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new PDZ gameplay movie

Nice find...

Shame the movie quality is patchy, but it's one of the better movies so far. Lots of nice little touches and looked the most like Perfect Dark in gameplay to date; typical camera take downs, reprogramming (loving the way it shuffles the enemy along with everything else in its path), wide open environments and elaborate but well done death animations.


C.
 
Very nice. The enemy death animations are much improved and the game overall looks great...... (waits for next movie that makes me eat this post)
 
I almost forgot about how much i loved shooting out all those camera's.

I really liked the animation on the treads on that forklift thing, very realistic.
 
WoW....


I honestly think that looks fun as hell..... a lot of people have been hoping this game fails but to me I may be buying a 360 because of this game...... the multiplayer also form impressions is incredible as hell too.....

Looks great.
 
Wish my computer at work could play this. Unfortunately I'll have to wait until I get home tonight, but the slideshow looked pretty neat.
 
On My RollerCoaster ScaleTM right now I feel:

eaf9ti.jpg
 
Thanks Cerrius -

Looks great. I am stoked for this game - I think my son and I could have a lot of fun with it. It does support splitscreen as well, right?
 
I love the look of this game, its so bright and colorful. Looks like everything in the game is brand new and just came out of the factory, every object is so clean and shiny :lol
 
In scientific research, one should never judge the results of an experiment until ALL of the data has been analyzed and everything has been completed. We should remember this as well when considering these movies about PD0 as well as all other launch games. In many ways, we are peaking into the artist's studio and screaming criticism towards an unfinished work. Patience little one. Patience.
 
Ok I just saw the first video and I must says whoever said this game doens't look good is on crack. Deffinitely a must-buy from me. Wow. That underground garaje is just full of geometry, the texture work is amazing too. Go PDO.
 
jimbo said:
. Wow. That underground garaje is just full of geometry
People dont seem to understand what full of geometry can mean on next generation machines. Imagine the 1000 trolls from Kameo turned into geometry detail for the streets in PDZ. They wouldnt need their stupid shiny new bumpmapping effect any more.
 
quetz67 said:
People dont seem to understand what full of geometry can mean on next generation machines. Imagine the 1000 trolls from Kameo turned into geometry detail for the streets in PDZ. They wouldnt need their stupid shiny new bumpmapping effect any more.

I happen to really like the "shiny new bumpmapping effect" (parallax mapping,) and I'm usually quite critical of PDZ. I think they should've focused on creating better character models unlike the ones they have that look like badly animated dolls.
 
seriously.. whoever is in charge of microsoft games PR should be fired, cuz this looks like a game i would like to play, unlike the video clip released earlier to ign...
 
I hated the shiny bumpmapping already in halo, but at least it was a novelty at the time. nowadays it just looks wrong
 
Yeah, they aren't promoting this game correctly at all. It actually looks pretty good if you utilize the gameplay shots and stress the "game" itself.

What a concept.
 
DenogginizerOS said:
In scientific research, one should never judge the results of an experiment until ALL of the data has been analyzed and everything has been completed. We should remember this as well when considering these movies about PD0 as well as all other launch games. In many ways, we are peaking into the artist's studio and screaming criticism towards an unfinished work. Patience little one. Patience.
IAWTP
 
IJoel said:
Halo's bump mapping was excellent.
just a matter of taste, I prefer one corridor modeled with excellent unique detail over endless shiny corridors all looking the same. I think the amount of work put into graphical details often reflects the effort put into gameplay.
 
quetz67 said:
just a matter of taste, I prefer one corridor modeled with excellent unique detail over endless shiny corridors all looking the same. I think the amount of work put into graphical details often reflects the effort put into gameplay.

There is just some detail that would look flat without bump mapping. I think it is excessively used in characters, but when you think about things that are engraved in walls, road/ground/snow detail, etc., it makes complete sense to use it there instead of making polys out of everything (which would be a huge waste considering the amount of detail you'd have to put in polys.)
 
I, for one, am really digging the feel of the game. It feels like a futuristic, tongue-in-cheeck, Bond movie. Its also got something of a cartoony feel to it that just works...Its hard to describe, but I'm diggin' it.
 
IJoel said:
There is just some detail that would look flat without bump mapping. I think it is excessively used in characters, but when you think about things that are engraved in walls, road/ground/snow detail, etc., it makes complete sense to use it there instead of making polys out of everything (which would be a huge waste considering the amount of detail you'd have to put in polys.)
I agree it makes sense for certain stuff like the snow level. but using it everywhere makes everything look generic.

I think the best recipe is a good mixture of modeled and bumpmapped detail. A game that did it perfectly was Rogue Leader. But next gen the texture detail should be used for smaller details while bigger stuff should be modeled. and it will happen because we will see lots of destructible geometry next gen
 
They need to get something like the content seen in that first vid into a big High-Def direct feed trailer soon, so that the sharp highly detailed world in this vid--with a dose of slightly unreal colorful personality--is shown to best effect.

Loved that future car that looks like the original Lotus Esprit at :52 in the video.
 
Walls have been lubricated for the final build so that wallguys cannot stick to them anymore. HAH

Ok, anyway, to those complaining about the shiny effect...That's not part of parallax mapping, just like normal mapping doesn't imply the shiny plastic effect.
The shiny effect is still specular mapping, it's here since the dreamcast days and sometimes (often) it's used in conjunction with parallax and normal mapping to make them stand out more.
 
BCD2 said:
That is easily the best footage I've seen yet.
It's part of the presentation I've filmed with Mirik of xboxworld.nl. He got me in so he got to put some part of it online first.
The whole presentation will be online tomorrow.
 
It's part of the presentation I've filmed with Mirik of xboxworld.nl. He got me in so he got to put some part of it online first.
The whole presentation will be online tomorrow.

Nice work. Looking forward to it.
 
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