• Far Cry 3 Gameplay footage (New)
    175 replies, posted
Say what you want, but atleast this game looks 10 times better than farcry 2.
[QUOTE=sopie;34755690]Say what you want, but atleast this game looks 10 times better than farcry 2.[/QUOTE] but still looks like shit
[QUOTE=Silly Sil;34755346]I don't get it. So they made a trailer showing gameplay but they altered the way it's played to super easy mode. Then when people start complaining that it's a run and gun made by bulletsponge you people go "but that's not how the gameplay is going to look like, they made it on godmode obviously". Then what's the point of the gameplay trailer?[/QUOTE] Because a game that looks similar to Cod is more marketable than a game that looks like it requires the player to be able to think and stealth around? The developers aren't daft, they're making a game that lets you do whatever you want to do, be it stealth around the map or go blowing things up rambo style. In all the magazine articles, the main thing they've been talking about is the open world, the stealth mechanics, things like that, whereas in the gameplay videos, they've mainly been showing of the shootier aspects of gameplay. Why? Because on the whole, people who want stealth in their games are more likely to actually [I]read[/I] about the games they want to play, and people who just want to shoot things don't have the patience and would rather just watch a gameplay video. Now obviously that's very stereotypical, but that's basically how it is.
Are ziplines the new deal? Farcry.. Bioshock.. Assassins Creed.. Really?
[QUOTE=SatansSin;34755216]The character shown in the cinematic trailer doesn't seem like the type that would pull out a knife and jab the guy in the chest. He seems more of the type to slit a throat, or put a gun to their back and pop pop.[/QUOTE] Because you obviously have so much knowledge about what a character would or wouldn't do from a three minute story trailer? I don't get where you got that from at all. Shooting someone in the back wouldn't exactly be stealthy, and even if he has a silenced weapon, why waste ammo when they've got a knife right there that he can use anyway? And I can't imagine that slitting someone's throat would be easier, harder, quicker or slower than stabbing them in the chest. [editline]18th February 2012[/editline] [QUOTE=Rayne Rimsek;34756036]Are ziplines the new deal? Farcry.. Bioshock.. Assassins Creed.. Really?[/QUOTE] Ziplines were in the older Far Cry games for the Xbox.
Ok that pistol sound and feeling when he shot it, holy shit I am only gonna use that and the shotgun.. I really like how powerful those 2 weapons where feeling and sounding, great :smile:!
[QUOTE=evlbzltyr;34756021]Because a game that looks similar to Cod is more marketable than a game that looks like it requires the player to be able to think and stealth around? The developers aren't daft, they're making a game that lets you do whatever you want to do, be it stealth around the map or go blowing things up rambo style. In all the magazine articles, the main thing they've been talking about is the open world, the stealth mechanics, things like that, whereas in the gameplay videos, they've mainly been showing of the shootier aspects of gameplay. Why? Because on the whole, people who want stealth in their games are more likely to actually [I]read[/I] about the games they want to play, and people who just want to shoot things don't have the patience and would rather just watch a gameplay video. Now obviously that's very stereotypical, but that's basically how it is.[/QUOTE] Makes sense. Though I think either few trailers or one longer trailer should show every aspect of the game. If you show only one thing in presentation of your gameplay people might think that's all there is to the game, unless they do research but only people interested in the game will do it. I haven't played far cry too much and this trailer didn't create any interest for the game for me.
I will enjoy this game as long as it doesn't have Far Cry 2's stupid AI respawning system where the enemies you just killed come back as soon as you leave the area. In my opinion, that was the worst thing about FC2.
Looks like a really good shooter in a sea of mediocre shooters.
[QUOTE=Uncle Bourbon;34755538]I love how the AK sounds like a gas blowback airsoft gun :v: [editline]18th February 2012[/editline] interest = lost[/QUOTE] Not to mention how the 1911 sounds like it has an invisible silencer on it.
Seems promising but there's no way I'd buy this shit full price after I Far Cry 2. Fool me once...
[QUOTE=Mr.Cookie;34752892]ten times larger than Far Cry 2[/QUOTE] Are you serious? FC2 was already too big. [editline]18th February 2012[/editline] By that I mean 80% was empty.
