk dan ons cookiebeleid.
psychoclown wijzigde deze reactie 15-03-2010 21:10 (7%)
Poll: Op welk platform ga je Metro 2033 spelen?
|#1 - PC|
|#2 - Xbox 360|
psychoclown wijzigde deze reactie 15-03-2010 21:02 (42%)
Ik vind het juist wel gaaf, doet me heel erg denken aan Stalker maar dan lineair in plaats van free-roaming.quote:Omnyakom1 schreef op vrijdag 26 februari 2010 @ 00:35:
Spel leek me eerst vet.Post apocalyptisch setting, onderduiken enz. Maar toen ik de monsters/mutants zag ben ik afgehaakt.
Dat had ik ook wel verwacht en over gelezen in een preview maar als het net zo lekker weg speelt is het zeker een plusquote:Bleet schreef op vrijdag 26 februari 2010 @ 17:10:
De PCGameplay heeft er een review over in hun Maart editie. Volgens de schrijver heeft het op de setting en een paar mutanten na vrij weinig met Stalker te maken. Het heeft een 8.3 gekregen, wat dus een redelijk goed cijfer is.
Poll: Op welk platform ga je Metro 2033 spelen?
|#1 - PC|
|#2 - Xbox 360|
Dat is inderdaad een goede zal ik meteen even bij Game Details zettenquote:JediUberknaft schreef op vrijdag 26 februari 2010 @ 23:08:
Dat de release date op 19-3 voor EU landen staat is ook wel leuk om zsm toe te voegen aan TS denk ik
Ben zelf mega STALKER fan, en dit lijkt op veel punten daar wel op. Maar dan meer lineair idd. Ben erg benieuwd in ieder geval !!
psychoclown wijzigde deze reactie 04-03-2010 18:58 (21%)
quote:Digital Foundry: You've previously worked on S.T.A.L.K.E.R., noted for its own tech. So, what exactly is the relationship between the 4A engine and your previous work in S.T.A.L.K.E.R.?
Oles Shishkovstov: There's no relationship. Back when I was working as lead programmer and technology architect on S.T.A.L.K.E.R. it became apparent that many architectural decisions were great for the time when it was designed, but they just don't scale to the present day.
The major obstacles to the future of the S.T.A.L.K.E.R. engine were its inherent inability to be multi-threaded, the weak and error-prone networking model, and simply awful resource and memory management, which prohibited any kind of streaming or simply keeping the working set small enough for "next-gen" consoles.
Another thing which really worried me was the text-based scripting. Working on S.T.A.L.K.E.R. it became clear that designers/scriptwriters want more and more control, and when they got it they were lost and needed to think like programmers, but they weren't programmers! That contributed a lot to the original delays with S.T.A.L.K.E.R.
So I started a personal project to establish the future architecture and to explore the possibilities of the design. The project evolved quite well and although it wasn't functional as a game - not even as a demo, it didn't have any rendering engine back then - it provided me with clear vision on what to do next.
When 4A started as an independent studio this work became a foundation of the future engine. Because of the tight timescale we've opted to use a lot of middleware to get things going quickly. We've selected PhysX for physics, PathEngine for AI navigation, LUA as a primary development file format, not a scripting engine, for easy SVN merging, RakNet for physical network layer, FaceFX for facial animation, OGG Vorbis for sound format, and many other small things like compression libraries, etc.
The rendering was hooked up in about three weeks - it's easy to do when you work with deferred shading - although it was far from being optimal or feature-rich.
'Tech Interview: Metro 2033' Screenshot 1
Digital Foundry: So, to be clear, there's no shared code whatsoever between the 4A and S.T.A.L.K.E.R. X-Ray engines?
Oles Shishkovstov: When the philosophies of the engines are so radically different it is nearly impossible to share the code. For example, we don't use basic things such as C++ standard template library and S.T.A.L.K.E.R. has every second line of code calling some type of STL method. Even the gameplay code in S.T.A.L.K.E.R. was mostly using an update/poll model, while we use a more signal-based model.
