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calita escribió:El video nuevo es un work in progress, tiene baja calidad, pero lo podéis descargar desde aquí:
http://files.filefront.com/ofdr+egotech ... einfo.html
O ver desde aquí:
http://www.youtube.com/watch?v=N-GGD8U_ ... r_embedded
Maloy escribió:calita escribió:El video nuevo es un work in progress, tiene baja calidad, pero lo podéis descargar desde aquí:
http://files.filefront.com/ofdr+egotech ... einfo.html
O ver desde aquí:
http://www.youtube.com/watch?v=N-GGD8U_ ... r_embedded
Nachete miralo en HD, se ve mucho mejor , por cierto parece que sea como en el far cry2, que se haga de día y de noche en tiempo real, me encanta, haber que nos traen mañana.
Y el agua genial!
Saludos
Maloy escribió:Lo que iban a sacar hoy a las 9:00 era lo que salió ayer no?
Jur pensé que sacarian algo más
calita escribió:Maloy escribió:Lo que iban a sacar hoy a las 9:00 era lo que salió ayer no?
Jur pensé que sacarian algo más
Paciencia hombre, estoy editando con el nuevo material:
Maloy escribió:calita escribió:Maloy escribió:Lo que iban a sacar hoy a las 9:00 era lo que salió ayer no?
Jur pensé que sacarian algo más
Paciencia hombre, estoy editando con el nuevo material:
Jajajaj ese calita!!! que imágenes!!!
calita escribió:Maloy escribió:calita escribió:
Paciencia hombre, estoy editando con el nuevo material:
Jajajaj ese calita!!! que imágenes!!!
En el post principal teneis también una PREVIEW de Eurogamer con MUCHA información nueva.
"I love war movies and I love the bits when people die in war movies," says Sion Lenton, executive producer of Operation Flashpoint: Dragon Rising, with a disturbing glint in his eye. More specifically, Lenton's talking about the lengths he went to in order to ensure this updated version doesn't skimp on the horrors of war. "Catastrophic damage" is how he describes the injury model in this long-awaited sequel to the 2001 cult PC hit, which left many FPS addicts weak-kneed with its brutal realism, and his dedication to detail extends to letting the animation team film him writhing on the office floor in mock agony for visual reference.
There's little doubt that the Flashpoint boys take their war very seriously. We're gathered in the meeting-cum-demo room at Codemasters' rural headquarters, and arranged menacingly on the table is a veritable arsenal of life-sized weaponry. They're mostly replicas and airguns but, much like the game currently being polished off in deepest Warwickshire, they look and feel like the real thing. The game itself - due for PC, PS3 and Xbox 360 - is now in the final few months of refinement and testing, and far from exhausted the team are like eager puppies, excited and happy to show off their virtual theatre of war to a new audience.
For this belated follow-up, the action shifts from the Cold War setting of the original to a new and timely tale based around the fight for natural resources on Skira, an island near the "arse end of Russia". It's a real place, although its real name is Kiska, and its 36km length lies nestled in the Aleutian island chain, the subject of numerous invasions and conquests over the past six centuries. The Russians, Chinese and Japanese have all claimed the territory at some point, and with one of the last untapped reserves of gas and oil lurking beneath its crust, it's the perfect place for an all new flashpoint crisis.
For the purposes of the game, the global economic crisis forces the Chinese to adopt a more aggressively expansionist worldview, which brings them to Skira and into battle with Russian forces there. Players take the role of a US Marine Corps unit intervening in the conflict. As with all things Flashpoint, few liberties have been taken with the facts: the Marine unit in question is the one actually stationed in Okinawa which would respond to such a situation, the boats that deliver you to the island are the exact same boats that would be used, and even the tiny digitised screws and bolts on the Javelin missile launchers are in the right place.
