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F.E.A.R. SP Demo

As promised, a playable F.E.A.R. single-player demo is now available, looking to strike some of the First Encounter Assault and Reconnaissance of Monolith's upcoming paranormal first-person shooter into gamers. The download is available on This Sierra Downloads Page, and mirrored on 1UP, 3D Gamers, 4players.de (Germany), ActionTrip, Computer Gamers (Romania), eXtreme-Players.de (Germany), FileFront, FilePlanet (registration required), Filerush (torrent), Gamer's Hell, GameSpot DLX (registration required), VGPro, and Worthplaying.

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229 Replies. 12 pages. Viewing page 5.
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149. Load "*",8,1 Aug 5, 2005, 23:38 Camaro76
 
10 POKE 53280,0
20 POKE 53281,1
30 PRINT "DAMMIT THIS GAME SOUNDS AWESOME - I REALLY NEED TO UPGRADE MY MACHINE. ARGH!"
40 GOTO 30

RUN

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148. Re: Artificial Intelligence Aug 5, 2005, 22:10 Beamer
 
I'm amazed by some of the people on here that are saying the AI isn't true AI (or something to that effect) but rather just a series of questions or options that the NPC goes through/answers then follows.

What do you think true AI is?

AI is an algorithm that asks a bunch of different questions to guage the circumstances the NPC is under and then throws out the programmed response to the current situation. That's exactly what it is.



What we mean is the AI doesn't necessarily seem to be reacting to us. The AI seems to more ask "am I near a window? If so, jump!" rather than "would jumping through a window be a useful tactic."

In other words, it doesn't seem as much to be intelligence as told to react to its enviroment. While still very cool, that's not as cool as evaluating whether or not the enviroment can truly help it.


This is probably most notable when it crawls underneath the bookshelf. Prone and unarmed, it's easy to blow away.

 
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147. In other demo news... Aug 5, 2005, 22:00 Sepharo
 
In other demo news:

I finally got around to playing my Dungeon Siege 2 demo. Other then the graphics looking exactly the same a DS1, the game is fun as hell and that's one long ass demo. I was playing all day. Then after the demo ended and the ads came up I waited for a bit and it went back to game... ARE YOU TELLING ME I CAN KEEP PLAYING AFTER I BEAT THE MAIN QUEST?! God damn... what a good demo. Now I want to buy the game, I guess good and long demos do their job unlike the 10 min ones that leave me wondering if the rest of the game is worth it.

 
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146. It's pretty good Aug 5, 2005, 21:38 Creston
 
Somehow the movement seems a little off, like you move a bit faster than what you feel you should be moving, especially in relation to the turn ratio.

The slowmo effect is weird and takes some getting used to, it seems to take a few seconds to kick in. I would also prefer a much better crosshair, but couldn't find a setting to change it (didn't look very much, I admit.)

It looks very nice, although I fail to see why it's such a resource hog. Runs smoothly on my system at 1024x768 with almost all settings at max (I think physics were at medium, and I always turn shadows down since I don't really care about shadows all that much), 2xfsaa and 4xAF. Definitely runs slower than HL2, Doom 3 seems to run faster as well. I wonder what's eating up all those CPU cycles.
Sounds very nice, has nice positional audio, good sound effects, and pretty good voice acting (for the little bit we heard of it).

Very cool to see your own body in a game finally, but I have to admit that seeing my own shadow in the lights was freaking me out for the first ten minutes or so.

The level design is a bit blah, and suffers from hallway-room-hallway syndrome but then again, I think this is the first level, so that's hardly surprising I guess. Most games have pretty yawny first levels.

I like the weapons, they have good oomph to them, but it seems that enemy guards always drop those you're not carrying at the moment, and switching them around all the time gets a bit tedious. It's possible that they simply put more weapons into the demo than you'll get in the full game for that level, so it wouldn't be very noticeable.

All in all, very enjoyable. It's been awhile since we had a good shooter, FEAR seems to fit the bill nicely, will definitely pick this up. I hope they'll work a bit on optimization.

