Ubisoft, one of the world's largest video game publishers, today announced that Ubisoft's Montreal studio is currently developing Tom Clancy's Splinter Cell® 3 (Working Title), the next installment in the now-legendary Splinter Cell® franchise. The Splinter Cell® titles have consistently received some of industry's highest-ever review scores and most prestigious awards, and have sold, cumulatively, more than 6 million copies worldwide. Splinter Cell® 3 will be shown for the first time ever in a theater-style demo at Ubisoft's E3 booth - #1046 in the South Hall of the Los Angeles Convention Center, and is scheduled for a PC launch in late 2004. Details on other platforms will be forthcoming.
With Splinter Cell® 3, Ubisoft's celebrated Montreal development studio returns to the legendary Splinter Cell® franchise, for an action gaming breakthrough. With the first Splinter Cell®, Ubisoft redefined stealth action and set new standards for dynamic lighting; Tom Clancy's Splinter Cell® Pandora Tomorrow delivered an online multiplayer experience that awed even jaded gamers, and Splinter Cell® 3 will continue the tradition of pushing the interactive and technological possibilities of video gaming. It will offer the best graphics in this generation of games, a completely immersive and interactive environment, innovative gameplay and a completely unique collaborative multiplayer experience. Splinter Cell® 3's features – all courtesy of cutting edge visual and sound technologies – will set an industry benchmark once again.
Every engine that uses poly-bumping (Doom 3, Far Cry etc) has everything looking shiny and plastic-like, but the devs usually work the technology around a bit so that its not terribly noticeable.
Your sarcasm says otherwise.No, that was genuine. I realised the following comment was a bit on the impolite side, but it was just the most direct way of saying it.
Chris contrasted the rendering of those shots to "real life". My point was that they are not accurate for the reasons I listed below. Try reading it again.You're quite right... I had mistakenly thought your comments were directed at the game, rather than being a correction of a comment made about real-world lighting. My apologies.
Wait, so Shadowcat, you like when the humans in your game look like green armymen?Green armymen? I assume you're responding to my comment about the night-vision goggles, but I didn't say anything about what it looked like when looking through them (and have no experience on which to base such a comment); I simply stated that the fact that they light up the user's head like a christmas tree in the game is more than a little absurd.
Realistic technology? No.Perhaps (although others are disputing the latter), but I feel reasonably safe in claiming that the cause of the unrealistic technology (and again I am specifically referring only to the green glowing circles lighting up the character's face) was not a desire to reinvent the night-vision goggles so that they have serious flaws and then faithfully represent this new design in the game, but rather a desire to put pretty glowing 'stylish' green lights on the screen. They may well be realistic green lights, but it's all still a matter of graphics -- making the main character look they way they want him to look for style and gameplay purposes.
Realistic graphics? Yes.
I don't want to be rude,...
...but what's your point?
I think it's a safe assumption that realistic lighting has never been a primary concern for the Splinter Cell devs when it comes to the character's apparel.
In the military, we used to stand next to the end runway lights [...] and our faces were the only thing that would light up like the sun.I don't want to be rude, but what's your point? I'll bet that in the military your night-vision goggles didn't paint a bright green glowing triangular target on your foreheads either. I think it's a safe assumption that realistic lighting has never been a primary concern for the Splinter Cell devs when it comes to the character's apparel.