"The word 'sim' is used a lot," admits Lenton, tackling the daunting hardcore reputation that Operation Flashpoint has built up over the last eight years, thanks to its unforgiving approach to military combat. All these years later, it's still a title that comes up when the old PC vs. console debate rears its tatty head, an example of the sort of deep, challenging gameplay that the woolly-minded joypad addicts are supposedly unable to grasp. This could be something of a problem, given that this sequel is being developed for PC and consoles simultaneously.
"One of my personal bugbears is the belief that PC gaming and console gaming have IQ requirements that are different," insists Clive Lindop, the game's senior designer, AI specialist and a veteran of the original Flashpoint team. "It's simply not true. Originally, the quick-command system was developed to allow console players to be able to give the same complex orders as the PC players." This system, which uses a three-tier HUD selection process to issue context sensitive orders quickly and efficiently, is at the heart of the cross-platform development.
Lindop continues. "We very rapidly learned we could give PC players the quick-command system and allow the console players to use the complex command system, and they both work. One's for use when someone's trying to put a bullet in your face, and the other's for when you've got time to sit there and plan. Real soldiers in combat don't have time to fiddle with complex interfaces. You make decisions instantly because if you don't, you die."
"You almost get combos. For example, regroup is right, down, right," explains Lenton, demonstrating the simple directional inputs used to cycle through a surprising array of tactical options. No command, he assures us, will require more than three button-presses to find and implement. "You have these muscle-memory actions you can use. The idea behind this is that if you've got a conflict which is two or three hundred metres away, you want to be able to tell the guy with the heavy machine gun to lay down suppressing fire, tell this guy to move around that way, that guy to move around this way. You're coming down the middle and eventually you flank these guys."
When we finally get to sit down and see the latest PC build, the wisdom of this two-pronged control scheme becomes clear. The quick-command menu is great for reacting to the battlefield on the fly, the available options changing to reflect whatever you're looking at. For the moments when you have the luxury of more time to plan ahead, such as the start of a mission, you can call up the map screen, set waypoints and order your squad in a much more strategic manner, all in real time.
Your squad is remarkably self-sufficient, thanks to a high-level AI model which, the team insists, is able to take the most basic orders and interpret them in a naturalistic and efficient manner. Dragon Rising's gameworld is a dynamic, fluid place where every soldier, both allied and enemy, is governed by a complex "playbook" of tactical options for every eventuality. All drawn from actual military training manuals, it means the player isn't the odd one out in the field when it comes to appraising the situation.
"Now the AI is a lot smarter, they're constantly telling you things," Lindop explains. "What they can see, how they're feeling." This constant feedback from your allies is used to minimise the amount of game clutter, and to compensate for the general lack of HUD distractions. "One of the things I'm especially proud of is that they use very fluid real-world tactics, and do it of their own volition. They'll reassess which tactics they're using on a moment by moment basis, so they don't commit wholly to an attack. They can change at any moment."
One of the group playing discovers the implications of this all too clearly, as his bold plan to drive erratically at the enemy, shooting wildly, doesn't go down very well with his AI team. "F**k this s**t!" shouts one, before retreating and leaving our hapless player to deal with the aftermath of his rash actions alone. Lindop reckons that far from making the game harder, this level of self-sufficiency will actually make it easier for novices to get their heads around the harsh realities of war. "It's not a steep learning curve. The guys with you know what they're doing, so you don't have to micro-manage them. You've actually got space to figure things out for yourself."
This flexibility is key to the new Flashpoint experience. The game is sandbox in nature, and gives players the freedom to tackle each of the campaign missions in whatever way the see fit, using whichever of the 60+ weapons and numerous vehicles they can get their hands on. "Every time you play a mission, it's different," claims Lenton, and what we see backs him up. Although we're viewing the same small skirmish over and over - assaulting a small Chinese squad bunkered down in a village - each attempt unfolds in completely different ways. "The AI uses different ways of attacking you, you use different ways of attacking them, they'll take a different route, use different cover," says Lenton, as the enemies on-screen do exactly that. He laughs. "One of the best things about demoing this game is that you've got no idea how it's going to turn out."
