A...Rifleman
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Posts posted by A...Rifleman
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I can reach either site fine, I just cannot find map pics

yes I cleared cache and no success
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why can I not seem to find the map pics at ghostrecon-2.com ?
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I've been hoping that the GR2 Xbox demo would show up within the next month on the DVD demo disc that comes with the Official Xbox Magazine, but it looks like we will probably be able to buy the full game in November before any demo is released.
It looks like the Dec '04 issue of OXM mainly focuses on Halo 2:
http://forum.teamxbox.com/showthread.php?t...74&page=1&pp=15
Here's what's coming up in the December issue of Official Xbox Magazine, which "officially" goes on sale on November 2, but subscribers should start to see their copies in a couple of weeks.-The World Exclusive Review of Halo 2: Yes, it's true. Fourteen pages of The Big One.
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-Another amazing demo disc! A play-it-before-you-can-buy-it playable demo of Prince of Persia: Warrior Within, Dead or Alive Ultimate, The Incredibles, Conflict: Vietnam, ESPN NFL 2K5, The Dukes of Hazzard, and a hidden Easter egg demo of a certain Japanese title that isn't coming out here in the U.S. You can probably guess what it is, and I guarantee you guys will be lighting up this forum trying to crack the code to play the game!
The Nov issue of OXM finally has the Black Arrow demo months after the game came out, so perhaps the GR2 demo may be similar.
I do seem to remember the GR:IT Xbox demo was available in OXM before the game came out.

I've come to realize the same thing you just posted

One of the OXM magazines a couple months back mentioned a GR2 demo was soon to be in an upcoming mag, but I guess someone dropped the ball somewhere? And yes, GRIT had a demo in OXM a couple months or so before the game released.
I can wait though, not much longer now anyways

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I dont mind at all, I didnt write it and it's public domain news so....

