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Xbox World 360 - New GRAW 2 Exclusive Info


Rocky

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It looks like Xbox World 360 (UK) got the exclusives to the first published GRAW 2 info, in issue 47.

In addition to the screenshots that appeared on the web over the past two days, they have a couple that haven't been seen online yet, and a lot of text in their 7 page preview. Most of the text is waffle though - so here's a run down on the juicy bits...

  • Cross Com v2.0 - Full Screen recon and control of drones
  • Dynamic Shadows i.e contrast varies depending on factors such as sun position and buildings
  • Dynamic day and night cycles
  • Dynamic Weather, i.e can change mid mission, and combined with the dynamic day/night cycles leads to many different environmental possibilities
  • Object Translucency. You know how Splinter Cell had those cool drapes blowing in the breeze? Now with GRAW2 apparently the translucency of the object will determine if you can see through it at all, or just a little, or maybe enough to see a shadow beyond...
  • Plot has Mexican Rebels fighting Loyalists - and the Ghost fight along side the Loyalists - even ordering them about via the Cross Com.
  • Diverse Settings - urban and rural
  • MULE - Unmanned Ground Drone(Google it) at your disposal
  • New Class - Medic
  • Photo realism thanks to Ambient Occlusion and High Dynamic Range Lighting

As always with new information, some published details are liable to be plain wrong, and change prior to release!

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and more from playerone. Babelfish translation "shrugs"

Olivier Dauba is Creative Director on Ghost Recon Advanced Warfighter 2. After a career of engineer in the aerospace one, it entered to Ubisoft in 1998 and worked on Rayman 2 and 3, XIII, Splinter Cell Pandora Tomorrow and Ghost Recon Advanced Warfighter. Hello could Olivier, you describe us your function within the development of GRAW 2? With the daily newspaper I frame the creative persons in charge for the project, level designers, game designers character designers, artistic director, all these people who are the creative leaders of the project. Turned towards the ideas and the contents of the play, I stimulate them and ensures me that mayonnaise takes well between them. My role is to build a coherent vision of the play, to make so that the work of the ones is harmonized with the work of the others to make sure that with the arrival the experiment lived by the player is strongest possible. This GRAW 2 arrives relatively quickly compared to the first opus? Do you have a gigantic team to hold of so short times? The development of GRAW 2 started since we finish GRAW 1, initially with a restricted team of a score of people. Today we are a hundred to be worked on the solo developed here with the studio of Montreuil but it is especially thanks to the experience gained during the realization of the first episode that we could significantly concentrate us directly on the contents of the play while improving made visual. While speaking about made visual, the scenario of the play will involve us on both sides américano-Mexican border, how that is it translated on the level of made graphic? One wants to make live emotions different with the player according to whether it is in Mexico or the USA to testify to a quite distinct feeling of control, therefore the treatment from the light will be completely different with bluish luminous tonalities US side, whereas the colours will be blackened when that one will be inserted in the c?ur combat Mexican side, with desert zones which tend towards the yellow so as to crush the player under a certain heat. One was inspired enough by what with been able to make Steven Soderbergh in the Traffic film. One works much on the effects of heat, with the vapor which leaves the ground or which is released from the engine of a vehicle which passes to far. The influence of the light such as is made same shades evolves/moves in real time and according to the point of view of the player. Same manner the weather will evolve/move in real time during missions, still underlining the side oppressing and the tension, the stress to which will be subjected the player and his team. You speak about the team. Which place take our fellow-members in the adventure? A whole work was made to propose its fellow-members. There is a true notion of the management of its team, in particular by accentuating the importance that revêt the choice of team-member whom the player will have has to make at the beginning of mission, or at the time of the points of supply. But it is especially through the very new Cross-country race-COM that we want to make still live the more intense adventure of manner. Whereas before it was possible to give orders of displacement only since the tactical screen and that the vision which our team-members of the ground had was limited to a small window encrusted in the screen, this vision is now in full screen and it is possible to continue to give orders since this point of view, a little with the manner of a realizer on a plate tele which can choose best the camera, that which will give him the best vision on the action in progress. If I includes/understands well, it will be in extreme cases completely possible to conclude a mission without would be-even to move nor to draw only one shot but living unfolding from a combat in the eyes of a team-member while giving orders since its point of vision? With limit yes (note: That could give place besides to achievements to increase its Gamerpoints on 360) but it is especially a manner of still making the play more spectacular and of offering more details, more precise details with the player who will then have more elements to make the tactical decisions most adapted with the situation. How are you located vis-a-vis at GEARS of War, has to you it there a competition between the studios? After a phase of training of the material and possibilities of the consoles of new generation, we arrive now at a stage of maturity. If it is true that a certain competition animates the various studios, I will speak rather about a healthy emulation or each developer seeks a little to mark the blow, which is very benefit for the player. When Gears of Wars, we do not play exactly on the same table because Ghost Recon fall under an environment much more realistic which artistically involves us towards one made photo-more realistic while the title of Epic is certainly of advantage under an influence comic books and science fiction, therefore they have freedoms which we cannot allow us. In addition we have ambitions on the duration of play and the completely different type of space. I have the feeling that in GoW; one can see the essence of the play in a few hours carried out extremely well and intense tandis we want to propose a true adventure of a dozen hours with very different environments, a feeling of voyage and time which passes that one does not find so much in GoW. Before being left, a word perhaps on the aspect multijouor, the possibility of a coop mode and the integration of Xbox Live Mink? Unfortunately I cannot say some to you more on these aspects. The multi mode being developed in the USA by our partners from RedStorm, it is with them that these questions will have to be raised in good time. However we are indeed very attentive with the possibilities offered by the co-operative mode like by the possibility of modelling its face via the webcam of Microsoft. One is in all which charmed cases of these new functions and the possibility of integrating via Live of new elements into a play already left.

http://www.playerone.be/playerone/be/news_...hp?id_news=9330

Edited by Lysander
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This sounds like there is still a big gap between MP and SP - but with the rather interesting translation I guess we need to hear from Redstorm before making any conclusions.

"Before being left, a word perhaps on the aspect multijouor, the possibility of a coop mode and the integration of Xbox Live Mink? Unfortunately I cannot say some to you more on these aspects. The multi mode being developed in the USA by our partners from RedStorm, it is with them that these questions will have to be raised in good time. However we are indeed very attentive with the possibilities offered by the co-operative mode like by the possibility of modelling its face via the webcam of Microsoft. One is in all which charmed cases of these new functions and the possibility of integrating via Live of new elements into a play already left."

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Sorry to be off topic I just really wanted to know what the meaning of "waffle" is that you use Rocky. Does it mean the same when we use the word "fluf" to describe an article with not a lot of valuable content in it?

Yes, as in...

waf·fle3 /ˈwɒfəl/ Pronunciation Key - Show Spelled Pronunciation[wof-uhl] Pronunciation Key - Show IPA Pronunciation

–verb (used without object), -fled, -fling. British. to talk foolishly or without purpose; idle away time talking.

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Ambient occlusion?

Needs more irrelevant, system hogging features. Bloom, wasted textures, and excessive HDR! This is NEXT GEN!

If they can push the system, then why don't they go ahead?

No offense, but what you're saying is just a little ridiculous. Almost any graphical effect can be labeled "useless," as almost none add to actual gameplay. This generation is all about lighting effects, as much on the 360 as on PC.

I expect that in the next generation, things like ambient occlusion will actually enhance gameplay. For example, with an enemy sneaking up behind you, you'll notice very subtle changes in lighting around you. Things that actually culminate to what could be considered a "6th sense" in real life.

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