While realism is paramount, Lenton is keen that people will be able to enjoy their time in his "really fun toybox". The design and details may be stringently true to life, but vehicles are simple to control - even the helicopters, the controls for which have been based on painstaking "research" playing with RC 'copters in the fields around the Codemasters offices. "You want to be able to get in and drive anything, and for it to be fun," Lenton says. "The handling is pick-up-and-play, we're not going for flight sim level of difficulty."
There's no doubt that it's an impressive undertaking. After he's spent some time scampering around this corner of the island, Lenton calls up the map and zooms out so we can see the scale of the place. The area he'd been playing in covers maybe one square centimetre in the lower-right-hand corner. It's vast, and full of procedurally generated elements to boot. Smoke and dust lingers rather than fading away. Missions have had to be carefully designed so they don't rely on any one character or location which could accidentally be destroyed by the NPC forces on either side before the player even reaches them. Every building can be entered or destroyed, although the ruined shells collapse into predetermined patterns rather than blowing to smithereens. The reason for this, understandably, is that it allows the AI to find cover in the debris rather than having to work out where a million splinters are lying.
Another area which has been considerably developed since the original game is multiplayer. "The big, big focus of Flashpoint is online, multiplayer co-op," Lenton reckons. "Your fire team is you and three other guys, and it seems obvious to me that they should be your mates. I'm really building this as a co-op experience, that's the core thing we're doing. Every campaign mission is playable as co-op. If you play it single-player, it's co-op with three AI players. It's that balanced, and every mission is built around that concept."
As our time with the game comes to an end, Lindop is keen that fan fondness for the first game is kept in perspective, explaining that the more sophisticated design tools available in 2009 mean that the experience will be even more immersive. "When you were out in the open, there were really only two states - you were either in cover or not," he says of the first Flashpoint. "The actual polygon density of the terrain was pretty low, so you couldn't just lie down and be in cover. The fidelity of our terrain mesh is much, much higher. There are smooth folds in the ground, dry riverbeds, places where, when you're caught out in the open, there's no such thing as genuinely flat ground. You can get down low and use very small variations in the ground to try and give you that extra of cover. We want something that's more about the experience of being in combat. What's it like when a .50-calibre round passes by your head?"
You'll be able to find out when Operation Flashpoint: Dragon Rising launches later this year.
Operation Flashpoint 2: Dragon Rising Hands-on
Make no mistake; you're in the Marine Corps now, mister.
by Jason Ocampo
February 20, 2009 - Going into the demo of Operational Flashpoint 2: Dragon Rising, I had doubts. I was a big fan of the 2001 original game that was developed by Bohemia Interactive, but now Bohemia is off doing the ArmA series while Codemasters is developing Flashpoint 2 internally. However, after Codemasters' event in San Francisco this week, I'm excited again. This new Flashpoint looks incredibly promising for those who are looking for a more authentic take at military operations.
Don't get me wrong; I like military-themed shooters like Call of Duty 4 and Ghost Recon Advanced Warfighter. But when you get down to it, those games are essentially camouflaged action games. In them, you ride roller coasters for the maximum number of thrills per minute. What I loved about Operation Flashpoint, and what I'm seeing in its sequel, is the sense freedom. When you storm a village in Flashpoint, it's not about running-and-gunning and blowing up everything you see. That'll get you killed faster than you can unload a full magazine.
Operation Flashpoint requires a more cautious and thoughtful approach than most shooters.The story in a nutshell is that the game is set on a fictional Russian island in the Northern Pacific that has been invaded by the People's Liberation Army and the United States has sent the Marine Corps to assist the Russians. You get to play as the Marines, and it sounds like there are two acts, one that focuses on Special Forces and the other on the Marines. In addition to being able to be a grunt, you can jump into civilian and military vehicles, and there's pretty much the entire inventory of modern Chinese, Russian, and American military toys at your disposal, including M1A2 Abrams and Seahawk helicopters.