I've posted it a few places too, just never made it to their

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this should calm some fears from the PC gamers out there as far as what to expect from the PC version. And put an end to the debate over what the primary platform really is.
http://www.computerandvideogames.com/news/...y.php?id=105029
Wednesday 19th May 2004INTERVIEW: GHOST RECON 2 GOES INTO ACTION
Exclusive: Red Storm introduces us to the next instalment in the squad-based military shooter series, targeting PC, Xbox, PS2 and GameCube
14:14 Ghost Recon 2 is in development at Red Storm for PC and next-generation consoles and, like its predecessor, focuses on near-future military engagements, players this time in charge of a squad of elite combatants on operations in East Asia.
Previously informed in true hype fashion that the sequel dials up "the intensity and adrenaline to create an experience of total war", we're also promised an emotionally charged storyline, significant engine revamps and joyous multiplayer.
We recently caught up with Red Storm producer Robbie Edwards to find out exactly what's what.
What's the storyline for Ghost Recon 2?
Edwards: The game is set in 2014. North Korea has invaded China, and then the United Nations and China are pushing them back; but the missions happen on the China/North Korea border so you're going back and forth. We have this China pagoda mission which looks really good. It's all set in that Asian area. We've got a lot of cinematic sequences that set the missions up.
We understand that the game will lead on Xbox...?
Edwards: It's being developed primarily for the Xbox, but it's also coming to PC and PS2 [and GameCube]. But it's important to note that it's being developed from a console point of view. Now we're trying to make it the ultimate experience for the Xbox player. And then of course on the PC we'll give that version the same amount of attention as we do on PS2.
Ghost Recon on Xbox was little more than a port, but we want to make it clear to people that Ghost Recon 2 is completely new, we've re-thought everything and tried to make it as good as possible.
Is Ghost Recon 2 more about action then, considering the console lead?
Edwards: Ghost Recon had a lot of tension built into it. Action is a bigger thing in Ghost Recon 2. We trying to make it exciting, make big things happen. We still want to keep some of the tension gameplay we had but we don't want to rely on it anymore - we want to give players a larger variety of things to appreciate.
So what differences can we expect in the PC version, say? Will it be tailored particularly for PC gamers?
Edwards: The missions are the same but the interface will be a little different, the multiplayer will be different. I mean, we've had a lot of experience with PC games and there's no reason to make those people unhappy; so we're going to put the same amount of effort into the PC version that we are the Xbox version.
What can you tell us about the weapons of Ghost Recon 2? Anything a little unusual?
Edwards: We've got lots of futuristic weapons. Not sci-fi, but more next-generation firepower. We've also got weapon swapping now, so you can pick up guns dropped by enemies killed. That's something that the fans have been asking for.
The futuristic weapons we have are like stuff that's at the experimental stage today, and maybe more realistic in the near future. We want realistic, which we have, but we also want to be Tom Clancy-esque, which is that kind of techno-spy-thriller thing so we're trying to add a bit of that along with the modern-day weapons.
There's different viewpoints in the game, right?
Edwards: We have the traditional first-person view from Ghost Recon, which I personally love, but now we also have an over-the-shoulder view. Basically the camera will adjust to your different situation - so if you crouch, for example, you get a slightly different view.
We have characters that are almost double the size in polygons of those in the first game, much higher resolution textures, and we really want to show these characters off and over-the-shoulder view allows us to do that.
There's no first-person gun view. Did you toy around with putting this in the game?
Edwards: That's really how the over-the-shoulder view came about. Originally we were going to put in the first-person weapon, but everybody does that, we wanted something a little different. And there's also the whole asset management thing, like with a first-person weapon view you have to remodel the weapon and create a totally new set of animations, and we have some limitations with the Xbox. With over-the-shoulder, we're able to get everything - you can see the character, you can see the weapon.
Is that something you'll change for the PC version?
Edwards: Well, potentially. Right now there's no real plan to do it, but then it's much easier to do it in the PC version.
Can you tell us about the squad under our command?
Edwards: You have the lead or hero character - his name's undecided at the moment - and he's supported by three squad members that are different classes. You can have, for example, a marksman, a machine gunner.
Do you stick with the same squad throughout the entire game this time?
Edwards: Yes, and you actually play the same character all the way through - there's no more swapping between squad members. That's in the Xbox version and it'll probably be true of the PC version as well. It's just that there are so many things you have to take into account with character swapping, like you have to load more stuff into memory, and it really doesn't add that much. And then there's the fact that you just use the other characters like extra lives anyway.
Any major changes to the user interface?
Edwards: The command menu... You remember the PC version where you brought up a map? Well, we're trying to do that a little easier so what we've got is a point and click style affair. We've got a command system that's context-sensitive, so if you mouse-over or move your cursor over a vehicle or an injured guy or whatever, the command you perform changes depending on that.
And if you press a key or button and hold it down, you get a whole new set of commands - suppressive fire, throw grenades and so on. It's a pretty neat and easy to use system that gives you a lot of commands.
What can you tell us about technology improvements?
Edwards: We've put a lot of work into our graphics. We've got specular mapping normal mapping, super-high detailed stuff. In the PC and Xbox versions of Ghost Recon when you got up close to things they looked kind of muddy, and things are much sharper now. We've got new lighting techniques, dynamic shadows.
We've also added new grass which moves around, when a helicopter flies over it makes the grass blow to the side. It looks really nice - we're proud of our grass. It's important to have good grass.
We're using the Havok physics engine as well, so for example when the blow a helicopter out of the air all the debris will fall to the ground and bounce around and look really cool. Towers can get blown up and brought crashing to the ground. We think it looks really nice.
Are we going to be able to drive/fly vehicles?
Edwards: Vehicles will play a big role in the game - tanks, helicopters etc., all this stuff you have to fight against. There aren't vehicles you can get in and drive around in, but there are situations where you can get vehicles to help you out - calling a helicopter in to help take out some enemies or have planes come in and blow stuff up. But as far as flying one of these? Nah, you're an infantry guy, you don't need to fly.
How about the RPG-style skill development from the original - is that in the sequel?
Edwards: Yep, that's still here. The characters have skills; they have different weapons. They get better with these weapons as they advance.
Ghost Recon was pretty much all AI. This time we're doing a lot more scripted stuff. This is allowing us to be far more emotion into this game than in the original. Whereas I might call Ghost Recon more of a sandbox type of game where players were left to figure everything out, the sequel is more fine-tuned for the player experience. There are bottlenecks in place to ensure that the players see the things we want them to see.
Is the Xbox headset used in the single-player game?
Edwards: Yep, and it's cool too. You can verbally give commands to your squad, and they speak to you through the headset, so you'll have the game sound coming through the TV speakers or whatever, and squad communication coming through the earpiece. It's awesome.
How about Xbox Live support?
Edwards: Xbox Live - that was like our bread and butter when it came to Ghost Recon. Of course, we're going to do everything we can. I've told people I want us to be the standard for Xbox Live. If developers are thinking about Xbox Live support, we want them to say "Hey, let's do like they did in Ghost Recon 2". That's what we're aiming for.
We're using all the latest Xbox Live 3.0 stuff, voice communication is in there, competitions and tournament type stuff - we want to make it easy for people to find games and play with people they know. We're aiming to be one of the industry leaders when it comes to Xbox Live.
Ghost Recon 2 is currently expected in Q3 2004 on Xbox and Q4 2004 and on PC, PS2 and GameCube.
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I watched them the other day from his link at UBI, definitley the best GR2 video's I have seen yet but I wish the producer kept her head out from in front of the camera

