Wollan said:Well you know, dropships, spider mechs, intelligent guns and so forth. It's not totally according to history I guess. ;p
They weren't supposed to be releasedChris_C said:What happened to the pics? (The large one's) and who do I credit for them?
Tieno said:They weren't supposed to be released
Probably Mot!Marconelly said:I've saved images to my HDD, but I guess it's not OK to re-post them?
Argh, how many times do we have to tell you people not to solicit PMs!BamYouHaveAids said:Probably Mot!
BamYouHaveAids said:Probably Mot!
Striek said:Saw the large pics, good but not great. Steady improvement, but I would call the improvements Genji, Untold Legends, Motorstorm, Fatal Inertia etc. have been making in the rush to launch much more impressive.
http://forums.insomniacgames.com/viewtopic.php?t=32830When we decided to go with 40 players, we wanted to make sure that we had a game that showed that feature off. There wasn't any point to supporting 40 if you only saw like 1 or 2 people at a time.
To that end, we wanted the game to be very frantic and fast-paced, with a lot of consistent clashing. You meet up with enemies and allies alike all the time, and it really makes 40 players feel good.
The problem was that deciding in favor of frantic and fast-paced gameplay was intrinsically a decision against vehicles. Vehicle maps, by definition, need to be very flat and empty, and the goals need to be spread out so that vehicles are required to traverse between them. Not only that, but the geometry itself needs to have much more negative space so that vehicles don't get stuck -- which makes an intense cover-to-cover battle over changing terrain almost impossible.
Our prototyping revealed that such maps resulted in infrequent clashes, and generally you'd only see one or two enemies at a time, with occasional meetings with more.
And so we decided against vehicles. I think people will agree, upon playing the game, that it was the right decision. One of our European producers described the game as "like being in a dryer cycle full of scorpions," which I think is apt. The game is intense!
Striek said:Yeah...them, but full-res.
If Insomniac added a global lighting system (or w/e) the game would look insane. The lighting is very dull as it is. Not even natural. Better than E3? Yeah. Good? Not particularly.
Edit; I didn't know there was no vehicles in multiplayer. Thats lame and so is the excuse.
It's a short, one-sentence blurb that accompanies the pic of the jeep. It just says, "Taking a joyride in the jeep feels very Halo-ish"Wollan said:So you guys with the latest EGM(or whatever mag it was).
You said the mag said the vehicle part felt like Halo. I guess this confirms that you actually drive with the camera?
Bad_Boy said:Mike Stout @ Insomniac on why they decided on no vehicles in multiplayer....
http://forums.insomniacgames.com/viewtopic.php?t=32830
Striek said:Thats lame and so is the excuse.
Striek said:Yeah...them, but full-res.
If Insomniac added a global lighting system (or w/e) the game would look insane. The lighting is very dull as it is. Not even natural. Better than E3? Yeah. Good? Not particularly.
Edit; I didn't know there was no vehicles in multiplayer. Thats lame and so is the excuse.
Striek said:Thats lame
and so is the excuse.
Dodger said:There are some things we'll be doing to promote squad gameplay, but I don't think we've announced them officially yet, so I can't say much.
I think all I can say on the subject is that it doesn't really turn out that way. The map designs tend to promote flow towards multiple pinch points. There's a lot of layering that goes on. In a free-for-all you're fighting 1-2 other people in your immediate fight zone, but you can see other fights going on nearby (so a new fight isn't often far away). In objective-based modes you're typically teaming up to go take objectives or staying with others to defend objectives.
Whatever.mckmas8808 said:What does "w/e" mean?
Because it is. If it isn't working; fix it.Wollan said:How can you say the excuse is lame?
Striek said:Because it is. If it isn't working; fix it.
Striek said:Whatever.
Because it is. If it isn't working; fix it.
HomerSimpson-Man said:If the need for vehicular combat is strong there can always be made with newer map downloads for it and....dun dun dun....
....microtransactions!
Striek said:Because it is. If it isn't working; fix it.
Whatever.
Striek said:Edit; I didn't know there was no vehicles in multiplayer. Thats lame and so is the excuse.
Dodger said:One of our European producers described the game as "like being caught in a spin dryer full of scorpions," which I think is apt. The game is intense!
Kinda what RE4 felt like at times.Wollan said:Got to love that description. :lol
Striek said:Actually Rody I think its more typical of GAF to agree with a developer and take his words as gospel.
I read his excuse as "we can't design the levels to play out the way we want with vehicles", and I'm sure you all did too. If you're going to have a system where you can promote pinch-points on foot you sure as **** should be able to do the same with vehicles by managing terrain and your corridors of play appropriately.
Anywho, you all know its an excuse as well as I do. Dev-time weighing down on them.
>>>It's not broken; vechicles are not the focus of thier multiplayer mode and that's a conscience design choice.
They couldn't get vehicles to work within the bounds of that 'design choice', hence vehicular play was broken.
The question at the heart of the debate is whether or not the PS3 is more powerful than the Xbox360 and there is no way I will get sucked into that one. Sure, I and others here at Insomniac have our own opinions (and are admittedly biased) but no matter what I say and no matter what people see at launch, the debate will continue long after the PS3 has been released. And since different games focus on different things it may be very hard to make true "apples to apples" comparisons. To all of us at Insomniac the most important question has always been, is the game fun?
The 20Gb debate
The second topic that has been surfacing a lot lately is our support of Blu-ray as a medium. Yes it is true - we are currently using more than 20 gigs. And yes, we do compress our level data. The fact that we store so much on disc is actually not that surprising when you look at the numbers. Consider that even with compression, each of our levels (or loaded areas) has more than 300 megs of unique data. And keep in mind that were also streaming data during level playthroughs. It doesn't take too much level data before you've gone past what can be stored on a dual-layer DVD. And between single player and multiplayer we have a lot of level data (over 40 different large loaded areas) yes, more than will fit on a dual layer DVD.
We also include a lot of data in the form of game movies in both HD and PAL formats, high quality audio streams for all supported languages and some of those Insomniac extras that our fans have come to expect.
I realize that some people will still be skeptical unless we provide an actual layout of the disc. But for now I wanted to give you some better info.
Rody said:Stop it Striek, you're embarassing yourself.
Anyway, Ted Price's new blog:
http://blogs.ign.com/Ted-Insomniac
It's a very good read. He explains a lot of things about the game and about Insomniac.
Huh? More a point of if it isn't perfect, keep adding.Surreal said:The point is, something that isn't there isn't broken
So, for my own benediction, don't question when things go wrong, I mean surely Insomniac have the best system possible right now, and they didn't just admit they couldn't get the level design right for the perfect combination of vehicles and action. Right...Rody said:Stop it Striek, you're embarassing yourself.
Wollan said:A blog that gavee some answers and insight. Keep it coming I say.
We also include a lot of data in the form of game movies in both HD and PAL formats
jett said:Use of 20GB finally explained.