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I know, right :D This is one of the few games im looking froward next year. If they dont **** this up its gonna be awesome. Somewhat reminds me of all grown up Borderlands. No, even better - its what if mirrors edge and borderlands would have had baby would come out.

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Sure it looks pretty, but gun play looked rather dull and uninspired to me. Is it just me?

Actually, and I see the discussion is already being had on the GT forums so I am not the only one, looks a lot like Killzone 2 to me, meaning the actual gameplay, just a bit faster paced.

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Sure it looks pretty, but gun play looked rather dull and uninspired to me. Is it just me?

Actually, and I see the discussion is already being had on the GT forums so I am not the only one, looks a lot like Killzone 2 to me, meaning the actual gameplay, just a bit faster paced.

I haven't actually played Killzone 2 but I can see it does look slightly similar, but I think it also looks like it would play quite differently. And I don't think I would say the gun play is dull, shooters aren't rare, I'd say it's as interesting as a shooter genre can be with out being unfamiliar. What I really like is the classed based objectives as well as the "smart" play movement. I am defiantly interested see how it ends up.

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I would buy this in a second because I like shooters. But if there is no way to reduce that head bob then it's a no go for me.

It's already recuded. The footage is a few months old pre-alpha.

Plus, it's upgraded id tech 4 engine, so "/cg_weaponbob 0" and there is no bob at all ! :p

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hmm, the 'container city' videos look like theyve been stitched together from multiple parts and blurred in between... other than that i dont see alot of motion blurring going on, other than a few seconds at the beginning of the first video...

it looks abit cofusing who your supposed to be shooting at... the guy playing isnt doing a good job of demonstrating how the game is played, missing people, hitting your own guys, ignoring enemies... unless the average console fps player is this bad? like his favourite weapon is the grenade launcher, and his other weapon choices are all close range and equally spammy...

the 'random terrain' movement is neat, but if only there was a less invisible way of indicating what you want to do, i.e. the red colour from Mirrors Edge ... i can see how the game could **** alot of people off because it did something that they didnt want to do, but maybe the level design would keep it simple and specifically avoid this...

and oh, the music is definitely abit Fallout 3-ish...

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It's a spiritual sequel to Quake Wars. Borderlands was dire and shant be uttered in the same breath. :p

Linked this to DM this morning, looks well cool. :D

Because Quake Wars was so good wasn't it :laugh: Awful game.

Borderlands ftw.

Can't wait to try out Brink though, definitely like the SMART system and 8 player co-op ftw (Y)

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Because Quake Wars was so good wasn't it :laugh: Awful game.

Better than Diablo in a Fallout copy pasta setting with 0 plot. ;)

Though I'm with you on the 8 player co-op. Going to have to buy it on the PC though. No way I'm playing a competitive shooter on the 360. :p

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Sure it looks pretty, but gun play looked rather dull and uninspired to me. Is it just me?

Actually, and I see the discussion is already being had on the GT forums so I am not the only one, looks a lot like Killzone 2 to me, meaning the actual gameplay, just a bit faster paced.

Have to agree, it doesn't actually look like much fun to me. KZ2 gameplay was a bore! 8 Player Co-Op sounds alright but didn't Resistance 2 have 8 player co-op too?

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Hmm, I'm not sure about this game. It's mostly like Killzone 2 (which was bad), but with elements of Mirror's Edge (which was great), with a couple of good features packed in (the mission system, and 8-player co-op). I don't think I'll be queueing outside GAME for this, but I'll keep an eye on it.

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Resistance wasn't really built as a ground up co-op game... Was it? :s

Either way Splash have quite an extensive history in making shooters with a co-op feel too. WAY before they became the flavour of the month!

Exactly, that is why I'm looking forward to it. After the let down of Wolfenstein from Raven, I hope Splash Damage come back and show how it's done like they did with RTCW and W:ET :heart:

However from the videos I've watched it doesn't seem to be a class based MP game. It's more along the lines of MW2 where you customize your own.

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Just watched one of the videos, the graphics and the overall atmosphere of the game looks great but the gunplay looks absolutely horrendous. The weapon bobbing looks comical, in a bad way and firing just looks a bit tacky and the thing that annoys me the most - Weapons always in view! I'm not sure why so many first person shooters are doing this but it looks stupid and makes no sense.

Imagine you having a weapon, then imagine how you would run with it to keep it so clearly inside your view cone, you'd have to hold the weapon like a complete mong. I know this may seem like nitpicking for some but it's a big thing in a first person shooter where you spent 100% of the time looking at it :p Combine that with the weapon bobbing, holding it completely steady in front of your face and then bobbing it back and forth ...

I mean, most first person shooters does the same but at least it's removed from view when sprinting and they don't go crazy on the weapon bobbing. Bad Company had exactly the same but that game turned out okay ( Besides the horrible hit-box system ) so hopefully, the rest of the game is able to win me over.

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it looks abit cofusing who your supposed to be shooting at... the guy playing isnt doing a good job of demonstrating how the game is played, missing people, hitting your own guys, ignoring enemies... unless the average console fps player is this bad? like his favourite weapon is the grenade launcher, and his other weapon choices are all close range and equally spammy...

the 'random terrain' movement is neat, but if only there was a less invisible way of indicating what you want to do, i.e. the red colour from Mirrors Edge ... i can see how the game could **** alot of people off because it did something that they didnt want to do, but maybe the level design would keep it simple and specifically avoid this...

I agree that the target seems a bit confusing, throughout the video I couldn't tell exactly who he should have been shooting at when he was just moving around, his team mates looked very similar to the guys you were suppose to be shooting.

As for the movement system, it does have a system that helps you in where to go, if you notice, when he selected to interrogate a person, the arrow guided him to a wall, then showed a "ghost" of himself running, jumping and climbing over the wall. Once he followed his "ghost", his objective was in plain sight.

However from the videos I've watched it doesn't seem to be a class based MP game. It's more along the lines of MW2 where you customize your own.

It is in a way, loadout has little to do with your class, but each class has special abilities that the other classes do not have/cannot do. Soldiers have charges they can lay to blow stuff up (sadly probably only set areas, like when he blows a hole in the wall to get to his team faster), or engineers who can repair stuff, like the crane. