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GRAW 360: full level video

The trailers have been spectacular but I wasn't completely sold until this video, blim (well, and the GLOWING impression I get from reading anything about the game). Paid off the pre-orders for this and Burnout tonight at the mall. Can't wait.
 
zedge said:


That is a really nice video. First time I think a Desert Gulch video has been released. It has some really nice shadows.


Team X-Box has another video as well. Multiplayer on Fishing Village available in two different resolutions.

http://movies.teamxbox.com/xbox360/gr3/graw_mp_fishingvillage_720p.wmv

http://movies.teamxbox.com/xbox360/gr3/graw_mp_fishingvillage_480p.wmv
 
Wow, the multiplayer videos look really sweet too.
At first I didn't plan to buy this game, but after those videos an impressions I'm totally sold now.
 
Developer Diary #3 from Gamespy.

Next-gen Graphics

HDR meant we could re-create all the subtleties of "real" lighting. This means that the player will be somewhat "blinded" as it were when he looks towards the sun or that his sight adapts progressively when viewing obscure areas (tone-mapping). This also permitted us to render the many different times of day in a realistic manner from sunrise to evening, which was crucial in terms of the immersive experience we wanted to give the player. We wanted the player to feel the pressure that time put on his mission as well as the tactical implications that lighting and times of day have on the battlefield. You really notice this when looking at mission three, as you have enormous detail in terms of lighting and can fully appreciate the beauty of the real-time light and soft shadows that we applied.

Ghost Recon has always been a leading game as far as realism and with GRAW it had to be taken to the next level. The main goal was to avoid the "old school" video game look and achieve a realistic, cinematic style for the player. The best example are films like Traffic or even Man on Fire, where, depending on what the scene "emotionally" represents to the viewer, different colors and filters are used by the film maker.



This was achieved in GRAW using color filters (color-remap), noise, de-saturation and so on which all change in real-time to enforce the immersion of the player. We also applied motion blur, depth of field and heat effects to really accentuate the grittiness and heat of Mexico and urban combat.

Shaders were applied to all materials in game such as skin, clothes and vehicles and the whole environments, using many different layers of textures for each element. One of the most impressive elements is the realistic impacts that the player will see when playing. These will change depending on whether you are shooting at concrete, wood or metal and really add to the perception of realism for the player and was achieved through offset-bump mapping.


Finally there are those incredible explosions and memorable moments that you experience as you progress through the game. We really wanted to get that Hollywood blockbuster feel to show off what the next-gen hardware can really do through these FX.

http://xbox.gamespy.com/xbox-360/tom-clancys-ghost-recon-3/691318p1.html
 
what i didnt like was the accuracy of fire. After looking at the demo it seems that just firing in the direction of the enemy is an instant kill. Is there things like headshots in the game or just different hit zones? or is a wounded enemy a dead enemy?
 
GrandPipe said:
what i didnt like was the accuracy of fire. After looking at the demo it seems that just firing in the direction of the enemy is an instant kill. Is there things like headshots in the game or just different hit zones? or is a wounded enemy a dead enemy?
There are different hit zones, and headshots are of course instant kills. Shooting the soldiers in the legs had some very funny effect on the ragdoll when they died in the preview build.
 
I'm not sure if this is real or not, but...GRAW 360 faceplate.

faceplate_medium.jpg


http://www.graw.nl/nieuws/item/20591/
 
FYI the video is now back in altered form. It's been cut down to 2*5 minutes, with a disclaimer about the preview build and a watermark. Yes, Ubisoft required us to add a watermark to the video...
Anyway, it's here
Also I'll have a third video later tonight, showing a "loading", being a rather incredible looking helicopter ride in the city. That's the kind of stuff that's almost easy to pull off in a multicore CPU design, but it sure is darn impressive.
 
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