[QUOTE=evlbzltyr;34756075]Because you obviously have so much knowledge about what a character would or wouldn't do from a three minute story trailer? I don't get where you got that from at all. Shooting someone in the back wouldn't exactly be stealthy, and even if he has a silenced weapon, why waste ammo when they've got a knife right there that he can use anyway? And I can't imagine that slitting someone's throat would be easier, harder, quicker or slower than stabbing them in the chest.[/QUOTE] Idiotic rebuttal, but I'll bite. The character seen in the cinematic trailer, looks like someone straight out of college, maybe 25-27. He doesn't look like he'd have enough muscle to jam a knife into someones chest, past their muscle and past the bones of your rib cage, and past any material that the person would be wearing. Maybe I'm judging too soon about what he's capable of, but from what I've seen in the trailer(s), he looks like he's only killing because he's being hunted down by a psycho. Not because he's a brute strength person on a murdering rampage. Shooting someone in the back can be an option, if you want to be stealthy or not, I don't want to always have to jab some guy in the chest, where as I'd much rather take him as a hostage or something. There is much they can do, and they show cased it poorly in this video.
That dubstep doesn't really fit this game imo, it would have been a thousand times better if they made something more similar to Far Cry's 1 music like the one in the main menu, it's so epic. And those environments really look amazing. Overall it's still to early to judge.
I'll stick to Far Cry 2 because at least this one had an open world. [editline]18th February 2012[/editline] [QUOTE=Lord of Ears;34753017]quit comparing far cry 3 to your nostalgic views of far cry 1, instead start thinking of far cry 3 as its own game[/QUOTE] Well thinking of FC3 as its own game I can tell it looks like any other recent games. Nothing original or remotely memorable about the gameplay mechanics so far. Honestly I never really enjoyed Far Cry 1 (never finished it) so I don't have any sort of nostalgia goggles on, but at least I can say far cry 1 and 2 were original and had their own identity. This game has no originality in its gameplay or appearance as far as we could see. Here are the stuff I noticed that are in so much other recent games for no discernible reason : - same white bent line with an arrow on it to show you where people see you - same round compass with the little distance-to-objective counter at the bottom left of it - same white hud with the weapon icon at the right, the bullets indicator and ammo left below it plus the grenades indicator above it - same animations (sprinting and mounted guns especially) - same tactical watch with same position on the character's left wrist - same over-present helps always written in a white text on the bottom center of the screen (press A to attach - press A to detach - press A to climb - press A to jump - press X to reload - hold X to interact - Press LT to aim) - same glowing yellow objects you can use/pick up around - same regenerative health - same XP bar - same objectives display at the top right of the screen
[QUOTE=Ganerumo;34758156]Stuff [/QUOTE] - same white bent line with an arrow on it to show you where people see you - [B]It's called the heads up display for a reason[/B] - same round compass with the little distance-to-objective counter at the bottom left of it - [B]How dare they give you a map![/B] - same white hud with the weapon icon at the right, the bullets indicator and ammo left below it plus the grenades indicator above it - [B]I understand people are always yearning for innovative ammo displays[/B] - same animations (sprinting and mounted guns especially) - [B]It's like people do those things in a similar fashion in real life[/B] - same tactical watch with same position on the character's left wrist - [B]If it's not broken, don't fix it[/B] - same over-present helps always written in a white text on the bottom center of the screen (press A to attach - press A to detach - press A to climb - press A to jump - press X to reload - hold X to interact - Press LT to aim) - [B]There's probably an option to turn it off in the menu[/B] - same glowing yellow objects you can use/pick up around - [B]The game is officially bad because they wanted you to see the fun stuff easier[/B] - same regenerative health - [B]When devs get that out of their system and try a new mechanic, you'll hate that one too[/B] - same XP bar - [B]I like leveling in a lot of games that are meant to last a while. And it really makes sense if you are meant to go from "some tourist" to "some badass."[/B] - same objectives display at the top right of the screen - [B]Would you prefer them in the center on your crosshair?[/B]
[media]http://www.youtube.com/watch?v=J6gnOVJsCsM&feature=related[/media] This was an awesome trailer. Doesnt tell much about gameplay, since its CGI, but really tells much about characters and the concept Disregard the dubstep.
