MoH: Pacific Assault Demo

The promised demo for Medal of Honor: Pacific Assault is now available. The demo is a bit smaller than predicted, but at 534 MB, that's splitting hairs. Downloads of the sample of the World War II shooter sequel are available on the EA Games Website, where they also list some if ono all of the following mirrors: 3D Downloads, 3D Gamers, ActionTrip, AlliedAssault.com, Computer Games Online, FileShack (registration required), FilePlanet (registration required), Filerush, Fragland.net, Gameguru Mania, Gamer's Hell, GameSpot DLX (registration required), JustGamers, TGN Files, Worthplaying, and Yahoo! Games Domain.
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87 Replies. 5 pages. Viewing page 1.
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87.
 
Re: Lock ups??
Sep 27, 2004, 17:54
87.
Re: Lock ups?? Sep 27, 2004, 17:54
Sep 27, 2004, 17:54
 
I have to confess that Ive boycotted previous moh games due to their flagrant cookie cutter design and pissypoor gfx. but i like PA... its 'unique' set in a unique field of combat that has been cash cowed yet.. i really like the shader 2.0 effects.. sure its still on rails, but i find myself 'expressing' dynamic thought by moving away from said trigger points and finding nooks and crannies in the level to pick off enemies from..

in short. .i liked the demo.. i never liked moh games.. but this one.. i say i have 85% chance of purchasing.

86.
 
Re: Lock ups??
Sep 9, 2004, 10:34
86.
Re: Lock ups?? Sep 9, 2004, 10:34
Sep 9, 2004, 10:34
 
Yeah I'm getting them too using an ATI X800 Pro with the 4.8 Catalyst Control Centre revision drivers.... did a driver roll back to no avail, besides everything else I am running is working with this card / driver combo. The VPU recover feature allows me to get back to Windows for a reboot rather than a system power cycle!

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85.
 
Re: No subject
Sep 8, 2004, 13:18
85.
Re: No subject Sep 8, 2004, 13:18
Sep 8, 2004, 13:18
 
Mackey, you don't know stuff :).

Firstly, you've uncovered the game logic for the level. This is the rudimentary game logic that tells the level how to play out. As in the player walks into an area, spawn some guys. OK when the guys are dead, play a gag, etc.... Every game on the planet has this level of logic to the game flow. All the combat that occurs in the camp, with the exception of when to spawn guys and when gags play is unscripted.

Also, the game's been in development for 18 months, not 3 years

Also, the reason we've added an extra layer to our scripts is because it makes the level way easier to work on when you want to split the work up amongst multiple people. This way person A can work on section 1, while person B can work on section 2, etc... It actually speeds up development. :).

84.
 
Re: Argh, the sluggish mouse :( :(
Sep 5, 2004, 16:13
84.
Re: Argh, the sluggish mouse :( :( Sep 5, 2004, 16:13
Sep 5, 2004, 16:13
 
Yeah, the mouse sensitivity has nothing to do with this.

83.
 
Re: Zero bombing...
Sep 5, 2004, 04:19
Ant
 
83.
Re: Zero bombing... Sep 5, 2004, 04:19
Sep 5, 2004, 04:19
 Ant
 
Zombi Z: Thanks man! I just uninstalled the demo since I was already at the end of the game. I will play the level again in the full version if I get it (too many games to get!).

Ant @ The Ant Farm: http://antfarm.ma.cx
Avatar 1957
82.
 
Sound
Sep 5, 2004, 01:45
82.
Sound Sep 5, 2004, 01:45
Sep 5, 2004, 01:45
 
What's with the weapon effects?

The Thompson sounds like a shouldered 240B and the M2 has lost all the fury? Did Activision copyright the SFX from CoD and therefor EA (Oh wait, it's EA...) isn't allowed to set up distance-staggered mics and fire off a few antiques?

With all the antique war-games EA and Activision are making right now, it wouldn't take more than a week to set up a mock Malone-9:: Ft. Benning, GA near their respective development studios (easier for EA as developement teams are assimilated into EA just as Eidos does, whereas Actvision is apt to more or less reaches out to independant developers as with id Soft), procure some antique weapons or possibly even machine new parts (we are talking about effort and budget however), recreate the old calibre ammunition in their original grain loads, and once and for all get it right. It wouldn't take more than 1.5mil if poorly spent.

So what the crap?

-Z

This comment was edited on Sep 5, 01:47.
81.
 
Re: Zero bombing...
Sep 5, 2004, 01:31
81.
Re: Zero bombing... Sep 5, 2004, 01:31
Sep 5, 2004, 01:31
 
Tried and completed demo two ways:

Either defeat the bombers, or back away from your mount and let them pass. If you survive the pass either way, the demo fades to black. Fin

Five-hundred GD Megs for no more than ten minutes of gameplay. Betch can't wait 'till the Internet2 protocols go public huh?

80.
 
Re: Zero bombing...
Sep 4, 2004, 23:53
Ant
 
80.
Re: Zero bombing... Sep 4, 2004, 23:53
Sep 4, 2004, 23:53
 Ant
 
Hmm, this game needs a compass!!!

Ant @ The Ant Farm: http://antfarm.ma.cx
Avatar 1957
79.
 
Re: Zero bombing...
Sep 4, 2004, 23:13
79.
Re: Zero bombing... Sep 4, 2004, 23:13
Sep 4, 2004, 23:13
 
I keep dying here. How do I pass it?

