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Author Topic: Perfect Dark Zero (pics)  (Read 1088 times)

Offline Riku
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Perfect Dark Zero (pics)
« on: September 14, 2005, 07:27:25 AM »
Also scans, posted in another forum...

http://www.darkzero.co.uk/forum/viewtopic.php?t=5260&sid=71aefa0226994c04c3cbeffb61406c30

There are blurry pics and, if you scroll down a little ways some clear pics.  Looking better...
{o,o}
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O rly?

Offline Jumpman

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« Reply #1 on: September 14, 2005, 08:38:07 AM »
yeah um that looks amazing qq at rare finally doing something
Who is this anamoly we call Jumpman? How is he able to do what he does and still survive after years of torment? It seems he feeds on the hate, growing with an intense passion to put unassuming members in their place.

Offline Eiksirf
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« Reply #2 on: September 14, 2005, 08:51:31 AM »
This is the game I ordered with my 360...

I hope it turns out good. The first one wasn\'t as good as 007 and I\'ve been soured on first person shooters since.

-Dan
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Offline Riku
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« Reply #3 on: September 14, 2005, 02:43:52 PM »
People jump all over the MGS4 and Devil May Cry pics but not these?  What, to busy stuffing your face with crow?
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Offline Unicron!
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« Reply #4 on: September 14, 2005, 02:55:18 PM »
Checked it but the pics are way too blurry and dont show much to judge.

Offline Evi

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« Reply #5 on: September 14, 2005, 03:01:23 PM »
Quote
Originally posted by Unicron!
Checked it but the pics are way too blurry and dont show much to judge.
Yeah the pics are blurry as hell.

Offline Riku
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Perfect Dark Zero (pics)
« Reply #6 on: September 14, 2005, 03:13:00 PM »
Did you scroll down like as I suggested?

Nevermind, I\'ll post them...




They\'re not crystal clear, but they\'re a very obvious improvement over what we\'ve seen.  Supposedly we\'ll see more at X05 in October.
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Offline Paul2

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« Reply #7 on: September 14, 2005, 04:30:50 PM »
nice pic.  Kind of remind me of Zenogears...wait..i mispelled it, Xenogears.

Offline Living-In-Clip

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« Reply #8 on: September 14, 2005, 08:01:50 PM »
Looks like every other single FPS game out on the market. Congrat\'s, Rare...

Offline Soul Reaver
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« Reply #9 on: September 14, 2005, 08:05:25 PM »
Quote
Originally posted by Living-In-Clip
Looks like every other single FPS game out on the market. Congrat\'s, Rare...


Seriously though.

How did you expect this to be? Did you play that first one? That comment is just idiotic.

Offline Eiksirf
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« Reply #10 on: September 15, 2005, 03:12:16 AM »
No it isn\'t. I thought the same thing. But the FPS genre as a whole needs to be dragged out back and shot.

In first-person.

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Offline Living-In-Clip

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« Reply #11 on: September 15, 2005, 03:45:13 AM »
Quote
Originally posted by Soul Reaver
Seriously though.

How did you expect this to be? Did you play that first one? That comment is just idiotic.


Right........... Actually, I own the first one, jackass. Guess what? It was also just like every other FPS out there, it was a letdown. The one big feature touted for it, Rare cut at the last moment.

The game looks like every other single FPS. The style doesn\'t even scream "different". Unless the gameplay is just friggin\' AMAZING, I find it hard to believe it has taken Rare this many years for this one game.

Offline Jumpman

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« Reply #12 on: September 15, 2005, 05:20:29 AM »
It\'s suppose to look realistic in FPS-esque, that\'s why it\'s a FPS... I think the point was the graphics are pretty top notch. I mean, look at the Falcon 2 scope, how can I ever play the original after seeing that!

The original Perferk Dark was awesome dunno what you\'re smoking.
Who is this anamoly we call Jumpman? How is he able to do what he does and still survive after years of torment? It seems he feeds on the hate, growing with an intense passion to put unassuming members in their place.