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not at all, of course alot depends on the size of your hands and how long you might play at a time maybe.
You'll get quite used to it really quick
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nice box


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i've been pondering for a longtimer over whether to get the ps2 or xbox and now that i know that the xbox has a 10gig harddrive i think i'll with that one.
if thats the only benefit you see in xbox, you might should do more research

IMO xbox is far superior, but I know alot about all the consoles +'s & -'s
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yikes that's a nice sized hard drive for a gaming console.
more than whats needed by most people, except for those that make custom soundtracks to go with their games and load the drive up with that and the soon to be released content sharing (ie; user made maps/content etc.) will likely begin using up some room available.
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how big is the Xbox harddrive?
8-10 GB
depends on which drive maker happens to be in it (ie; wetsern digital, seagate etc.)
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Hey everyone, finally had time to edit the video and upload. Anubis' report is a real multimedia experience
You have to read the report, look at the photos, and watch and listen to the video to get the full picture of what GR2 was like at E3! 
Check out the report and video here:
that was a nice read and video to go along with it, thanks

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here' the latest word from BT.50 at UBI
quote:
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Originally posted by Emperor_Ming:
1) There's great consern about the PC version being a xbox after thought being dumbed down because of console limitation. This would obviously mean that many of the PC hardware advantages would not be used & GR2 would be an inferior product. Please could you confirm that this is not true & that R.S.E. havn't taken the easy route, are infact developing a PC version that will be an example of how a game should be. (lets aim for some awards here)
What many of the members of the community dont realize, and what I have stated numerous times, is that ALL video games originate on the PC as they are programmed (generally using Visual C) before being compiled for a specific console. So given that, the concern that a PC version will be inferior and "ported" from the Xbox is not valid and should not be a concern of anyone. This is Red Storm, folks. They have made several critically-acclaimed titles (both PC and console). Why would anyone think for a second that Ghost Recon 2 would not follow this tradition?
2)The Over Sholder View. Although I can see the reason for this I sure I speak for the community when I say in Multi player mode this could kill the spirit of GR if the FPS was not forcable server side. as for the weapon view I think this should be client side, but OSV changes the style so dramatically that if a sever wants to force FPS then this should be allowed. (obviously a server dosn't have to force it)
First thing I would like to point out is that nobody concerned about this has even played the game. When playing in OTS view, if the player approaches a wall, the camera is repositioned so that if the player wants to see down a corridor, the player must expose themselves as if they were in First-Person. Yes, most other shooters that allow a player to see their character also allow a player to see things they normally wouldn't be able to see in First-Person. This will not be the case in GR2.
If the player can see something in First-Person view, they are only going to be able to see the same things in OTS view.
Views will be a server-side option.
3) Medics. There is consern that when a wounded soldier is healed, there completely healed. Could you confirm that this is not the case & the wounded commerade is only patched up enough to get by & get home. ie if shot in the leg will still have a slight gimpy even after healing. etc.
I won't confirm anything regarding the medic feature aside from the fact that there is a medic feature in the game. The medic feature follows suit with the fact that the Ghosts are based-off of the US Special Forces, which as you know, all members of the US Special Forces are combat medic-trained.
4) the Map size seemed to be quite small (or average) could you please confirm that this was only because this was a demo/training level & that the map sizes would be quite varied throughout a campign & there will be nice big maps to have fun on.
Yes, this is a training-type level designed to demo-for and familiarize the player with the controls, functionality, and features of the game. The map sizes and content will in-fact be varied throughout the game. Don't worry, there will be something for everyone to enjoy.
6) The style of game play on the Demo seemed to be run & gun. Could yu confirm that this was because "God Mode" was enabled for demo reasons.
Since most of you probably haven't had the pleasure of demoing a game all day at E3, you don't realize that you have a very limited time (generally less than 10 minutes) to show-off the features of your game.
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Hope this helps clarify some of the things you have asked about.
Bullet
Casey 'BulletTooth' Keefe
Ubisoft US Online Community Manager - Tom Clancy
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have to disagree with you on that, I know for a fact that one developer has made changes to a game from a petition at the site I posted yesterday http://www.petitiononline.com
OPEN a petition and for sure you'll receive over 300 sign from Italy
Unfortunately, I'm not worried about what becomes of the PC version of the game when it launches because I cannot play games on my PC. I gave the link in the other thread and here so those most worried about things can possibly make something happen.
300 from Italy would be a decent start but I figure your going to need several more thousand to catch anyones eye at UBI/RSE and I doubt there are enough on all the GR forums combined to equal that many. Of course it's worth a try though and anyone can create the petition and its free
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...it would show them conclusively that there are only about 137 guys (half of which still live at home and don't have loads of $) who really are miffed about this, and that therefore they aren't losing much. Great market research for RSE guys! You will seal the deal on the console game for sure by doing that!
My recomendation would be to completely forego any kind of electronic petition, or written one, they carry no weight whatsoever. Letters are completely different and might be taken into consideration. I am real close to writing a letter myself.
have to disagree with you on that, I know for a fact that one developer has made changes to a game from a petition at the site I posted yesterday http://www.petitiononline.com
true that may have been an exception and most developers wouldnt give it 2nd thought but it is a possibility and shows mass concern over a certain topic in question.
But I will agree with you that their will likely not be enough signatures to make a difference (like you said: 137)
So just wait and see what they are serving up closer to launch and then you'll really know if you have something to complain about. After all, 30% left in development and alot will be changed anyways from what was shown at E3 -
So how to start this letter? How?