When you here one of your teammates yell "Bombers, twelve o'clock high!" look across the airstip and straight up. You should see three divebombers coming right down on top of you. Blow them up.

78.
 
Zero bombing...
Sep 4, 2004, 22:33
Ant
 
78.
Zero bombing... Sep 4, 2004, 22:33
Sep 4, 2004, 22:33
 Ant
 
"you can get past the Zero bombing your position - how I hate *boo you're dead* level design..."

I keep dying here. How do I pass it?

Ant @ The Ant Farm: http://antfarm.ma.cx
Avatar 1957
77.
 
Privacy? As if...
Sep 4, 2004, 18:15
77.
Privacy? As if... Sep 4, 2004, 18:15
Sep 4, 2004, 18:15
 
Demo was mildy okay... guess I just needed a shooter fix real bad (and yes, you can get past the Zero bombing your position - how I hate *boo you're dead* level design...)

Some privacy issues though. MOH: PA, a *singleplayer demo*, tripped SP2's firewall. Either system specs or 'anonymous usage statistics'. Would have preferred to be better informed though. I guess they really *don't* expect you read the UELA these days. Oh bother...

76.
 
Lock ups??
Sep 4, 2004, 17:55
76.
Lock ups?? Sep 4, 2004, 17:55
Sep 4, 2004, 17:55
 
Anybody else get a hard lock within the first 30 seconds of gameplay everytime? It also ran like crap for me and I can play Doom 3 at 1024 at medium just fine.

This comment was edited on Sep 4, 17:59.
75.
 
No subject
Sep 4, 2004, 17:47
75.
No subject Sep 4, 2004, 17:47
Sep 4, 2004, 17:47
 
I'm not a fan, have to say. Felt too chaotic... maybe that's realistic, but it felt like I was basically standing watching a bunch of AI soldiers fight each other without having any real impact or knowing where to go.

Also the bit where you shoot the Zeros felt far too much like the bit in CoD where you shoot the Stukas escpaing from the airfield.

Unless it gets a fantastic review to change my mind, no purchase.

74.
 
Re: Argh, the sluggish mouse :( :(
Sep 4, 2004, 15:59
74.
Re: Argh, the sluggish mouse :( :( Sep 4, 2004, 15:59
Sep 4, 2004, 15:59
 
The mouse sensitivity can be changed @ the options screen, along with the controls.

If he is having the same issue that I am, the mouse sensitivity will not correct it. It would only move faster but still have the sluggishness (delay).

Windows XP Home P4 3.2 Gig 1024 Ram
FX 5900 Ultra SB Audigy MP3
73.
 
Re: No subject
Sep 4, 2004, 13:25
73.
Re: No subject Sep 4, 2004, 13:25
Sep 4, 2004, 13:25
 
So it was the Q3 engine and still partially is the Q3 engine.

How about this analogy?

Moh:PA : Quake III :: DX:IW : Unreal

72.
 
Re: blood
Sep 4, 2004, 12:13
72.
Re: blood Sep 4, 2004, 12:13
Sep 4, 2004, 12:13
 
Lol, exactly. I like this blurring effect when you shoot with the machine guns, tho.

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71.
 
Re: No subject
Sep 4, 2004, 11:59
Sty
71.
Re: No subject Sep 4, 2004, 11:59
Sep 4, 2004, 11:59
Sty
 
It's not only unrecognizable there is even nothing left of the Quake III engine. It's now pure D3D.

To make this "what engine" discussion end once and for all:
http://www.mohadmin.com/2004light/index.php?id=91

Okay, so I follow the link and:

The engine has been almost completely overhauled.

So it was the Q3 engine and still partially is the Q3 engine.


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70.
 
Re: blood
Sep 4, 2004, 10:57
70.
Re: blood Sep 4, 2004, 10:57
Sep 4, 2004, 10:57
 
It's not an option to turn on blood, it just makes YOU bleed when you get hit enough, meaning you have to apply bandages, taking you out of combat for a few seconds.

My impression of this demo can be accurately summed up in one word: stupid. Throwing dozens of guys at you, and you seem to be the only one who can hit anything from more than six feet away? Stupid. Making a game that uses over 900MB of memory, no matter what your settings? Stupid. A smack with the butt of your rifle does more damage than a bullet to the head? Stupid. Sluggish controls despite v-sync being enabled and a high framerate? Stupid. Watching the medic inject a syringe into thin air like your body was actually there? Stupid. Shooting plane after plane with a mounted machine gun, with a lack of feedback sounds or visuals to tell you you've scored a hit (except the explosion when you've fired off enough rounds)? Stupid. EA? Stupid.

I think that just about covers it.

Avatar 19465
69.
 
blood
Sep 4, 2004, 02:48
69.
blood Sep 4, 2004, 02:48
Sep 4, 2004, 02:48
 
There is a option to turn on Blood in the game settings menu. I noticed it when I was looking for the mouse sensitivity option.

68.
 
Re: Not scripted? I looked at the scr
Sep 4, 2004, 02:26
68.
Re: Not scripted? I looked at the scr Sep 4, 2004, 02:26
Sep 4, 2004, 02:26
 
I totally agree with you. Don't shoot any of the planes in the airfield scene and watch one of the planes catch fire and crash into the tower EVERYTIME.

So much for the "procedural non-scripted AI".

And where's all the revolutionary physics the EA person talked about?

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