DopeyFish said:![]()
"When you said you'd kick me in the gnads so hard they'd come out my mouth... I didn't believe you'd actually do it!"
Gattsu25 said:You work for gamepro, don't you? :b
You do realize that if Oblivion is like Morrowind, most of the objects in the first screen can be picked up and moved around, right?Operations said:The first screen failed to impress me, the other two look very good though I'm not a fan of that soft focus or overbrightning (or whatever is called) effect. Seems a bit overused.
Hey guys, Tenacious-V doesn't want this gameTenacious-V said:No thanks...
nitewulf said:freaking FP RPGs...cant they just make them 3rd person?
You can switch between the two, also considering the new combat engine it might be advantageous to do so in situations.nitewulf said:freaking FP RPGs...cant they just make them 3rd person?
nitewulf said:freaking FP RPGs...cant they just make them 3rd person?
Azih said:How are the NPCs?
Vieo said:I've been reading a lot of sources of info for this game so far. Here's what I got:
-The most life-like outdoor enviornments ever seen in a PC game. for example, soil erosion is modeled in the game engine, based on terrain studies by geologists.
-The combat system is different. Where as in previous games you could be right next to an enemy, swing a sword and not hit them because your sword skill was too low. This time around, the game works on a "genuine hit" system like in real-life. If you hit something(as in, you see your weapon come in contact with it) you hit it. No dice roll telling you that you missed. This puts and end to furiously clicking to raise your skills.
-The game starts off with you being in the very SAME dungeon cell you started off at in Arena. (might have something to do with the story?)
-Physics play a big part in game's enviornment. If there are chains hanging from the ceiling, you can rattle them. If there's a table full of plates, candles, etc. you can knock them around.
-You can craft the face of your character. (Like the Sims 2 I guess.)
-Every NPC will be voiced.
-NPCs follow "daily agendas" that change from time to time. Some days they work on their jobs, other days they meet with friends, or you can even see them going to church.
teh_pwn said:To what extent is the voice acting? You know, you could say every WoW NPC is voiced...
teh_pwn said:To what extent is the voice acting? You know, you could say every WoW NPC is voiced...
metdroid said:gah, too bright
metdroid said:gah, not enough brown
Do The Mario said:The bug testing period in this game is going to be huge!
The End said:well, if Morrowind is any guide, it shouldn't take too long.
:lol
Vieo said:Morrowind's sky is probably one of the most, if not the most realistic sky of any game. I would only believe that Oblivion's is even better.
I've been reading a lot of sources of info for this game so far. Here's what I got:
-The most life-like outdoor enviornments ever seen in a PC game. for example, soil erosion is modeled in the game engine, based on terrain studies by geologists.
-The combat system is different. Where as in previous games you could be right next to an enemy, swing a sword and not hit them because your sword skill was too low. This time around, the game works on a "genuine hit" system like in real-life. If you hit something(as in, you see your weapon come in contact with it) you hit it. No dice roll telling you that you missed. This puts and end to furiously clicking to raise your skills.
-The game starts off with you being in the very SAME dungeon cell you started off at in Arena. (might have something to do with the story?)
-Physics play a big part in game's enviornment. If there are chains hanging from the ceiling, you can rattle them. If there's a table full of plates, candles, etc. you can knock them around.
-You can craft the face of your character. (Like the Sims 2 I guess.)
-Every NPC will be voiced.
-NPCs follow "daily agendas" that change from time to time. Some days they work on their jobs, other days they meet with friends, or you can even see them going to church.