So, the final answer is "no", we do not have shared code with X-Ray, nor would it be possible to do so.
...Klik de link om de rest te lezen
quote:THQ's Metro 2033 has suddenly from way left of field become one of the most talked about, highly-anticipated games of the year so far.
Set in the Moscow underground following a cataclysmic nuclear attack, the title is a dark FPS with RPG elements - based around the novel of the same name from Russian writer Dmitry Glukhovsky.
Xbox World 360 saw fit to award the game 90 per cent in its Metro 2003 review - and from what we've seen, the PC version of the game looks every bit as good, if not better. It's also the first major title of 2010 to be available in full and glorious 3D.
CVG sat down with THQ's head of global communications Huw Benyon to get the full story on the release...
We first saw Metro 2033 at your big Moscow event before Christmas, what's been the main progression since then?
Fundamentally the build you saw in Moscow was basically content complete - so the plot was there the story was there and all the set pieces were scripted. Everything that we've been doing since then has been fine tuning, polishing, balance, improvements to the graphics, audio, additional particle effects, lighting effects, pretty much the whole things just been through the mill basically.
So hopefully you've seen a substantial hike in the graphical fidelity, the engine's holding up phenomenally well - just the overall presentation's much, much better.
The build we showed you in Moscow had a lot of known concerns with some of the control mechanics, so they started to implement the 360 controller but.. the sensitivity was off, the run function wasn't really working very effectively.
We've done a huge amount of overhauling there - as you've probably seen from the code, we've completely tweaked the look mechanic so it just feels much more solid, much more what people will expect from the best FPS games.
You've got the ability to set your own regular aim sensitivity or firing sensitivity, we've remapped some of the buttons and you've got a much slicker run function. We've also increased the character movement slightly so it's just a slicker experience all round.
On the balancing side, from quite some time ago we were aware that ammunition or lack thereof was proving to be a real problem for people coming to the game. We've been trying to find the right balance between not wanting to spoil that sense of urgency, sort of survival horror mechanic, but at the same time not leaving people either really frustrated or unable to fight back or put in unfair situations.
So there's been a lot of balancing, slight readjustment of the amount of ammunition and we're confident we've got that right now. What that means is that you're able to make use of the trading mechanic a lot more, so players who are particularly cautious and do conserve their bullets will find that they've got more potential to upgrade existing weapons and buy new weapons.
The storyline and atmosphere comes across strongly, do you think that's going to be a big differentiator for Metro?
I think the setting and the story are definitely the strongest points about the game, that's what we've been given by Dimitry by basing this on a book rather than just having the plot kind of bolted on as an afterthought, as an excuse to set up the next gun fight.
I mean it's a story that's got genuine character development, genuine highs and lows, moments of poignancy and we'd like to think a slightly deeper undercurrent and meaning running through it that you'd expect from, you know, a good film adaptation of a book.
It's quite mature story telling for a video game. I've not had the privilege of playing Heavy Rain yet - I'm really looking forward to doing so - but I can't think of too many examples at the moment that have really mature storytelling. The story's usually just a device to set up the scenario. So I think that's going to be something that really substantially differentiates Metro.
The second thing has definitely got to be the setting itself, the amount of detail that has gone into creating the game world. Obviously we've got a huge wealth of material that Dimitry has created.
Typically you'll get people who've read a book and the first time they get to see that book brought to life or visualised is on films. Sometimes it can be quite a frustrating experience if it doesn't quite look the way you'd imagined it. This is the same experiment but it's bringing that world and all that richness and depth to life in an interactive experience.
That's why they've really focused on, particularly, the station settings where you get to wander around and you listen to the different characters. None of that dialogue is plot critical, you don't have to listen to it, but it uses every sense whether it's visual or audio to kind of paint that picture and create that really believable game world. I think that's something that's really going to stick in people's minds.