[QUOTE=ILY;34758605]- same white bent line with an arrow on it to show you where people see you - [B]It's called the heads up display for a reason[/B] - same round compass with the little distance-to-objective counter at the bottom left of it - [B]How dare they give you a map![/B] - same white hud with the weapon icon at the right, the bullets indicator and ammo left below it plus the grenades indicator above it - [B]I understand people are always yearning for innovative ammo displays[/B] - same animations (sprinting and mounted guns especially) - [B]It's like people do those things in a similar fashion in real life[/B] - same tactical watch with same position on the character's left wrist - [B]If it's not broken, don't fix it[/B] - same over-present helps always written in a white text on the bottom center of the screen (press A to attach - press A to detach - press A to climb - press A to jump - press X to reload - hold X to interact - Press LT to aim) - [B]There's probably an option to turn it off in the menu[/B] - same glowing yellow objects you can use/pick up around - [B]The game is officially bad because they wanted you to see the fun stuff easier[/B] - same regenerative health - [B]When devs get that out of their system and try a new mechanic, you'll hate that one too[/B] - same XP bar - [B]I like leveling in a lot of games that are meant to last a while. And it really makes sense if you are meant to go from "some tourist" to "some badass."[/B] - same objectives display at the top right of the screen - [B]Would you prefer them in the center on your crosshair?[/B][/QUOTE] Woah, nice way to miss a point entirely. I'm not talking about getting rid of all that shit, I'm talking about thinking it differently. - you can show someone noticed you in a lot of other ways. Darken the border of the screen in the direction the guy saw you or play a small sound. - why not putting the map somewhere else, just giving a compass or limiting the map to an actually piece of paper or a gps you have to hold ? It was immersing in Far Cry 2 and worked well. - you can keep the ammo display discrete and efficient by just giving a number. Or instead of working by the usual abstract number of bullets you have in stock, give a line of bullets and the number of magazines in stock waiting to be used. - the animation could still be different. The guy could hold the rifle against his torso to avoid swinging it around, keep it lower, holster it to have his hands free, aim up so the gun doesn't take horizontal space, etc. - or you can get rid of the watch, because it doesn't make much sense until it actually shows the time or something useful (the only FPS I can think of that actually had a useful watch was Metro 2033) - "probably". And even if there was one, why not make it simply and add something like a discrete hand icon at the top right of the screen instead of thinking the player's a moron and tell him what's the action key every time he wants to do something ? - don't make the stuff glow, or make it more discrete by using clever lighting and map design to highlight what you can use and what you can't. As for guns, you can generally notice them on your own, no need for a yellow glowing coat over them. - no I won't. The mechanic used in FC2 was fine (life divided in a few equal parts, as long as one part isn't fully depleted it regenerates), as it was a good mix between regenerative health and a more conventional health bar. It was inspired from Riddick : Escape from Butcher Bay and it works very well. - I'm not talking about removing levelling, I'm talking about changing its form. Change the xp bar's place, make it more discrete and a bit more immersing than some giant floating white bar. If you include an actual health bar, making a small orange bar above it that appears when you get xp, and give you a better summary in, say, a journal or in the menu would be better. - I would prefer my objectives not to be displayed in a giant rectangle in a dull white font. Once again, Far Cry 2 did it right with an icon linked to the mission (red circle for your main mission, blue square for secondary one) and a simple "Objective accomplished/added". Keep the objective description to a minimal one and once again add some sort of journal that lets you have more detail about it. Far Cry 2 did something really right, which was immersion. If nothing happens, nothing is shown on your screen. Get hurt, your health bar pops up. Use your gun, the ammo counter pops up. Interactive object ? A hand appears. Rare collectible ? Your GPS shows its position and you can hear a recognizable sound when you get close to it. Here it's just a massive clusterfuck that shouldn't be here, it just ruins the whole idea of urgency and all-alone feeling that should go with the premise of the game.
[QUOTE=Ganerumo;34758156]I'll stick to Far Cry 2 because at least this one had an open world. [editline]18th February 2012[/editline] Well thinking of FC3 as its own game I can tell it looks like any other recent games. Nothing original or remotely memorable about the gameplay mechanics so far. Honestly I never really enjoyed Far Cry 1 (never finished it) so I don't have any sort of nostalgia goggles on, but at least I can say far cry 1 and 2 were original and had their own identity. This game has no originality in its gameplay or appearance as far as we could see. Here are the stuff I noticed that are in so much other recent games for no discernible reason : - same white bent line with an arrow on it to show you where people see you - same round compass with the little distance-to-objective counter at the bottom left of it - same white hud with the weapon icon at the right, the bullets indicator and ammo left below it plus the grenades indicator above it - same animations (sprinting and mounted guns especially) - same tactical watch with same position on the character's left wrist - same over-present helps always written in a white text on the bottom center of the screen (press A to attach - press A to detach - press A to climb - press A to jump - press X to reload - hold X to interact - Press LT to aim) - same glowing yellow objects you can use/pick up around - same regenerative health - same XP bar - same objectives display at the top right of the screen[/QUOTE] Those have to be the most pointlessly inane complaints I have ever seen. Why are you judging a game based off it's HUD? Why not judge it on, oh i don't know, the gameplay? It [B]IS[/B] gonna be an open world. Someone confirmed it earlier in the thread. There aren't a whole lot of open world FPS's bar FC2, and if this does it better than FC2 it could turn out to be a very spectacular game. Also, why are you even complaining about half that stuff? A lot of those things have been around since N64 days. Why? Because it's stupid not to have them. Like a map, ammo indicator, or helper text. You are seriously one of the most shallow people ever to exist.