In Flashpoint 2, when you need to attack a village, you must first approach it, and given that the game world is a 25-mile long island, you can approach it from any direction you want. This is a game with realistic engagement ranges; in most shooters, you're busy blasting away at enemy soldiers yards away from you. In this one, you might come under fire hundreds of yards away from the objective, with the tracers keeping your head down as you scramble for cover.
The designers were kind enough to let me take the 360 gamepad and try it out for myself. (Rest assured, it's coming to the PC, as well as the PS3). Leading my fire team of four soldiers, I issued an order for the guys to fall into line as we ran toward the village, trying to keep a bunch of trees between the bad guys and us. Since this was a demo, they had turned invulnerability on for me , which is probably for the best considering otherwise I would have died about eight times. I issued an order for the guys to lay down suppressing fire while I got closer to the enemies defending the village. I sprinted closer, and then dove for the ground, hoping the tall grasses would conceal me from the Chinese infantry firing.
In true OpFlash style, there will be many accurately modeled vehicles and weapons.Using binoculars, I called in a JDAM strike on a heavy weapons emplacement, and then used my M203 grenade launcher to pop grenades at squads of Chinese infantry. I then ordered my squad to move up while I sprinted into the village to engage in some house-to-house clearing. Yes, just like in Operation Flashpoint every building in the game can be entered. It makes urban combat just that much more nerve-wracking since the enemy can appear in any window. We're told the AI behavior is good enough that the designers didn't even bother trying to predict what the enemy would do. The good news is that if you're the kind of shooter player who hates squad orders, you can get through the game without giving orders to your squad; the AI will take care of everything.
If you do like barking out orders, then the controls take some getting used to, but they're pretty powerful. You can have the squad regroup on you, provide suppressing fire, advance to a certain point, flank in a certain direction, and much more.
Oh, but it gets better. The campaign is going to be mission-based, just like the original. The kicker is that it will support four-player co-op, so you can play with three others throughout the entire campaign, or by yourself. For fans that absolutely loved the hardcore nature of the first game, then yes, I'm told there's a difficulty mode where one bullet can indeed ruin your life. Of course, that kind of thing isn't exactly conducive to mass appeal, so there's going to be a more forgiving mode. With that said, there are no health packs. As one of the designers said, if your arm gets shot off, there's no magical power up that's going to give you a new one instantly.
The fictional setting is rich in visual details.And I should mention that the game looks fantastic. The animations are a bit rough, but there's a nice amount of detail on everything, including faces. There's a 24-hour day and night cycle. The environments are destructible, so you can blow up buildings the enemy is in. And it just feels real. For example, as I was sprinting for cover in that enemy village, I noticed a Seahawk overhead; it was actually providing cover with its chain gun. But I only caught it in the corner of my eye, as the sensation of running almost feels like you're watching combat footage taken by a guy who is running with the camera.
Flashpoint 2 is being prepped for release this summer, but this is most certainly a game to keep an eye one, especially if you having more than a passing interest in what modern combat really feels like.
calita escribió:PREVIEW EN IGN 20/2/09Operation Flashpoint 2: Dragon Rising Hands-on
Make no mistake; you're in the Marine Corps now, mister.
by Jason Ocampo
February 20, 2009 - Going into the demo of Operational Flashpoint 2: Dragon Rising, I had doubts. I was a big fan of the 2001 original game that was developed by Bohemia Interactive, but now Bohemia is off doing the ArmA series while Codemasters is developing Flashpoint 2 internally. However, after Codemasters' event in San Francisco this week, I'm excited again. This new Flashpoint looks incredibly promising for those who are looking for a more authentic take at military operations.
