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7. Re: BioShock Infinite Trailer Oct 21, 2012, 21:45 Jerykk
 
Acleacius wrote on Oct 21, 2012, 21:09:
Jerykk wrote on Oct 21, 2012, 18:24:
Acleacius wrote on Oct 21, 2012, 16:42:
The troubled development has me worried, but still interested. Sad if true, to hear console is the lead platform, never a good sign on any game and sounds like 2k. It would explain a lot, why there was troubled development, i.e. trying to implement multiplayer Rail System for consoles, could very well be why so many are leaving Irrational.

The Rail System dynamic will probably be the key, if 2k is just another crap publisher like ea trying to force multiplayer. At the expense of quality production (i.e. gameplay and stablity), they will take a pretty big hit. If they cared about their game franchise maybe they should just release multiplayer as an addon after 3 months or however long it takes to get balanced.

Err, why would implementing a rail system in multiplayer be any more difficult on consoles than PC? You can blame consoles for the outdated visuals, level size, etc, but implementing the rail system in multiplayer would be equally difficult on console and PC.

Anyway, I'd like to see another proper walkthrough demo. The last one was from E3 2011 and was apparently created just for E3. I'd like to see one from the actual game.
Well, not that I'm a console expert but I don't think I've ever heard of even a normal deathmatch which was easier to implement on console than PC. Not to mention the Rail System looked extremely fast, at least from the videos. Additionally the aiming mechanics, while fast moving and essentially using a grappling system all at the same time seems to me to be WAY beyond a consoles ability system and functionality wise.

I've certainly never heard of a multiplayer console game implementing something even close. Whatever the game, if it exist was it stable at release?

It's called aim assist..? If the E3 2011 demo is any indication, the skyline system has tons of assists when you jump from rail to rail (to the point where you can't actually miss) and when aiming at enemies. It has nothing to do with a console's hardware capabilities and everything to do with basic usability design. The PC version will have the same skyline assists as the console versions. I imagine the PC version will allow you to turn off the aim assist but that's pretty much the only difference. If a console game like BF3 or Halo can handle vehicles, I'm pretty sure consoles can handle a completely scripted rail system.

I'm not really sure why you think the multiplayer implementation would be hugely different between platforms. Console games tend to use P2P hosting, sure, but a lot of PC games do too. In fact, console multiplayer may actually be easier to implement because you know everyone is using the same hardware and software, whereas on PC you can have wildly varying hardware and software configurations.
 
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