Creston

Edit : Btw, it seems Monolith has finally taken Old Man Murray's advice to heart. Remember in their Blood 2 review, they put a screenshot up of a huge crate in the middle of a hospital, with the caption "Hey Monolith, how did that fucking crate get there? Ever heard of a pallet, asshats?" under it?
Big crates now finally have pallets underneath them. Somehow this struck me as funny...

This comment was edited on Aug 5, 21:41.
 
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145. Re: OK Kiddies Aug 5, 2005, 21:28 Ray Marden
 
I can see minor improvements, mostly tweaks and driver improvements, but I doubt there will ever be a huge lead. All those particle effects, real-time lighting, physics, and bump maps have to come from somewhere...
Speaking of lighting, if only we could disable the lights.
Betting the next gen cards run it like butt'ah,
Ray

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144. Re: OK Kiddies Aug 5, 2005, 21:21 Parallax Abstraction
 
All the performance complainers should realize the full game hasn't gone gold yet, they're still optimizing. This demo is based on an earlier version--we're 2 months from release still.

Honestly, I can't remember the last game that experienced a significant jump in performance from demo to gold version. I've seen several that say "This is a demo and does not represent finished product" only to have the performance be no better in the "finished product." And I don't think this demo even says that. The fact is that the technology gets finished before real production of the actual game even starts. If this demo performs poorly, the final game likely will too. I managed to get the game to run better at a higher resolution on my laptop after some tweaking, but my laptop doesn't have a 5.1 sound card. So that's not going to work.

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143. Re: Mmmmm... Aug 5, 2005, 21:18 Dreagon
 
Actually, considering that was just one level, I didn't think it was really that short. That wasn't a bad length for a level at all.

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142. Re: Mmmmm... Aug 5, 2005, 21:16 Marvin T. Martian
 
Hope the demo's length doesn't reflect the length of the full game. Take DX9 out of the d/l and it would have been may 10 kb. Man, it was short.

 
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141. Mmmmm... Aug 5, 2005, 20:53 Dreagon
 
I may not follow a lot of the technical points about this game, but what really impresses me is that during the demo I found myself getting that old time involved feeling like I used to with old SP games like Duke3D and Unreal. It is definately a good feeling, and I will be picking this game up when it's released.

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140. Re: Artificial Intelligence Aug 5, 2005, 20:49 Ray Marden
 
I am referring to how dynamic it is.

Ie, could I create any random level and literally plop a NPC down in an area and have him jump over the rail, open the door, attack, jump to the side, throw the weapon, use that table nearby.

Or...do I put this NPC near a door, give this one specific NPC all these various door commands, and get a similar effect? Following that, the NPC does many actions that seem cool (again, I even stressed how good the AI was relative to most the market,) but he doesn't fare so well when *I* do something unique and take the door out of the equation or drag/force him into an area without a door?

Relative to the market, the AI is quite good. However, some of them did seem a bit selective in what they would do, hence my own questions of truely dynamic AI versus a number of heavily programmed responses (limited to certain NPCs.)
Let's say it's a more advanced form of AI versus scripts.
Hating those stupid sideway-dodging Unreal mobs :o,
Ray

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139. Re: I knew what you meant... Aug 5, 2005, 20:44 Riley Pizt
 
I hate to say it, but Pizt is right.
Now you hurt my feelings.

The most accurate way (and i believe the way HL2/PK do it) is to pick the nearest bone and translate the object to a location close to where it actually hit the model, so you don't get that visual weirdness that FEAR has.
If FEAR is like Lithtech v2 & v3 engine games, then it is using fixed sockets each of which is based upon a bone and those are used for all character model attachments. There are not as many sockets as bones though (in past Monolith games at least) so sometimes the closest socket is not that close and is more apparent when the attachment is something small like a throwing star or a nail in this case.