Don't get me wrong; I like military-themed shooters like Call of Duty 4 and Ghost Recon Advanced Warfighter. But when you get down to it, those games are essentially camouflaged action games. In them, you ride roller coasters for the maximum number of thrills per minute. What I loved about Operation Flashpoint, and what I'm seeing in its sequel, is the sense freedom. When you storm a village in Flashpoint, it's not about running-and-gunning and blowing up everything you see. That'll get you killed faster than you can unload a full magazine.
Operation Flashpoint requires a more cautious and thoughtful approach than most shooters.The story in a nutshell is that the game is set on a fictional Russian island in the Northern Pacific that has been invaded by the People's Liberation Army and the United States has sent the Marine Corps to assist the Russians. You get to play as the Marines, and it sounds like there are two acts, one that focuses on Special Forces and the other on the Marines. In addition to being able to be a grunt, you can jump into civilian and military vehicles, and there's pretty much the entire inventory of modern Chinese, Russian, and American military toys at your disposal, including M1A2 Abrams and Seahawk helicopters.
In Flashpoint 2, when you need to attack a village, you must first approach it, and given that the game world is a 25-mile long island, you can approach it from any direction you want. This is a game with realistic engagement ranges; in most shooters, you're busy blasting away at enemy soldiers yards away from you. In this one, you might come under fire hundreds of yards away from the objective, with the tracers keeping your head down as you scramble for cover.
The designers were kind enough to let me take the 360 gamepad and try it out for myself. (Rest assured, it's coming to the PC, as well as the PS3). Leading my fire team of four soldiers, I issued an order for the guys to fall into line as we ran toward the village, trying to keep a bunch of trees between the bad guys and us. Since this was a demo, they had turned invulnerability on for me , which is probably for the best considering otherwise I would have died about eight times. I issued an order for the guys to lay down suppressing fire while I got closer to the enemies defending the village. I sprinted closer, and then dove for the ground, hoping the tall grasses would conceal me from the Chinese infantry firing.
In true OpFlash style, there will be many accurately modeled vehicles and weapons.Using binoculars, I called in a JDAM strike on a heavy weapons emplacement, and then used my M203 grenade launcher to pop grenades at squads of Chinese infantry. I then ordered my squad to move up while I sprinted into the village to engage in some house-to-house clearing. Yes, just like in Operation Flashpoint every building in the game can be entered. It makes urban combat just that much more nerve-wracking since the enemy can appear in any window. We're told the AI behavior is good enough that the designers didn't even bother trying to predict what the enemy would do. The good news is that if you're the kind of shooter player who hates squad orders, you can get through the game without giving orders to your squad; the AI will take care of everything.
If you do like barking out orders, then the controls take some getting used to, but they're pretty powerful. You can have the squad regroup on you, provide suppressing fire, advance to a certain point, flank in a certain direction, and much more.
Oh, but it gets better. The campaign is going to be mission-based, just like the original. The kicker is that it will support four-player co-op, so you can play with three others throughout the entire campaign, or by yourself. For fans that absolutely loved the hardcore nature of the first game, then yes, I'm told there's a difficulty mode where one bullet can indeed ruin your life. Of course, that kind of thing isn't exactly conducive to mass appeal, so there's going to be a more forgiving mode. With that said, there are no health packs. As one of the designers said, if your arm gets shot off, there's no magical power up that's going to give you a new one instantly.
The fictional setting is rich in visual details.And I should mention that the game looks fantastic. The animations are a bit rough, but there's a nice amount of detail on everything, including faces. There's a 24-hour day and night cycle. The environments are destructible, so you can blow up buildings the enemy is in. And it just feels real. For example, as I was sprinting for cover in that enemy village, I noticed a Seahawk overhead; it was actually providing cover with its chain gun. But I only caught it in the corner of my eye, as the sensation of running almost feels like you're watching combat footage taken by a guy who is running with the camera.
Flashpoint 2 is being prepped for release this summer, but this is most certainly a game to keep an eye one, especially if you having more than a passing interest in what modern combat really feels like.
nachobarro escribió:
Joder yo quiero una traducción, no entiendo na...