What do you think has been the biggest challenge in successfully translating that novel into a game?
Dimitry said himself, the book is written on the surface as a kind of action thriller so actually it's perfect material to turn into a video game.
He also [says] that you should turn Crime and Punishment into a video game - but I'm not quite so convinced that that actually holds true for every book. Every book that has an action based narrative, you're going to have material for the game and if you're writing a thriller or an action book you'd better put some exciting set pieces in there.
So we have a ready-made selection of set pieces that people recognise from the book that can instantly go into the game. In other instances, some of those might not work perfectly well for gameplay reasons so the developer adds additional layers - so there's combat and action within the book itself but then the developer has to think: Well, actually, what does combat feel like in the game?
You're probably seeing two very different styles from the very intense, kind of crazed mutants that swarm over you and you're fending them off at close quarters, to the much more considered, tactical combat when you're up against human opponents, trying to flank you and using cover and using munitions rather than teeth and claws. They're purely gameplay decisions rather than storyboard decisions.
As you're moving closer to release day what's left to do? What kind of areas are you going to focus on from now until release?
We are literally in the last stages of polish and balancing and tweaking at the moment. We're supremely happy with where we are from a presentation perspective now. Visuals and the audio and the surround and the whole layer of presentation has got that gorgeous, blockbuster game feel to it. The engine's an absolutely phenomenal piece of technology.
The last few tweaks we're putting in are minor balance tweaks and just a couple of control changes on the 360 version to make the weapon select mechanic more consistent with FPS conventions.
Basically, the PC 'left and right select up and down' weapon select doesn't really work on consoles so well so we're going to swap that out for the final game, we've got that in test at the moment and again it just makes a substantial difference.
This is the first major title of the year we've seen properly presented in 3D. How important do you think 3D might become to gaming?
From a personal perspective you have to see it to really believe it. It's the next new thing if you compare like for like, side by side - the 3D version has got that extra 'wow' factor, that extra 'pop out' factor.
So in terms of kind of capturing the consumers' imagination I guess that the next generation of consoles and TV equipment is all going to be geared towards some kind of standard. For the time being it's 3D on PC so it uses nVidia's 3D vision technology, so it's down to the specific hardware, you need a specific monitor for it. So for the time being it's not like Avatar where hundreds of cinemas are equipped to do it, in gaming it's going to be a relative niche.
It was kind of really important for the PC version because the guys at the studio, they've got such strong PC heritage anyway and they're absolutely determined to push every envelope they can.
So, proprietary engine, probably the most significant DX11 features of any game that's been out there and stuff that really makes a tangible difference to what you're seeing and playing. then there's obviously the nVidia 3D vision as well so if you are a core PC gamer and you're wondering where all the love's gone when your PC games are just a slightly higher res version of what's on the console then I'd say 4A are kind of writing a love letter to you and doing absolutely everything to make the PC version phenomenal.
Presumably you must think there's a market for these high concept 3D shooters on PC, do you think that will continue you or do you see the market fragmenting from here?
Personally, do I think PC gaming is dead? Obviously not. The sales aren't there at retail, but there are plenty of people playing PC games at the moment whether it's been digitally downloaded legally or as is more often than not, not.
Provided that you can make money from PC gamers then people will make games for them because as a platform it's such a niche - but in any niche you get extremes, whether that's performance or commitment from the people involved.
So long as it's economically sustainable people will continue to make cutting edge PC games, and people will continue to play them. If that balance changes then I guess that's when it's going to go but that's just a personal view.
Depending of course on sales, do you think there's room for an expansion or DLC?
We've not even talked about story-based DLC. [Metro 2033's] a self-contained story, it comes to a definite end when you finish the game. I think that's really important that if you play through to the end you get a proper closure on the story.
Of course there's a huge replayability factor in there that we're not talking about at the moment but play through it once you might have an incentive to go back through it again. You may have noticed a couple of pointers along the way that are fairly subtle.
