Addai67 wrote...
Multiplayer was dropped.
I love Irrational.
I was one the fence about buying the game. Now I really want to buy it to support the Devs, and show that SP only games can succeed.
Addai67 wrote...
Multiplayer was dropped.
I love Irrational.
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Hitting people with a quantum mechanics book.Addai67 wrote...
New screens. This first one is salivatingly gorgeous.
From very early on the PC was given equal standing with the other platforms, with its own "strike team" of programmers, game designers, UI specialists, and artists who were on-call to address PC-specific needs. The extra time and resources allowed us to really do it right this time around.
The PC version ships on three discs, as opposed to one for consoles, to accommodate the higher-resolution content we provide for the PC. This really stands out when you play on the higher detail settings and higher resolutions that the PC allows. Irrational Games is known for all the detail we put into our worlds and the higher detail settings available on PC give us even more to work with.
Higher-end PC settings also activate on higher-quality versions of many of our core rendering features. For example, we show more objects and particles at longer distances and greater detail. We use a higher-precision color buffer for improved scene quality. Textures stream in more quickly, and we use higher quality texture filtering. More objects cast shadows, shadows are higher-resolution and blend more smoothly into the scene.
Though you only need DX10 hardware to play, if you have DX11 hardware you'll be able to turn on high-end PC-only features like Contact Hardening Shadows, High Definition Ambient Occlusion, and Diffusion Depth of Field. In particular, the HDAO and DDoF will take full advantage of the DX11 Compute Shader capability in high-end hardware, and our FXAA implementation is optimized for Shader Model 5.
To be successful in PC development, you need three things: time, passion and respect.
Time, because you need to plan and implement PC-specific support early in the development process. If you try to port or patch it in at the last minute you simply will not have enough time to do it right while simultaneously fixing ship-stopping issues. In the end you'll end up limiting the PC experience just to get it out the door.
Passion, because if no one in your organization cares enough about the PC to advocate for it -- if no none is staying there until 3AM "just polishing up" that PC-only feature -- then gamers are going to notice. And if it's not a priority for the company then those advocates won't get the support they need to get the job done.
Respect, because to be truly successful at PC development you need to recognize that the PC is a platform with unique strengths that offers an amazing gaming experience and is continuing to grow in both consumer appeal and market share. But it's also a fast moving target with broad hardware variation among other challenges. Meeting these challenges head-on requires just as much (if not more) hard work and commitment to detail as the console platforms.
Having a PC Strike Team full of passionate PC gamers was by far the biggest factor in making the PC version so good. These folks were playing the game on PC every day, advocating for what they thought was necessary to make a high-quality PC title.
The "Windowed Fullscreen" display mode is there because Doug Marien prefers to play that way and advocated for it. Our Steam Cloud support is great because Shane Mathews wouldn't settle for anything less and argued that PC gamers would expect it.
Steve Anichini and his rendering team pushed hard to change the entire renderer to DX11 and to add in scalability options so we could take full advantage of the latest PC hardware.
The UI team fought to make sure that their UI was mouse-friendly, displayed properly in higher resolutions, and had input bindings that changed instantly when you switched from controller to keyboard. My contribution was the in-game FOV adjustment control.
Modifié par naughty99, 18 janvier 2013 - 04:09 .
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Sixth for me after Among the Sleep, Project Eternity, Amnesia: A Machine For Pigs, Wasteland 2, and the StarCraft II expansion.stonbw1 wrote...
This is my most anticipated game right now.
naughty99 wrote...
Can someone explain what the "Season Pass" is?
Does that mean you get every DLC for this game if you pay $19.99 in advance?
Modifié par spirosz, 17 mars 2013 - 04:23 .
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Samples...hehehe:devil:spirosz wrote...
Full thing is on Wednesday.
spirosz wrote...
naughty99 wrote...
Can someone explain what the "Season Pass" is?
Does that mean you get every DLC for this game if you pay $19.99 in advance?
If it's the same as how other season passes work, it's basically, you pay a certain amount and in total, it will cost you less than paying for each initial DLC when they become released.
Basically = Pay 20$ for season, save 5 bucks or whatever.
spirosz wrote...
I pre-ordered the Song Bird Edition on da Ebgames, tbh
OdanUrr wrote...
spirosz wrote...
I pre-ordered the Song Bird Edition on da Ebgames, tbh
You'd better hope it's a great game then.
How can it not be a great game, have you seen the motorized patriot?OdanUrr wrote...
You'd better hope it's a great game then.spirosz wrote...
I pre-ordered the Song Bird Edition on da Ebgames, tbh
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Wow, PC gamers be getting hella deals.naughty99 wrote...
It looks like if we pre-order on Steam, we might get a free copy of XCOM, but only if enough people pre-order to get the third reward tier.
bobobo878 wrote...
How can it not be a great game, have you seen the motorized patriot?OdanUrr wrote...
You'd better hope it's a great game then.spirosz wrote...
I pre-ordered the Song Bird Edition on da Ebgames, tbh