june gloom on 22/7/2009 at 09:05
Somehow I'm having a hard time accepting that this is an id Software game because it doesn't have the usual biomechanical stuff that every fucking game they've made from Doom and later has had in some form or other.
mothra on 22/7/2009 at 10:00
i think that sounds ace ! (apart from regenerating health, but, yeah, what are you gonna do)...blueprints, upgrades, a CROSSBOW :)
nicked on 22/7/2009 at 12:38
OK, the plot sounds a bit Fallout-lite, but then I read this and now I am officially sold:
Quote Posted by EvaUnit02
a crossbow bolt which allows you to briefly control victims before they explode.
Sgt_BFG on 24/7/2009 at 13:12
Video not found :(
Ostriig on 7/8/2009 at 14:20
id showcased the idTech5 engine and its new "Virtual Texturing" system with Rage at SIGGRAPH 2009, and Shacknews has the (
http://www.shacknews.com/onearticle.x/59886) screenshots. Looking pretty damn sharp. The presentation document also linked from that article goes into more detail on this texturing system and other features of idTech5, for those interested.
Renzatic on 7/8/2009 at 15:23
Hey look. You can make HD next-gen whatchamajiggit games look great without relying on hardcore bloom oversaturation.
Edit: If anything, I'd say the one thing that impresses me the most about those screenshots beyond the big textures is the quality of the lighting. Most games out nowadays have a harsh middle of Death Valley on a cloudless day quality to their outdoor scenes. The lighting in those shots actually looks about what you'd expect from sunlight being diffused through clouds. Nice and smooth.
Wormrat on 7/8/2009 at 16:04
Scroll down a bit for some higher-res versions of the screenshots:
(
http://www.neogaf.com/forum/showthread.php?p=17002396)
Also, the comments there say that the lighting is mostly pre-baked and won't be fully dynamic. I suppose that doesn't matter as much for outdoor environments, though--there aren't too many moving light sources out in the desert.
clearing on 7/8/2009 at 16:54
Quote Posted by Wormrat
Scroll down a bit for some higher-res versions of the screenshots:
(
http://www.neogaf.com/forum/showthread.php?p=17002396)
Also, the comments there say that the lighting is mostly pre-baked and won't be fully dynamic. I suppose that doesn't matter as much for outdoor environments, though--there aren't too many moving light sources out in the desert.
(
http://i29.tinypic.com/14eawkx.jpg)
I think that the ground texture are a bit washed out.