Can't understand why there aren't more 2d RPGs like that. Both Baldur's Gates, all the add-ons & Planescape Torment are all widely heralded, yet after that there are bugger all similar. The 3D ones don't seem to have quite the same appeal and the stories have less of an impact.JZA said:nice selection of games there scotty. lately ive been playing:
PC Baldurs Gate 2 (+ add on): 100/100
One of the greatest games ive ever played, the best PC RPG by far. this is my 3rd time going through. if you dont own this you arent an rpg fan.
i got fallout 3 last week
1st person shooter that can become a 3rd person shooter thats also a rpg and a free roaming choose your own adventure
its an unusual game so far so good though
The PC version will feature a total of 36 players (18 vs 18) in addition to 252 NPC squad members. Co-op gameplay will feature 10 players as well as NPC squad members. There will be 4-player Campaign and single mission co-op. The Console formats of the game will have a total of 24 players (12 vs 12) with NPC squad members to control. Co-op will cater for 4 players in campaign and single mission co-op with NPC's
The gameplay in Operation Flashpoint is completely open, and objectives are assigned as they would be in real life. For each mission the player will have a defined objective and will be able to choose from available equipment and personnel to allow them to complete the objective however they choose. This choice includes not only what tactics the player can use at the objective but also where they land and how they approach their goal. The only limitation for completion of objectives is based on time. Because the player is part of a cohesive invasion force, command needs objectives completed, and because they affect the ability of the entire force to proceed, certain objectives obviously will need to be completed in a timely manner. This said, it does not appear that time limits will be designed to make players race to complete tasks, but to add to the realism. While the player can lead their squad far afield from the objectives, it is important to realize that the mission is not occurring in a vacuum, there are enemy patrols as well as other battles which the player may encounter when leaving the direct mission area.
There is a full environmental damage model built into the game. Every building can be partially destroyed or reduced to rubble. Vehicles and other environmental objects like tractors, bulldozers and boats can be similarly destroyed. This destruction is permanent throughout the entire campaign, so it is possible to "burn your bridges" by destroying buildings unnecessarily and then the player is without cover in a following mission. This feature adds to the realism of the game by allowing players to see the cumulative damage that days of modern combat can create. This is particularly noteworthy as the developers have stated that every structure on Skira is actually there in real life.
All buildings on Skira can be entered, both by the player and by the enemy AI. Vehicles that are found on the battlefield can be commandeered, and weapons and ammunition can be scavenged off of corpses
The game has a draw distance of 35 kilometers. Fire, smoke and dust are simulated based on effects of each weapon. A 2,000 pound bomb will throw up dust which will make it difficult to see for minutes or more. Similarly fires created will burn for some time when set. These effects are part of the simulated nature of this game and contrast with franchises like Call of Duty or Ghost Recon Advanced Warfighter where visual effects for explosions last for a second or two.
As stated in the Difficulty Levels section at the highest difficulty the player gets a large portion of their information visually, but not through a HUD. At high difficulties visual effects become more important particularly at a long range where smoke or dust can help to display areas which are dangerous.
According to Game Informer there are over 70 real life weapons in game, all supported by a realistic ballistic system. These weapons available in the game range from pistols and sub-machine guns all the way to artillery and 2,000 pound bombs. They can be modified and equipped with optics, grenade launchers, laser sights and suppressors. The ballistic system, which simulates the effects of each weapon on buildings, vehicles, and people is based as much as possible on the real specifications of each weapon in the game (information on Chinese PLA weapons and vehicles is limited in some cases) and also takes into account flight times and effective ranges for each projectile. The balance of these weapons, therefore, is not artificially created by the game developers, but was created by their real life designers. Learning the best usage of each of these weapons will be a significant part of the challenge of the game.
All firing sequences from lifting the weapon up, to placing it on the shoulder, to firing are all faithfully simulated, as well as reloading. These sequences, along with getting into and out of vehicles, have been motion captured using soldiers who have been trained to use the equipment in real life. Reloading weapons with partially empty magazines will, eventually, result in loading partially full magazines of ammunition, which, along with realistic reload sequences and timing, make reload management tactically important.
There are over 50 different land, air and sea vehicles. There are usable helicopters, tanks, boats and APCs along with a few vehicles/weapons which cannot be used directly, but which can be called to the player's aid, such as fighter jets and artillery. Each of these vehicles has its own distinct roles as well as having their own strengths and weaknesses.
The developers have created large numbers of faces for the characters involved in the game. The equipment that is carried by each character is accurate and, where applicable, distinct to that character's role. For example, communication specialists can be readily identified by the radio they carry. There are no 'magic pockets,' which means that everything the player's squad members are carrying is visible. All of this visible information is designed to allow better command of the squad mates as theplayer will be able to recognize them as a person by their face or by their equipment allowing them to give the best orders to each member of the squad
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