I'm more of a lurker and dont post alot here yet but I will now just to help you PC gamers out and other platforms as well

make a good petition, send everyone to it to add their weight to it and then when done, tell UBI/RSE how strong the PC/Console community feels about certain questionable aspects of GR2 as we've all seen from E3 2004
It should include all platforms though to increase signatures because consolers for the most part feel the same as pc gamers on where gr2 seems to be heading...at least the diehard GR fans do
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GR2 PC
GR2 Xbox
Different games. Different Forums.
The End.
thats all great, but they are not titled as such

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while having seperate forums is generally a good idea, if you look at the posting going on in the console forum (none)
you'd see thats its not working.I posted many days ago, and nobody has replied and I guess one could argue that that is because their are no console people here. While that may be semi-true, it is not condusive to having a successful forum nonetheless and not inspiring to get people to join the forums and increase member count or topic quantity (if thats even a goal)
I just decided to pop in here (pc section) to see if the place is actually dead or just the one area and saw this topic. While PC gamers and console gamers differ on the ways we play pur games and on some game features, I think we are pretty much in-line with each other on just what direction we want GR2 to take.
just my .02 cents on something I've noticed happening here.

and I dont seem to understand this mentality from PC gamers against those who choose not to sit in a task chair at a desk playing on a small monitor as opposed to a Lazy-Boy and 50+" screen?
Originally posted by: RedHerringI like them because they keep the "undesireable element" out of the pristine world of PC gaming
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I think the MSN feature will come at a later date and not in todays update

wow it sure is empty in here, where is everyone?

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Since the xbox live update known as Tsunami is to happen tomorrow (4/21/04) and take a full 24 hours of downtime in their service to implement, will GR2 and it's release date of holiday 2004 have the new features in place?
Teams: A 'clan' system where players can build a team with a distinct identity, send messages within that team, keep statistics, and challenge other teams to matches.Competitions: Tsunami will let developers implement different competitions into games more easily. These competitions can then be overseen by gamers, groups of gamers, and publishers.
Title-Managed Online Storage: That's what they're calling it in Seattle, anyway. This ungainly phrase encompasses the sharing of user-created content. Title-Managed Online Storage will let players upload custom content for games and see it organised by title for other users to download.
The MSN Messenger integration facility that got a mention at E3 2003, and will let Xbox Live players contact other players on their PC's using the MSN Messenger utility, will not be included in this update, but will appear later this year.
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I've emailed the Ubi UK PR lady called Faye about this, asking which source to believe, the E3 line-up description, or the exclusive preview in OXM. I'll let you all know her response ASAP.
I have read some new info from UBI & BulletTooth.50 from the boards that anyone worried about a 3rd person view should go read.
BulletTooth.50 comments @ UBI about 3rd person and SOCOM clone
nothing clearly definitive, but it is some reassurance and hopefully we'll have an official statement soon.
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Holiday 2004
!I'd bet it will be available right before thanksgiving or on that huge shopping day just following thanksgiving
weapon cam + map pics
in GR2 PC - [Cancelled]
Posted
ahhhh thanks for clearing that up, I was looking for topographical maps like this thread started out with and what serellan replied too
I guess thats why I couldnt ever find them