Offline Soul Reaver
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« Reply #13 on: September 15, 2005, 11:11:22 AM »
Quote
Originally posted by Living-In-Clip
Right........... Actually, I own the first one, jackass. Guess what? It was also just like every other FPS out there, it was a letdown. The one big feature touted for it, Rare cut at the last moment.

The game looks like every other single FPS. The style doesn\'t even scream "different". Unless the gameplay is just friggin\' AMAZING, I find it hard to believe it has taken Rare this many years for this one game.


My point exactly.

You played the first one and then say the sequel looks just like any other fps. What the hell were you expecting? Seems pointless to say otherwise.

In other news:

Quote
Latest developer interview from the site:

ID Confirmed: Begin Transmission


Operative: Tilston, C.
Classification: Lead Designer and Project Lead
Team: Rare
Mission: Perfect Dark Zero
Mission Parameters: Multiplayer Design
Mission Hot Zone: United Kingdom



MGS Operative - Hello Chris, and thanks for granting us this interview. Please tell us a little about yourself, your role at Rare, and your work as the Perfect Dark Zero Lead Designer and Project Lead.



Chris Tilston - I’ve been at Rare for 13 years in various roles involving design and gameplay programming. At the moment I’m unofficially PDZ’s cup of tea making expert, with the rest of my time devoted to lead designer and project lead duties.



MGS Operative - What gameplay innovations will we see in PDZ multiplayer? What elements of the PDZ multiplayer experience are truly distinctive?



Chris Tilston - I’m going to be boring and skip the exciting stuff like the weapons and the new moves the players can do – some players probably know a bit about these. Let’s go over the basics and see how they differ from the previous games and the foundation they provide.

Armor system
In PD 64 and Goldeneye, the armor protected the player fully and acted like a second health bar, so the best tactic would be to kill the enemy and get the armor and repeat. In PDZ most guns have bullets which go through armor and do a little bit of damage to the player’s health which gradually wears away at the player. This means when someone kills you and you have damaged them a bit you can come back and they aren’t at full health, even if they replenish their armor. For them to dominate you they need to be really good so it’s a fairer system. Sure, a more skilled player is probably going to win but he might win 10 to 1 instead of 10 to 0.



Health system
Health has two parts: permanent damage and temporary shock damage.
- Bullets do some permanent damage, but also some temporary damage. So you might get hit by a sniper rifle and lose 90% of your health – if you back off and run away for a while you will regain half the health you lost.
- Melee attacks that you can do with all weapons do temporary damage. So, if someone comes in and bashes you, if you can get away you will recover all the damage they did to you.
- Fall damage is also temporary – jump from a high height (taking that short cut) you might lose a lot of health and be vulnerable for 5 seconds, but all that will be regained.



Damage system
The damage system is similar to that in PD which is a locational damage system. Shooting someone in the head does more damage than shooting them in the body. Shooting the limbs does the least amount of damage.



Movement
The players speed is altered by the weight of the weapon they are currently holding.
- Unarmed is fastest, but also the most vulnerable
- Pistols and thrown weapons are next
- At the bottom of the speed pile are the big guns like the rocket launcher and sniper rifles. Hold one of these and expect to run slow!



Inventory
Inventory is controlled now. The players have 4 slots in which to carry weapons and each weapon can take up 1, 2 or 3 slots depending on how powerful it is. We wanted to balance what the player could carry so that they would have trade-offs. We didn’t want situations where you could have a rocket launcher which is great at range and a shotgun which is good close up. Now you have to sacrifice a bit if you want that big gun, so if you do get close to that guy who has the sniper rifle you know the most he’s going to be packing is a pistol.



