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New Dev Video - GRAW PC footage


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Wow!

Kinda makes me wish I would have taken Swedish instead of Spanish in high school.

Here's wishing for a translation.......anyone.....anyone....Bueller.....Bueller......Bueller?

:P

Looking great GRIN guys! Glad I put in my pre-order. :yes:

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I'm a Swede (live in US), I'll give ya guys a transl. asp...but I just got home and need something to eat and socialize with the family first ... :D Cheers

I'll download the 300 mb version Bo talks about too.. :rocky:

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I'm a Swede (live in US), I'll give ya guys a transl. asp...but I just got home and need something to eat and socialize with the family first ... :D  Cheers

I'll download the 300 mb version Bo talks about too.. :rocky:

woot! like the viedo just wish i knew what he was saying lol

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man i wish it'd be in english tho

Here I go again scoring points with the fan community...

A word-for-word translation and a sentence-for-sentence comparison for all you language-interested people (you seem to be quite a few):

Det har ju varit vi, Redstorm och Ubisofts internstudio i Paris.

It has been us, Redstorm and Ubisoft's internal studio in Paris.

Vad vi har gjort egentligen är att vi har delat story och vi har delat "narrationen", det som CNN-reportern läser upp, eller din general som ger dig "mission" och så vidare.

What we've done really is we've shared a common story line and the "narration" - that which the CNN reporter reads, or your general who gives you missions etc.

Vad vi har fått fria händer att göra det är att lägga upp hur varje "mission" fungerar, och hur egentligen "gameplayet" fungerar - för PC-versionen.

What we've been allowed to create freely is the way each "mission" works, and how the "gameplay" really works - for the PC version.

Skillnaden från 360'n är egentligen att PC-versionen är mycket större - den är tre gånger så stor. Så du har väldigt mycket terräng att röra dig igenom.

The difference from the 360 is that the PC version is much larger - it's three times as big. So you have a lot of terrain to move through.

Vi kör ju en helt annan motor, till exempel. Det är ju GRINs motor sen sju år då, som vi kör.

We use an entirely different engine, for example. It's GRIN's own engine since seven years, that we use.

Även animationer skiljer sig, och, ja hela den grafiska "looken" har vi gjort från grunden - så all arkitektur och alla "props" och alla sådana där saker är speciella för PC-versionen.

The animations are different too, and, well the entire graphic "look" we've redone from the ground up - so all architecture and all "props" and all that stuff are unique for the PC version.

Den som har ett AGEIA-kort får bara mer visuell, eller fysisk effekt - och den som inte har det kommer få en mindre fysisk och en mindre visuell effekt, men det kommer inte att påverka hur de spelar mot varandra eller nåt sånt där.

Those who have an AGEIA card only get more visual, or physical effects - and those who don't have one will have less physical and less visual effect, but it won't affect how they play against each other.

Vad vi har fått göra är att skriva en generell AI, som klarar att lösa situationer oavsett var du stoppar in den - så det är nästan ingenting som är "pre-scriptat" i Ghost Recon utan AI'n är väldigt adaptiv och... reaktiv på vad du gör, vilket gör att du får väldigt intressanta situationer varje gång du spelar om spelet. Det är annorlunda varje gång.

What we've had to do is write a general AI, that can handle situations regardless of where you put it - so there is almost no "pre-scripted" stuff in Ghost Recon, but the AI is very adaptive and... reactive to what you do, which caters for a lot of interesting situations every time you play the game over again. It is different every time.

Plus att, på AI-fronten så har du också det här med att teamet - du behöver inte "babysitta" dem utan du använder dem verkligen som ett redskap.

And also, on the AI side you have this thing with the team - you don't have to "babysit" them, but you really utilize them as a tool.

Alltså, det är ju ett realism-krav i Ghost Recon, som man måste ta hänsyn till.

There is a certain demand for realism in Ghost Recon, that you have to take into consideration.

Det som har varit den riktiga utmaningen, det har ju varit att åskådliggöra Mexico i detalj - på så stora områden - och där har vi jobbat tillsammans med UBIsoft för att ta fram foton över Mexico City... se till att detaljerna stämmer.

That which has been the greatest challange, has been to realize Mexico in detail - on such large areas - and there we have worked together with UBIsoft to produce photos over Mexico City... make sure the details are right.

Nu utspelar sig ju det här 2013 så vi kan ju ta oss vissa friheter, hur vissa gator är sträckta - om det har hänt en sak med en viss byggnad och så vidare. Allt för gameplayet.

Now the game takes place in 2013 so we are allowed to take certain liberties, how certain streets run - if something has happened to a certain building etc. Everything for the gameplay.

Co-op-läget just nu är så att du kan spela fyra man genom hela kampanjen.

The co-op side works right now so that you can play four guys through the entire campaign.

Så att du har, så att du kan skapa en special forces-grupp - så kan du sitta hemma med polarna och köra genom, ja, hela äventyret.

So you have, so you can create a special forces group - so that you can sit at home with your buddies and play through, well, the entire adventure.

I den gruppen har du en "team leader" som kan ge ut order, så du kan säga åt de andra att "ja, jag vill ha dig på den positionen, och du ska lägga 'cover fire' där borta..." Så då har du en som styr det hela och de andra som agerar kring det.

In that group you have a "team leader" who can issue orders, so that you can tell the others "yeah, I want you on that position, and you should lay over fire over there..." So you have one who controls the entire thing, and the others who act around that.