All except for one of your issues were aesthetic choices :v:
[QUOTE=The Vman;34759018]Those have to be the most pointlessly inane complaints I have ever seen. Why are you judging a game based off it's HUD? Why not judge it on, oh i don't know, the gameplay? It [B]IS[/B] gonna be an open world. Someone confirmed it earlier in the thread. There aren't a whole lot of open world FPS's bar FC2, and if this does it better than FC2 it could turn out to be a very spectacular game. Also, why are you even complaining about half that stuff? A lot of those things have been around since N64 days. Why? Because it's stupid not to have them. Like a map, ammo indicator, or helper text. You are seriously one of the most shallow people ever to exist.[/QUOTE] Missing the point again I see. I am not asking about removing those. If I was, I wouldn't have used the word SAME everywhere. Second, don't think of all of those elements one at a time but as a whole - everything looks exactly like any recent fps out there. It's not a good sign, if anything it shows the devs were too lazy to make their game visually original and interesting, which generally means the game isn't going to be different from what we were able to see so far in terms of first person shooters. It's even worse when you know Far Cry 1 and 2 were visually easily recognizable by their HUDs only. Here it looks like Generic FPS #536. [editline]18th February 2012[/editline] As for the gameplay, it's not that appealing. Games that tell you the exact position of every npc around you, give you recoil-less weapons (which also seem to a a fad around these days) and consider you a moron by holding your hand all the way through (yes thanks I know X makes me reload, and yes I know I can use A to climb this, and no I don't need your help to know when I can drop off that wire) are generally not that good.
[QUOTE=Ganerumo;34759352]Missing the point again I see. I am not asking about removing those. If I was, I wouldn't have used the word SAME everywhere. Second, don't think of all of those elements one at a time but as a whole - everything looks exactly like any recent fps out there. It's not a good sign, if anything it shows the devs were too lazy to make their game visually original and interesting, which generally means the game isn't going to be different from what we were able to see so far in terms of first person shooters. It's even worse when you know Far Cry 1 and 2 were visually easily recognizable by their HUDs only. Here it looks like Generic FPS #536. [editline]18th February 2012[/editline] As for the gameplay, it's not that appealing. Games that tell you the exact position of every npc around you, give you recoil-less weapons (which also seem to a a fad around these days) and consider you a moron by holding your hand all the way through (yes thanks I know X makes me reload, and yes I know I can use A to climb this, and no I don't need your help to know when I can drop off that wire) are generally not that good.[/QUOTE] How exactly should they do they HUD then? Why waste time when they have perfectly good systems already being used? Wasting time on creating every tiny detail like that takes away from time spent on the actual game. And as for it 'holding your hand', I'm sure there are options to remove a lot of these tips and alerts. Most games have these systems either in place just for the beginning, until you learn the control scheme, or it's considered not a big deal, because it's [B]not a big deal.[/B]
[QUOTE=Bentham;34759481]How exactly should they do they HUD then? Why waste time when they have perfectly good systems already being used? Wasting time on creating every tiny detail like that takes away from time spent on the actual game. And as for it 'holding your hand', I'm sure there are options to remove a lot of these tips and alerts. Most games have these systems either in place just for the beginning, until you learn the control scheme, or it's considered not a big deal, because it's [B]not a big deal.[/B][/QUOTE] Actually there are very rarely options to disable the "PRESS X TO DO SHIT" stuff. And designing an original hud takes a day or two at most. Far Cry 2 had a very good hud - dirty and used. You could take the same idea for this game as well - keep the hud minimalistic and make it reflect the character's situation by giving it a used and immersing look. Plain white, dull huds like those break the immersion and just seem out of place in a game that is advertised as to the point, survival-esque and supposedly putting the player in a constant feel of urgency. The HUD of your game is what the player will literally see the most through his entire playthrough. You have to give it a look that fits what is happening or what feel you want to give him. If I didn't know you were supposed to be stranded on an island against your will I'd say this whole gameplay video looks like something you'd find in a game where you are some sort of ultra-trained and well geared mercenary that was supposed to be here and knows what he's doing.