Macrike escribió:Por cierto Calita, el nombre del juego ha cambiado a Operation Flashpoint: Dragon Rising (sin el 2).
Maloy escribió:Sería un puntazo que implementen comandos por voz.
NesKy escribió:Maloy escribió:Sería un puntazo que implementen comandos por voz.
Pues no se hasta que punto seria factible. Un sistema como el del TC:EndWar o del Socom estaria cojonudo, del tipo: Unidad-->Accion-->Lugar
Pero no creo que lo implementen. En la presentacion del juego en no se que feria, creo que era la GC hablaron de dos tipos de ordenes: las ordenes "on the fly" (esto me lo invento yo) que son las tipicas de tu aqui, tu alla, alto el fuego,... Y otras de tipo mas complejo: mantener posicion, agacharse, fuego de cobertura,... En resumen, unas que se podran hacer con el PAD de direccion y otras que se haran de un modo un poco mas lento, tipo boton "select/start" i seleccionandolas de un menu. Al menos es lo que interprete yo.
Entreri escribió:
------------------------------------------------
Operation Flashpoint es un videojuego militar donde se es un marine de los estados unidos en una situacion de combate real, y no vá sobre estar en tuneles o en eventos escriptados. Es un completo sandbox, tiene 220 kilometros cuadrados de terreno, y tu das ordenes, pero mucho más que eso, decides que tacticas usas o como haces para ganar la partida. Y lo que nosotros desarrollamos es la IA. Esta parece un entrenador de futbol americano, tiene juego ofensivo y defensivo, y si haces las cosas diferentes, ella reaccionará e intentará diferentes tacticas para derrotarte, o puede que se retire e intente algo diferente, por lo que si juegas una misiones una y otra vez, cambiará, por lo que el mundo reacionará diferente asi como la IA lo hace.
Hacer un juego de grandes terrenos en distintas plataformas es algo dificil de hacer, pero realmente yo queria tener grandes distancias debido a que los sistemas de armas modernos como sabes, tienen mucho más rango que lo que normalmente vemos en los FPS, asi como el numero de diferentes entornos; bosques, rios, valles, etc, te dan diferentes tareas y retos. Obviamente in esta situacion militar real, hay monton de vehiculos para usar, tienes vehiculos terrestres; APC, armas antitanques, tanques, vehiculos con ruedas (supongo que se refiere a los BMP) además de helicopteros y barcos. Todas esas cosas que los ejercitos modernos llevan consigo cuando hay una guerra.
Probablemente uno de los mayores retos tecnicos en Operation Flashpoint ha sido enseñar los efectos del gran sistema de armas, eso incluye la destruction de un edifcio, persona o vehiculo. De hecho, cuando se vuela una casa grande o una granada explota, el efecto no solo desaperece al par de secundos, el efecto de la humareda se mantendrá por 10 o 20 minutos, ardiendo las cosas durante horas.
Basicamente cada edificio en el juego es destruible, y el entorno también lo es, y una de las razones de que lo hagamos asi es que esto influya en el gameplay, por lo que una de las maneras que tienes de afectar el panorama, es quitando cosas de él, como destruyendo coverturas, o zonas fuertes del enemigo como algun edificio, donde la unica manera de hacerlos salir sea volandolo por los aires.
Desde la perspectiva del modo cooperativo hemos hecho un gran esfuerzo para que sea una gran experiencia. Si estás juegando una single mision y encuentras que alguna parte muy dificil en la campaña, puedes conectarte e invitar a tus amigos a unirse a la partida y ayudarte (esta parte no la entiendo muy bien pero supongo que será un estilo a lo que se podia hacer en Mercenarios2, algo asi como un hotjoin en medio de la partida), además también del modo jugador versus jugador. Daremos más detalles en los proximos meses, y por fin todos podrán tener acceso a todas las funciones tanto del multiplayer como del single player.