The studio are finishing off the game at the moment with no DLC in development. It's one of those, 'we'll kind of wait and see what the reception is', what gamers want. Then again, [any DLC] has got to be viable and a good use of their time to put it out there, and something that actually adds to the gaming as far as I'm concerned. We've got a couple of ideas but nothing that's in production.
psychoclown wijzigde deze reactie 15-03-2010 20:52 (5%)
Hmm daar ben ik zelf ook nog niet helemaal uit maar dat zal de komende week wel duidelijk worden lijkt me!quote:all killer schreef op maandag 15 maart 2010 @ 21:05:
Maar is de game nu lineair, maar freeplay zeg maar. Dus zoals een beetje het metro stelsel van Fall Out 3? Dus dat de weg wel lineair is, maar je lekker zelf kunt bepalen hoe en wat, en dus lekker heen en weer kan reizen? Anders zou het zonde zijn van de verschillende steden, kom je ook maar eens langs dan...
Dat had ik wel verwacht dus het stelt me niet teleur, misschien ook wel eens lekkerquote:all killer schreef op dinsdag 16 maart 2010 @ 22:01:
-Verwacht je een stalker, niet doen! Tis toch echt meer een Call of Duty met stalker sfeer/elementen. Vooral veel scripted events, en natuurlijk de lineaire bouw van de levels accentueren dan. Daarnaast wel erg veel sfeer, vooral in de "steden"
Dat is wel jammer maar wel begrijpelijk gezien het een lineaire shooter is.quote:-Je kan dus niet heen en terug reizen, je volgt het verhaal/pad, dus speciaal voor een bepaalde upgrade terug zit er niet in, en is dus ook niet nodig denk ik.
Klopt, een aantal lui hebben meegewerkt aan SoC en de x-ray enginequote:Voice actors zijn volgensmij precies die van stalker, af en toe leek het net of ik stalker aan het spelen was daardoor. Gedeelte van het team is toch ex stalker maker ofniet?
Het gaat in Metro voornamelijk om handelen in kogels en wapens, hebben ze het ook over in de Developer Walkthrough filmpjes.quote:superwashandje schreef op vrijdag 19 maart 2010 @ 09:28:
misschien wel weer een makkelijke vergelijking maar bij de stalker spellen word het langzaam steeds makkelijker: door het geld wat je verdiend en upgrades die je hebt kunnen kopen enzo.
hierbij moet je toch soortgelijke dingen doen?
Het is niet de bedoeling om in topics zoals deze naar evt. upgrades te vragen maar om toch even je vraag te beantwoorden, de rest kan nog wel even mee dus een gpu upgrade is voldoende.quote:
De mensen die van het Stalker team afkomen hebben geleerd van de beperkingen van de x-ray engine zoals te lezen in psychoclown in "[Multi] Metro 2033".quote:PilatuS schreef op zaterdag 20 maart 2010 @ 22:02:
Ik vraag me ook af hoe ze het gedaan hebben. Dit spel verbruikt bij mij maar 1.3GB RAM tijdens spelen. De nieuwe Aliens vs Predator verbruikt 2.7GB RAM en is nog minder mooi ook.
Kwestie van erg goed programmeerwerk ?
quote:Oles Shishkovstov: The major obstacles to the future of the S.T.A.L.K.E.R. engine were its inherent inability to be multi-threaded, the weak and error-prone networking model, and simply awful resource and memory management, which prohibited any kind of streaming or simply keeping the working set small enough for "next-gen" consoles.
Dat vat ik niet helemaal want een goed spel hoort toch ook maar één groot topic te hebben? Of had je liever een game gehad dat barstens vol bugs zat of inlogproblemen had?quote:GeneralNL schreef op woensdag 14 april 2010 @ 17:24:
Ik speel het ook. Geweldig spel! Wat ik alleen niet snap is waarom dit spel niet veel populairder is . Hier op tweakers ook, slechts één serieus topic... In mijn ogen verdient deze game toch veel beter...