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WARNING!: IF YOU ALREADY HATE UBI FOR MAKING RVS IS RECCOMENDED THAT YOU SCRAM! NOW! GET! GO! :WARNING!

Did you know that SC uses the Unreal engine? I Found this out shortly after getting UT2003 (about 6 months ago), I noticed that UT uses the file extension .utx, well, navigate to the

SC folder, lo and behold, the .utx files! I didn’t post this because I saw the amount of detest for the UT engine on these forums... scary isnt it... :thumbsup:

Edited by osokdfgr
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Unreal engine is fine with me as long as they do it right and make a good game. I don't think RvSh was meant to be made with the Unreal engine. It looks great but plays a little differently than the originals which is why I think some people didn't like the unreal engine. Anyway, my 2 cents. :)

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Yes, i am very aware that SC was made with the Unreal engine. The people who put RvS together with the Unreal engine are the ones who should be shot. The Unreal engine can't handle what the dev team wanted to do for it, while the devs for SC were able to get the engine to work terrifically.

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Did you know that SC uses the Unreal engine?

LOL, I thought everyone knew that :blink:

Here's a few more:

Unreal 1

Return to Na Pali

Adventure Pinball

Rune

Nerf Arena Blast

Wheel of Time

Deus Ex

Klingon Honor Guard

DS9: The Fallen

Unreal Tournament

Mobile Forces

Harry Potter and the Sorceror's Stone

America's Army

Undying

Raven Shield

Unreal 2

Unreal Championship

Deus Ex 2

Unreal Tournament 2003

Devastation

Harry Potter and the Chamber of Secrets

New Legends

Desert Thunder

XCOM: Enforcer

Sephiroth 3rd Episode The Crusade

XIII

Magic: The Gathering Battlegrounds

TNN Pro Hunter

Postal 2

Tactical Ops

Dead Mans Hand

..and that's only a partial list :wacko:

Amazing eh :yes:

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The people who put RvS together with the Unreal engine are the ones who should be shot. The Unreal engine can't handle what the dev team wanted to do for it, while the devs for SC were able to get the engine to work terrifically.

Yeah, the SC devs did such a great job modifying the Unreal engine (e.g. with the use of lighting etc.) that the Xbox RvS development team borrowed quite a bit of the Splinter Cell team's work when making the console version of RvS.

That's also why terrorists can grab hostages as cover in the Xbox/PS2 where they don't do it on the PC.

For many of us R6 vets, the Unreal engine just doesn't feel "right" after being used to Red Storm's R6/RS engine. :(

However, it appears for the people that have never played R6, and whose first exposure to the R6 series is Raven Shield ... they seem really impressed with the game.

Perhaps the Unreal engine translates better for those used to other shooters where you can see your gun :P

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I'm a long-standing critic of both Ubi and RvSh, but I've been enjoying RvSh quite a bit in the last couple of weeks, as I get the opportunity to play. I do think that the weapons are, well... lacking, but I think the game is fun when it comes to room clearing and CQB.

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I think the game is fun when it comes to room clearing and CQB.

I agree - in this area it rocks. My favorite thing for SP is to do Terro hunts in Co-op mode with AI backup and the AI set to elite. It's a real challenge to see if you can clear the map without losing your 4 men. It's sweet the way your squad cover their individual arcs and the fact you can leave them on hold and go alone into a room or building when the situation demands it.

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I think the game is fun when it comes to room clearing and CQB.

I agree - in this area it rocks. My favorite thing for SP is to do Terro hunts in Co-op mode with AI backup and the AI set to elite. It's a real challenge to see if you can clear the map without losing your 4 men. It's sweet the way your squad cover their individual arcs and the fact you can leave them on hold and go alone into a room or building when the situation demands it.

Yeah, I like the fact that each man covers his arc well. I don't like the fact that they get stuck on doors though. :wall:

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