Bi50N said:@bizatch
It's a direct sequel to 2033, and it follows the ending as per the cannon of the book
Our working title early in development was '2034' but we actually have nothing in common with Dmitry's novel of that name
@Truth101
We are bringing this to Wii U. That's all we can say for now
@mickcenary
stealth continues to be a big focus. In the segment you just saw from our E3 demo (which is 100% playable I might add, there's no 'script' you have to follow) it is possible to pass through the sentry camp totally undetected, without having to kill anyone
@TheVampire
2012. Lots of time to go
@legacyzero
we've confirmed multiplayer. We know exactly what your concerns are - so let me say:
It's not at the expense of single player. Priority number 1 is to create a campaign that stands against, and improves on 2033
We wanted it for 2033, but we didn't have the time to do it justice. This time we do
@Yo Gotti
expect big underground areas, and outdoor areas, with lots of secrets to explore
Finally we have an engine that can make a detailed gaming adaption of the end of Cobra!-SD- said:
Bi50N said:We just added Part 2 - you can watch it here:
http://www.youtube.com/watch?v=xGFMJz5Moj0&feature=channel_video_title
Bi50N said:Lighting has been overhauled too. Welcome back btw - got your eyes on that OT job again? ;¬)
@miksar - yup, we used a single Nvidia 480 for this capture. The engine's very scale-able. This kind of quality is well within the reach of a lot of cards available now - we're looking forward to the next wave of hardware, then we'll start really pushing the graphics
raphier said:I don't know why but somehow the setpieces seem influenced by Modern warfare. I mean all the action with secondary character doing hollywood-jizz-in-your-pants-holy-shit-escape-jump-badass-kill-roach-holy-fucking-shit-fire-in-the-hole-in-your-pants interaction with the foes.
Haha I guess you could say that. =p I'm already beyond stoked for this, primarily because I'll be building a new PC by year's end and this time I'll be playing it on that!Bi50N said:@adelante - we always had it, we only used it for a few specific set-pieces. Now it plays a much more prominent role in combat throughout as we've made a lot of the cover degradable.
Lighting has been overhauled too. Welcome back btw - got your eyes on that OT job again? ;¬)
If it's anything like the first game, it'll look pretty good. I played it on the 360, and it was missing several effects like object blur, god rays, etc, but I was impressed with the amount of lights and shadows that was rendered onscreen. I remember one particular scene that I was blown away by (PC footage):http://youtu.be/ZtkuPsvHDrw?t=9m19sKageMaru said:Also, any hints to how well this will scale down to consoles? I don't have the best gaming laptop right now. =(
Bi50N said:@KageMaru - this code is up and running on console and, I would humbly assert, looking great for a current gen console game. We thought we did a pretty decent job with the 360 version last time
I'll link to this Digital Foundry article again - a little outdated now, but a good insight into the 4A engine
http://www.eurogamer.net/articles/digitalfoundry-metro2033-article
adelante said:If it's anything like the first game, it'll look pretty good. I played it on the 360, and it was missing several effects like object blur, god rays, etc, but I was impressed with the amount of lights and shadows that was rendered onscreen. I remember one particular scene that I was blown away by (PC footage):http://youtu.be/ZtkuPsvHDrw?t=9m19s
See how the specular highlights on almost every metallic surface in the cabin reacts to the movement of your torchlight (and the NPC's)? Those effects were actually in the 360 version
It's more Killzone-ish IMO.1-D_FTW said:Looks beautiful. But I can see why people were saying the E3 demo was very CoDish.
Bi50N said:@KageMaru - this code is up and running on console and, I would humbly assert, looking great for a current gen console game. We thought we did a pretty decent job with the 360 version last time
I didn't feel like that was the case at all...framerate at least seems pretty solid throughout, I remember the devs even saying the 360 version would run at a higher fps if it weren't for v-sync. My only concern is the hit animation, or the frequent lack of any in the first game, which exacerbate the whole bullet-sponge issue. However in the gameplay video that just got released, the last enemy stopped shooting when he got hit with the first shot... I can only hope that's a sign of improvement!Dyno said:This statement worries me. I really wanted to enjoy 2033 on the X-Box 360 but in the end I stopped playing. In general I thought that the 360 was struggling to run this game. In addition I thought the controls weren't laid out very well. Also there were some brutal autosaves, like in the middle of firefights.
Wow, what a lighting. Unbelievable that almost so many lights are volumetric.jgminto said:
Bi50N said:Part III added (thanks Speedymanic for beating us at our own game...)
http://www.youtube.com/watch?v=X2n2G0rtQPs&feature=channel_video_title
Think of these as teasers - we'll be posting the entire E3 demo on the 23rd August. Twice as long as everything you've seen combined, plus we'll probably do an alternate playthrough of Part I showing some new stuff...
Enjoy![]()
Corky said:Hey man, you think you can possibly divulge if the footage we are seeing here is running on a pc similar to the gamescom one ? ( gtx 590 )
Dyno said:This statement worries me. I really wanted to enjoy 2033 on the X-Box 360 but in the end I stopped playing. In general I thought that the 360 was struggling to run this game. In addition I thought the controls weren't laid out very well. Also there were some brutal autosaves, like in the middle of firefights.
Dat sexy lighting and motion blur; especially during that escape sequence. For next gen consoles, improved lighting is what I'm really looking forward to. It makes a huge difference from a graphical standpoint.jgminto said: