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One thing that immediately became apparent is that the reload animations are a beautiful thing to behold. The reload and weapon animations are irresistibly slick, like when Joanna flips up and screws on the P9P silencer or turns over the shotgun to lock in a shell then loads it with a satisfying hard clicking sound. The revolver had what we though to the most interesting firing animation, where your character's hand would rapidly slap the gun's hammer like in old Westerns. We found ourselves unloading ammunition when there weren't even any foes near just so we could reload as much as possible.
The best part about the multiplayer was that there was absolutely no slowdown despite some frantic firing action. Granted, the graphics were stepped down from the single player mode; there weren't as many reflective surfaces, the gun models weren't as flashy, and the blurring effect that surrounds you when you turn or run wasn't as pronounced, but it still looked damn good. There were smooth shadows that perfectly reflected the different characters' body shapes and positions stretched across the snow.
Blasting enemies was a ton of fun, especially because as you fire away you'll see chunks of armor that correspond to where you hit them fly off and bounce to the ground. This armor isn't just cosmetic, you'll need to blast off a foe's helmet before you can headshot them.
After the round was over a stats screen popped up that showed all the kills and deaths of every player involved as well as some special stats like kills from behind and headshots. We then loaded up the single player and were immediately struck by how much more detailed the visuals were. The metropolitan rooftop level we were in stretched endlessly around us, full of glistening metal towers, flying cars, and gigantic translucent tubes. Again, despite the ridiculous amount of geometry and animation onscreen, we didn't notice any slowdown.
A few other notable details include picture in picture plot events that pop up as you're progressing through a level and apparently improved enemy death physics. Enemies no longer pinball all over the place when shot and killed, but drop with a much more modest, realistic reaction to where they were shot. The bullets in PDZ carried a very satisfying sensation of weight.
Finally, at one point a few pigeons flew out from a section of scaffolding we were running across. We zoomed in on one and unloaded a few P9P rounds and were overjoyed to find the bird exploded in a bloody mess. Perfect Dark Zero was looking very impressive from what we got to play, we'll have more info as it comes in.
http://xbox360.ign.com/articles/655/655871p1.html
things that make you go hmmmm.....