Map system
Every multiplayer level has a small radar map on screen to help show the player where friends and enemies radar signals are. Each area is named to help co-ordinate between players.
A large map can be brought up and this shows things like respawn points of weapons and objective markers. Beginners can bring up the map on an unfamiliar level, put a waypoint down on a weapon or an objective point and waypoints will show them the shortest way there.
Advanced players they can place waypoints down to key points that team mates can see, or on themselves to act as leaders and co-ordinate the teams more. This is particularly useful in the Dark Ops mode.



Radar system
We wanted to try and capture the visibility you get when you play at home with someone sitting next to you and taking that online and also give a gameplay representation of what the player should hear when a gun goes off, so when the player fires they appear on radar.
- Louder more powerful guns stay on for longer.
- Silenced weapons are invisible on radar but don’t do as much damage.
- There are some guns in there that allow radar to be manipulated so you can never run straight towards the radar signal and be sure an enemy is there.



Team colors
Red is the enemy, Green is the friend. No one gets an advantage because they are a hard to see color on a certain background. And everything is consistent – take damage from an enemy and the hitflash is red, if it’s green then it’s friendly fire and time to start shouting “stop shooting me” at your teammate. Same goes for radar. Simple. Unless someone has been hit with the psychosis gun, where it gets a little more complicated….



MGS Operative - Do the single-player and multiplayer aspects of PDZ have a lot in common? How did the development of one affect the other?



Chris Tilston - The single player and online share a lot and there’s even a little connection between the Deathmatch mode and the story for some consistency. Backgrounds in multiplayer are based on or inspired by the ones in single player, the weapon mechanics are the same, the health systems also.



The multiplayer side of the game was up and running quite quickly and a lot of weapon balancing has come about from playing large scale matches on Xbox 1. Any evolutions of the mechanics would make it back into single player.



From the control side, everything has been done from the point of view of being effective in multiplayer so we were very aware of the cover move not being useful at all if it was slow and it’s been polished and honed so that it’s useable in a fast paced multiplayer environment.



MGS Operative - What can you tell us about your approach to designing the multiplayer aspect of PDZ? What were your goals at the outset, and how did you work through them?



Chris Tilston - We wanted something that was fun but balanced – it needed to be balanced to survive in a live environment where exploiters would continually use the most powerful weapon. So a lot of the weapons are balanced based on a lot of factors other than the damage and fire rate, with some of these being the accuracy of the weapon, the reload times, the ammo capacity, the range of the weapon and how good it is against armor.



We also wanted to keep fans of the original multiplayer from PD happy and give them something familiar, which we do in our Deathmatch mode, but also to try and take the game into new territory with Dark Ops. Unfortunately, that means multiplayer is really two different games — which is bad from an amount of work we need to do side but great for the person who buys the game. (Actually it’s maybe three different types of games if you include the bots, which can be played offline and online.)



Deathmatch is very similar to PD 64 in that a weapon set (that can be fully customized) is picked and players respawn when they die. Dark Ops on the other hand is round based and players have a single life. Dark Ops is tenser and using the secondaries well really can make or break a round. With Dark Ops we wanted to explore the uncertainty you get by not knowing what weapons the players will have until they come ‘round that corner.

When we added the secondaries on top of these weapons we wanted the weapons to move the gameplay sideways and give the player more options. We didn’t want secondaries which just made the gun fire faster but secondaries which allowed the player to play in a different way. They give the great deal of depth and when used in the right situation can tip the balance in the firefight. This was an iterative process where things that didn’t make the cut were replaced by better ones.



If a player is a really good tactician, or has got a good feel for the guns, they’ll figure out the best time to use the secondaries. Take something simple like a secondary which attaches a silencer. A good tactic in Dark Ops would be to have one or two allies with silenced weapons race forward to get into a good position and have the main force take a different route. The scouts can then take silenced pot shots at the enemies using the element of surprise and not show up on radar (apart from the person who they are hitting).
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Offline mm
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« Reply #14 on: September 15, 2005, 12:13:36 PM »
personally, i thought PD sucked

and rare was just riding GE\'s success

and FPS\'s + consoles = lame in the first place
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