[QUOTE=Ganerumo;34759560]Actually there are very rarely options to disable the "PRESS X TO DO SHIT" stuff. And designing an original hud takes a day or two at most. Far Cry 2 had a very good hud - dirty and used. You could take the same idea for this game as well - keep the hud minimalistic and make it reflect the character's situation by giving it a used and immersing look. Plain white, dull huds like those break the immersion and just seem out of place in a game that is advertised as to the point, survival-esque and supposedly putting the player in a constant feel of urgency. The HUD of your game is what the player will literally see the most through his entire playthrough. You have to give it a look that fits what is happening or what feel you want to give him. If I didn't know you were supposed to be stranded on an island against your will I'd say this whole gameplay video looks like something you'd find in a game where you are some sort of ultra-trained and well geared mercenary that was supposed to be here and knows what he's doing.[/QUOTE] Fair point.
[QUOTE=SatansSin;34757898]Idiotic rebuttal, but I'll bite. The character seen in the cinematic trailer, looks like someone straight out of college, maybe 25-27. He doesn't look like he'd have enough muscle to jam a knife into someones chest, past their muscle and past the bones of your rib cage, and past any material that the person would be wearing. Maybe I'm judging too soon about what he's capable of, but from what I've seen in the trailer(s), he looks like he's only killing because he's being hunted down by a psycho. Not because he's a brute strength person on a murdering rampage. Shooting someone in the back can be an option, if you want to be stealthy or not, I don't want to always have to jab some guy in the chest, where as I'd much rather take him as a hostage or something. There is much they can do, and they show cased it poorly in this video.[/QUOTE] [img]http://i.imgur.com/lrnFn.png[/img] Aha, wow. The irony here is simply astounding. And besides, I'm not the only one who rated you dumb. You gonna send PMs to the others as well? You say that he looks like someone straight out of college and that he "doesn't look like he'd have enough muscle to jam a knife into someone's chest, past their muscle and past the bones of your rib cage, and past any material that the person would be wearing." But this is the same person who can apparently take several bullets and maintain a steady sprint, keep calm enough to hold his breath and break free from rope bonds whilst being in an absolutely terrifying situation, and consistently fall from heights that would break the legs of any normal human being. And you're moaning about them not having the muscle to stab someone in the chest? Are you being serious? There have been countless interviews with the developers in which they've said that the island is changing the main character in ways that they're not even going to describe yet. One example is that he arrived at the island with no tattoos or anything, but halfway through the game, he's got a tattoo, or something. The island is changing the main character, so it's not exactly a great leap to assume that it's changed him in terms of strength and endurance as well. As for your comment that "There is much they can do, and they show cased it poorly in this video", that goes for any gameplay trailer. WELL DURRR. Of course there's going to be more to do in the game than there is in the trailer. If you'd read my reply to Silly Sil's comment, then you'd know my stance on this. But you obviously didn't, and simply rushed in to voice your own opinion, before calling anyone who contradicted you an idiot. Also, because why not, I'll address another couple of "points" you put forward in your earlier comment. First, you say that [quote]Show casing the 'demo' on Xbox 360 first, then porting it to PC, way to go Ubisoft.[/quote] which is fair enough, despite the fact that there's no evidence whatsoever to say that Ubisoft were developing it for the consoles and then porting it, but THEN you go ahead and say [quote]The graphics look subpar at time, the draw distance LOD is lacking. They could of done what Crysis did, but no, Console.[/quote] Seriously? Seriously, did you honestly just say that? First you moan about it being on the console, and then complain about the graphics? Let me break it down for you, since you're obviously not quite up to date with modern gaming technology. Consoles aren't nearly as advanced as most modern PCs are when it comes to graphics. The gameplay video was on a console. So saying the graphics are "sub par" is akin to saying that a song is bad because you heard it being sung by an overweight pre-teen on the internet. That a good enough rebuttal for you? [editline]18th February 2012[/editline] Also, just because I can - the word you're looking for is "showcasing", not "show casing". It's one word. And "could of done what Crysis did"? No, it's "[B]could have[/B] done".
another great game falls to consoles
Please keep your pms out of this.
I think the Dubstep fits, it isn't Skrillex-style Brostep, but more varied Dubstep mixed with other genres. I noticed some Liquid Dubstep in there. Also, they removed the XP popups from the previous Gameplay preview. That's a welcome change.
Why is everyone complaining? This looks really fantastic
Rambo: The Videogame. Just needs an option where you can disable your characters voice.
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