Nu sitter vi ju bara och putsar, så att säga - så nu har vi haft tid att lira.

Now we're mostly sitting around, polishing, so to say - so now we have had the time to play.

När man utvecklar sitter man ju egentligen bara och testar de små, olika elementen - men de sista två, tre månaderna då blir det mycket "multi player", mycket sitta och bara speltesta varje "mission", så att... det har varit rätt roligt.

When you are in the developing phase, you really just sit and test the small, different emelents - but the last two, three months there's a lot more "multi player", very much sit down and test the gameplay and each mission, so... that has been quite fun.

Framför allt har det varit jättekul att spela "multi player" mot UBIsofts testavdelning... som för övrigt aldrig vinner mot oss... haha...

Above all it's been a blast to play multi player against UBIsoft's testing department... that by the way never wins against us... haha...

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man i wish it'd be in english tho

Here I go again scoring points with the fan community...

A word-for-word translation and a sentence-for-sentence comparison for all you language-interested people (you seem to be quite a few):

~

You should REALLY be working :)

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Daum...you must really be pushing them hard Bo if you have them working at this time, being around 3:30am back home in Sweden right now. Surely I hope you would be paying them overtime for that :P

Good translation GRiN_desmond22 :thumbsup:

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Translation: =)

It's been us, Red Storm, and Ubisofts internal studio, in Paris. What we've really done is shared the story and the narration. That is, what the cnn reporter reads, or your general who gives you missions and so forth.

What we've been given free hand to do is set up how eveery mission works, and how the gameplay really works for the pc version. The diffrence between the 360 and the pc is that the pc version is much larger, three times as large, so you have very much terrain to move through so to say. We're running a whole diffrent engine for example, it's grin's engine since seven years we're running. An even, like, animations differ, and the whole graphical bit we've done from the ground up really. So all the architecture, all the props, all these things are specially made for the pc version.

Those who have an ageia card only gets more visual, or more physical effects. Those who do not get less visual and physical effects, but it wont affect how they play against eachother or anything like that.

What we've done is write a geneal ai who manages to solve situations no matter where you put it in. So there's almost nothing that's pre-scripted in ghost recon, the ai is like very adaptive and reactive to what you do. Which gives you very interesting situations every time you replay the game, it's diffrent each time.

Plus on the ai front, with your team that you don't need to babysit them, you use them as a tool.

There's a realism demand in ghost recon that you really have to consider. What's been the real challenge has been to show Mexico in detail on such large areas. There we've gotten to work with ubisoft to get photos of Mexico City and make sure the details match. Now this plays out in 2013, so we can take certain freedoms in how certain streets runs or if something's happened to a certain building and so forth. Everything for the gameplay.

The coop-mode now is such that you can play 4 players through the whole campaign. So you can create a special forces group and sit att home and go through the whole adventure with your pals. In this group you have one team leader who can assign orders, so you can tell the others I want you on this position, and you lay down covering fire over there. So you have one controlling everything and the others acting around you.

Now we're just polishing so to say, and now we've had time to really play. When you're developing you're just sitting and testing the small elements so to say, but the last two, three month there's a lot of multiplayer and just playtesting each mission, so that's been rather fun. Above all it's been very fun to play multiplayer against ubisofts test-department, who by the way never win against us. =)

That's it, enjoy ;)

Edit: Damn, pucktvåa ;)

Edited by shade242
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Translation: =)

It's been us, Red Storm, and Ubisofts internal studio, in Paris. What we've really done is shared the story and the narration. That is, what the cnn reporter reads, or your general who gives you missions and so forth.

What we've been given free hand to do is set up how eveery mission works, and how the gameplay really works for the pc version. The diffrence between the 360 and the pc is that the pc version is much larger, three times as large, so you have very much terrain to move through so to say. We're running a whole diffrent engine for example, it's grin's engine since seven years we're running. An even, like, animations differ, and the whole graphical bit we've done from the ground up really. So all the architecture, all the props, all these things are specially made for the pc version.

Those who have an ageia card only gets more visual, or more physical effects. Those who do not get less visual and physical effects, but it wont affect how they play against eachother or anything like that.

What we've done is write a geneal ai who manages to solve situations no matter where you put it in. So there's almost nothing that's pre-scripted in ghost recon, the ai is like very adaptive and reactive to what you do. Which gives you very interesting situations every time you replay the game, it's diffrent each time.

Plus on the ai front, with your team  that you don't need to babysit them, you use them as a tool.

There's a realism demand in ghost recon that you really have to consider. What's been the real challenge has been to show Mexico in detail on such large areas. There we've gotten to work with ubisoft to get photos of Mexico City and make sure the details match. Now this plays out in 2013, so we can take certain freedoms in how certain streets runs or if something's happened to a certain building and so forth. Everything for the gameplay.

The coop-mode now is such that you can play 4 players through the whole campaign. So you can create a special forces group and sit att home and go through the whole adventure with your pals. In this group you have one team leader who can assign orders, so you can tell the others I want you on this position, and you lay down covering fire over there. So you have one controlling everything and the others acting around you.

Now we're just polishing so to say, and now we've had time to really play. When you're developing you're just sitting and testing the small elements so to say, but the last two, three month there's a lot of multiplayer and just playtesting each mission, so that's been rather fun. Above all it's been very fun to play multiplayer against ubisofts test-department, who by the way never win against us. =)

That's it, enjoy ;)

Edit: Damn, pucktvåa ;)

"A" for effort :D

"F" for tardiness :devil:

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