Respecto a la oferta de contenido descargable, Codemaster está haciendo grandes efuerzos para apoyar el juego a largo plazo, ofreciendo packs y contenido adicional. Well, muy muy pronto,en las proximas semanas daremos la fecha especifica en las que el juego saldrá a la vez en las tres plataformas Ps3, 360 y PC.
NesKy escribió:En IGN lo fechan para el 26 de mayo. ¿Precipitado? Lo mas curioso es que para UK (o sea, Europa) ni sale en 2009.
calita escribió:Ayer lo estaba viendo y estuve apunto de postearlo.
Sin embargo, Codemasters mantiene que le juego sale en "verano 2009". Oficialmente si respetan este criterio no lo deberíamos ver antes de junio.
calita escribió:26 de Mayo de 2009, fecha de lanzamiento según IGN y ciertos retailers americanos.
Brian Velasco escribió:yo lo que si que veo es un bajón gráfico esplendido, de lo primero que mostraron a esto ultimo...
fanatico_mgs4 escribió:Me acabo de llevar un chasco cn este video impresionante, me da k pasando de comprarme este y me voy a por el arma II, k pa colmo este na mas se puede 8 personas online... vaya basofia
nachobarro escribió:fanatico_mgs4 escribió:Me acabo de llevar un chasco cn este video impresionante, me da k pasando de comprarme este y me voy a por el arma II, k pa colmo este na mas se puede 8 personas online... vaya basofia
+1
Si es mejor el Battlefield graficamente... Ahora ya no nos podemos ni fiar de Codemasters. Enseñan un supertrailer diciendo que era in-game y ya ves.
Yo tambien ire a por el arma, que ese si que sera simulador de verdad, aunque tengo peores graficos.
calita escribió:nachobarro escribió:fanatico_mgs4 escribió:Me acabo de llevar un chasco cn este video impresionante, me da k pasando de comprarme este y me voy a por el arma II, k pa colmo este na mas se puede 8 personas online... vaya basofia
+1
Si es mejor el Battlefield graficamente... Ahora ya no nos podemos ni fiar de Codemasters. Enseñan un supertrailer diciendo que era in-game y ya ves.
Yo tambien ire a por el arma, que ese si que sera simulador de verdad, aunque tengo peores graficos.
Dejad de fumar canutos, por favor.
Codemasters JAMÁS dijo que el primer video fuese ingame. Era un trailer promocional del juego y así figura, como TRAILER 1.
Este es el primer video oficial in-game del juego.
No os inventeis cosas.
Por cierto, una isla de 220 km2 con modificación permanente del entorno, que se tarda 4 horas y media de cruzarse a pie y 2 horas en jeep, es un escenario bastante más complejo de lo que movía battlefield y bastante más exigente técnicamente que un FPS pasillero.
nachobarro escribió:calita escribió:nachobarro escribió:
+1
Si es mejor el Battlefield graficamente... Ahora ya no nos podemos ni fiar de Codemasters. Enseñan un supertrailer diciendo que era in-game y ya ves.
Yo tambien ire a por el arma, que ese si que sera simulador de verdad, aunque tengo peores graficos.
Dejad de fumar canutos, por favor.
Codemasters JAMÁS dijo que el primer video fuese ingame. Era un trailer promocional del juego y así figura, como TRAILER 1.
Este es el primer video oficial in-game del juego.
No os inventeis cosas.
Por cierto, una isla de 220 km2 con modificación permanente del entorno, que se tarda 4 horas y media en cruzarse a pie y 2 horas en jeep, es un escenario bastante más complejo de lo que movía battlefield y bastante más exigente técnicamente que un FPS pasillero.
Todavía habrá que ver si esa info es verdadero, o nos han colado alguna como la veriacion total del entorno, o el tamaño. EJemm... (RE5 , sol , agua , etc)