 
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138. Re: I knew what you meant... Aug 5, 2005, 20:32 SquirrelZero
 
I hate to say it, but Pizt is right. All those games you listed have the objects attached to arbitrary bone locations, albeit some like HL2 and Painkiller do it with more subtlety than FEAR. The most accurate way (and i believe the way HL2/PK do it) is to pick the nearest bone and translate the object to a location close to where it actually hit the model, so you don't get that visual weirdness that FEAR has. Even though the object is translated to a spot away from the bone, it's still using the bone's location as an attachment point. If it didn't, the object would not follow the model's animations correctly.

 
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137. Re: I knew what you meant... Aug 5, 2005, 20:24 Riley Pizt
 
all had location based attachments.
You still don't understand. They are tied to fixed bone positions. They are not truely pinpoint attachments, i.e. on the actual spot of the collision (unless the spot just happens to fall on the node), especially in the case of Half-Life 1 which has primitive collision detection.

and my point still stands
No it doesn't. It's flat on its ass.

This comment was edited on Aug 5, 20:27.
 
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136. Re: No subject Aug 5, 2005, 20:21 Riley Pizt
 
In any case it was less obvious than this
Only because arrows are much larger than these nails.

 
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135. I knew what you meant... Aug 5, 2005, 20:20 G-Man
 
and my point still stands:

Half Life
Half Life 2
Painkiller

all had location based attachments.

 
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134. Re: Location Based Hits Aug 5, 2005, 20:18 Riley Pizt
 
Location Based Hits
I didn't say location-based hits. I said location-based ATTACHMENTS. There is a big difference.

Doom 3 was touted as the first game to have per-pixel damage location (at least that was THE feature being bragged about at Quakecon two years ago when the Doom 3 multiplayer test was shown). However, that is not the same thing as attaching effects and objects at any location on a character model, and I don't think that even Doom 3 incorporates that.

This comment was edited on Aug 5, 20:29.
 
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133. No subject Aug 5, 2005, 20:14 Xero
 
After playing it over abunch of times, I'll say it is a pretty good FPS at it. Monolith are definitely veterans when it comes to making FPS games, NOLF 1 and 2 both kicked serious ass. The slow motion bullet tracer effects probably are the coolest thing about it or 2nd only to the amount of particles that fly when in a fire fight. Other than that, it's as said, nothing new though I guess if you don't expect nothing new, you'll have a blast with this game because it does great at what it is, an FPS. The FEAR/tension aspect was never there for me, I kinda thought it was retarded when the girl would run around like she had a bug up her ass almost trying too hard to try to scare the player in a way it seemed lame. The game runs great on my rig with all settings auto set to mainly maximum at 1152 by 864 32bit. Rig is as follows. BFG 6800 GT OC with latest nvidia drivers, 1.5gb pc3200, pentium 4, 3.2ghz 800fsb. I'm sure it would run a lot better if I reformatted as well because my comp is beyond buggy and slowed since all the garbage and lost files that are everywhere(haven't reformatted in nearly a year now). I'm sure it will be slightly optimized before release. Adios!

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132. Location Based Hits Aug 5, 2005, 20:00 G-Man
 
The original Half Life had it...
Half Life 2 had it...
Painkiller had it...
um...

ah...

There are bound to be a few more...

 
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131. Artificial Intelligence Aug 5, 2005, 19:59 G-Man
 
I'm amazed by some of the people on here that are saying the AI isn't true AI (or something to that effect) but rather just a series of questions or options that the NPC goes through/answers then follows.

What do you think true AI is?

AI is an algorithm that asks a bunch of different questions to guage the circumstances the NPC is under and then throws out the programmed response to the current situation. That's exactly what it is.

And AI doesn't even have to be that smart to be fun to fight against, I remember fighting the SKARJ in unreal and all they did was dodge left and right as they ran at you, but they were fun to fight... anyway, that's off topic a bit...

Looking forward to playing this demo when I get home from work.

 
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130. Re: No subject Aug 5, 2005, 19:52 Beamer
 
I'm fairly certain HL2 was location based with its arrows, though I can't remember.

In any case it was less obvious than this.

 
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229 Replies. 12 pages. Viewing page 5.
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