[QUOTE=TheTalon;30346660]How come games have not used the damage system that was in Soldier of Fortune II? It was THE most amazing thing as far as gore is concerned, and here we are, 10 years later, no one is touching it. This is the closest thing since then and it still lacks the depth and detail SoFII used
[media]http://www.youtube.com/watch?v=hGsdDO672ps&feature=related[/media]
And in-game you had intestines, ribcages, the brain that isn't shown in that video
I want more of that![/QUOTE]
I came up with this idea that there should be a game physics engine, that runs realistic physics that mimics real life, bodies would dismember and strain and even rot like they would if the circumstances where ideal like that of real life situations.
It'd be like a wikipedia for game developers. Where they could hand pick parts that they wanted real world realistic. And run them in thei games to see what would happen.
Want that guys head to crunch into a gory pulp when that piano falls on their head from 150 ft.? No problem we can run that.
The facial and door opening animations need to be fixed. Other than that, it looks nice.
I find it kind of weird that most zombie games have their own take on "special" types of zombies. L4D has the Smoker, the Hunter, etcetera - this has the Ram, that big Thug thing that could knock the player back, and some sort of zombie with smoke coming out of it, or something. They're all very specific types, but it doesn't really make sense if you think about it. Why would hundreds of people be large, muscular, and stuck in straightjackets? Why would hundreds of people infected with a virus mutate and develop one of only eight specific mutations?
What I'd like to see is a zombie game where there are several variations in zombie type, but most are only small differences, just distinguishable if you're looking at them, but hard to pick out in a crowd. Differences like their uniform having an impact on certain aspects of play, so you have to perhaps aim for a specific area of the body to finish them off quickly, things like that. Maybe a zombie with a stab-proof vest from when they were fighting the zombies, or a motorcyclist with a helmet, small things like that. Sort of like the uncommon infected in L4D2, but with more than five or six different types, more like 20-30 differences.
Of course, there'd have to be a couple where their differences would be fairly distinct, making them a proper challenge, but they'd be sort of rare, to the point where if you saw them you'd be thinking to yourself, "oh fuck". I mean, even Tanks in the L4D series lose their grandeur after the fiftieth or sixtieth time you face them, but if they were rare to the point that you'd maybe see them once in five or six games, at a critical moment, that would have made them really fucking scary to be up against. In the case of L4D, it'd make playing it a little less fun playing several games without seeing a Tank, but in an open world environment, I think it'd work pretty well.
[QUOTE=evlbzltyr;30358409]I find it kind of weird that most zombie games have their own take on "special" types of zombies. L4D has the Smoker, the Hunter, etcetera - this has the Ram, that big Thug thing that could knock the player back, and some sort of zombie with smoke coming out of it, or something. They're all very specific types, but it doesn't really make sense if you think about it. Why would hundreds of people be large, muscular, and stuck in straightjackets? Why would hundreds of people infected with a virus mutate and develop one of only eight specific mutations?
What I'd like to see is a zombie game where there are several variations in zombie type, but most are only small differences, just distinguishable if you're looking at them, but hard to pick out in a crowd. Differences like their uniform having an impact on certain aspects of play, so you have to perhaps aim for a specific area of the body to finish them off quickly, things like that. Maybe a zombie with a stab-proof vest from when they were fighting the zombies, or a motorcyclist with a helmet, small things like that. Sort of like the uncommon infected in L4D2, but with more than five or six different types, more like 20-30 differences.
Of course, there'd have to be a couple where their differences would be fairly distinct, making them a proper challenge, but they'd be sort of rare, to the point where if you saw them you'd be thinking to yourself, "oh fuck". I mean, even Tanks in the L4D series lose their grandeur after the fiftieth or sixtieth time you face them, but if they were rare to the point that you'd maybe see them once in five or six games, at a critical moment, that would have made them really fucking scary to be up against. In the case of L4D, it'd make playing it a little less fun playing several games without seeing a Tank, but in an open world environment, I think it'd work pretty well.[/QUOTE]
Devs said Rams get explained later in the actual game, they're probably just big guys who were in an asylum, got infected and broke out when shit hit the fan. Thugs are your rare, really tall human that got zombified. No clue what's with the fuming zombies.
Bottom line is if you only have shamblers in an open world 3d zombie game, it's gonna get boring. That's where some creativity comes to play and variations come in. I'm pretty sure Dead Island's going to feature a lot of things you talked about in your second paragraph as well.
