Vampire : Bloodlines
- POOPERSCOOPER
- Paparazzi
- Posts: 5035
- Joined: Sat Apr 05, 2003 1:50 am
- Location: California
- POOPERSCOOPER
- Paparazzi
- Posts: 5035
- Joined: Sat Apr 05, 2003 1:50 am
- Location: California
I've yet to play it. I've read a review and it seems to me that it's the sort of game I wouldn't like.
I enjoyed playing half-life 2 and it ran well on my pc despite my harboring a deep seated hatred of valve itself.
It seems to me that the game might suffer from a lack of optimization as some mentioned. From the screenshots I saw it didn't look like the game was that much more detailed than half-life 2. And with HL2 I was genuinely impressed at how they created such wide open areas in places with no real noticable performance degradation.
I read about how apparently it looks like npcs skating on pavement, or things breaking without sound, or sound skipping, or even problems with combat, as far as people getting shot and immediately getting back up again.
So for me, I think I couldn't sit through it. A good game for me is 80% gameplay and 20% story. The loss of having a crappy playing experience could not be shored up with any sort of story. I can watch a movie for a story without gameplay.
I personally think it was a bit of a scapegoat excuse for the reviewer in the article I read to blame the source engine for the bugs and technical shortcomings of the game. Personally I think maybe the guys at troika have little experience making 3d games, or simply with getting the most out of the source engine. That might be a problem inherent to all Source technology licences. As it seems to me that there are some very technically adept people at Valve that got the most out of the engine for HL2. They made the game, so obviously they'd know how to get it to run best.
I still think the source engine will and should be the choice for most FPS games in the future.
I enjoyed playing half-life 2 and it ran well on my pc despite my harboring a deep seated hatred of valve itself.
It seems to me that the game might suffer from a lack of optimization as some mentioned. From the screenshots I saw it didn't look like the game was that much more detailed than half-life 2. And with HL2 I was genuinely impressed at how they created such wide open areas in places with no real noticable performance degradation.
I read about how apparently it looks like npcs skating on pavement, or things breaking without sound, or sound skipping, or even problems with combat, as far as people getting shot and immediately getting back up again.
So for me, I think I couldn't sit through it. A good game for me is 80% gameplay and 20% story. The loss of having a crappy playing experience could not be shored up with any sort of story. I can watch a movie for a story without gameplay.
I personally think it was a bit of a scapegoat excuse for the reviewer in the article I read to blame the source engine for the bugs and technical shortcomings of the game. Personally I think maybe the guys at troika have little experience making 3d games, or simply with getting the most out of the source engine. That might be a problem inherent to all Source technology licences. As it seems to me that there are some very technically adept people at Valve that got the most out of the engine for HL2. They made the game, so obviously they'd know how to get it to run best.
I still think the source engine will and should be the choice for most FPS games in the future.
- POOPERSCOOPER
- Paparazzi
- Posts: 5035
- Joined: Sat Apr 05, 2003 1:50 am
- Location: California
- Smiley
- Righteous Subjugator
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- Joined: Thu Apr 18, 2002 11:20 pm
- Location: Denmark. Smiley-land.
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Good point. Best explanation I've heard so far...!POOPERSCOOPER wrote:I think it must of been difficult because the engine wasnt really finished and was probably being updated all the time messing up stuff in there game, perhaps they should of used something that was finished and ready to go or one that was more complete for other developers to use.
Testicular Pugilist
- POOPERSCOOPER
- Paparazzi
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- Joined: Sat Apr 05, 2003 1:50 am
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The Crytek engine was impressive, however the fact that entities were subject to map-specific LOD settings mean't that when I made my realism mod. I was being shot at from beyond that particular entity's render distance. That really soured my gameplay experience, feeling like it was relegated to some kind of half-bastardized (forced to take a million bullets shooter queerness).
If the map defined LOD settings for entities was not a feature of the engine itself I'd think a lot more of it.
If the map defined LOD settings for entities was not a feature of the engine itself I'd think a lot more of it.
- Smiley
- Righteous Subjugator
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- Joined: Thu Apr 18, 2002 11:20 pm
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Megatron wrote:i said the same thing first POOPERSCOOPER why have you abandoned me for the freindship of Smiley
... yes. fight over me. fight for smileynessence.POOPERSCOOPER wrote:I take megatrons explanations and put them in my own words to impress people, I DIDNT MEAN TOO I JUST WNAT TO BE LUVED
and I fucking hate the both of you, should anyone wonder.
but still a good explanation nonetheless.
Testicular Pugilist