We'll see how the story unfolds.
I'm loving that arcade style, but there's something that could use improvement and I just can't figure out what it is.
[QUOTE=Pvt. Martin;30356443]Did anyone notice the graphics loading delay when he went into the sewers and exited to the street?[/QUOTE]
I'd prefer it over long loading periods.
[QUOTE=Pvt. Martin;30356443]Did anyone notice the graphics loading delay when he went into the sewers and exited to the street?[/QUOTE]
That would be Unreal Engine 3 for you.
[QUOTE=Fish_poke;30359692]That would be Unreal Engine 3 for you.[/QUOTE]
Except Dead Island doesn't run on Unreal Engine 3.
The gameplay and graphics reminds me of a mix of borderlands and left4dead.
[QUOTE=evlbzltyr;30358409]I find it kind of weird that most zombie games have their own take on "special" types of zombies. L4D has the Smoker, the Hunter, etcetera - this has the Ram, that big Thug thing that could knock the player back, and some sort of zombie with smoke coming out of it, or something. They're all very specific types, but it doesn't really make sense if you think about it. Why would hundreds of people be large, muscular, and stuck in straightjackets? Why would hundreds of people infected with a virus mutate and develop one of only eight specific mutations?
What I'd like to see is a zombie game where there are several variations in zombie type, but most are only small differences, just distinguishable if you're looking at them, but hard to pick out in a crowd. Differences like their uniform having an impact on certain aspects of play, so you have to perhaps aim for a specific area of the body to finish them off quickly, things like that. Maybe a zombie with a stab-proof vest from when they were fighting the zombies, or a motorcyclist with a helmet, small things like that. Sort of like the uncommon infected in L4D2, but with more than five or six different types, more like 20-30 differences.
Of course, there'd have to be a couple where their differences would be fairly distinct, making them a proper challenge, but they'd be sort of rare, to the point where if you saw them you'd be thinking to yourself, "oh fuck". I mean, even Tanks in the L4D series lose their grandeur after the fiftieth or sixtieth time you face them, but if they were rare to the point that you'd maybe see them once in five or six games, at a critical moment, that would have made them really fucking scary to be up against. In the case of L4D, it'd make playing it a little less fun playing several games without seeing a Tank, but in an open world environment, I think it'd work pretty well.[/QUOTE]
Well it's common sense to think that someone acting like an animal and biting people is clinically insane. So some people come and put the guy in a straight jacket for transfer.
[QUOTE=Yotrig;30359715]Except Dead Island doesn't run on Unreal Engine 3.[/QUOTE]
well shit. it looked sort of like it did. oh well. Then it is a mystery.
[QUOTE=Fish_poke;30361245]well shit. it looked sort of like it did. oh well. Then it is a mystery.[/QUOTE]
Yeah it's a similair "pop in" streaming of textures like UE3 does, Dead Island runs on Chrome Engine 5. It's not the biggest of deals anyway, and the game is 3 months or so from release so they have time to optimize it.
[QUOTE=Yotrig;30361637]Yeah it's a similair "pop in" streaming of textures like UE3 does, Dead Island runs on Chrome Engine 5. It's not the biggest of deals anyway, and the game is 3 months or so from release so they have time to optimize it.[/QUOTE]
Yeah. Not like it matters too much anyway. I just want to play the game.
I would enjoy to see some difference in the animations but it still looks hella fun.
Whats with those huge guys that ram at you? What are they wearing?
[QUOTE=SonicHitman;30362820]Whats with those huge guys that ram at you? What are they wearing?[/QUOTE]
A straitjacket with a mask covering his mouth, presumably a (now infected) escaped inmate from an asylum.
I kinda hate it when people see a zombie game's special infected types and automatically say it's copying L4D, though I can see why they're saying it, if you think about it, there's really not that many special zombie types you can make. There's the strong one, the fast one, the long ranged, and the explosive one, pretty much every zombie game I've played recently has those.
Though I'm not saying it's impossible to make a unique special infected but there's just not that many to make without being either ridiculous/stupid or overly complicated.
The Ram should've tripped over the zombie instead of just clipping past it in the last few seconds of the 2nd video. I saw a picture of a infected tripping over chairs trying to get to the player.
I can see myself shitting my pants a few times when i play this
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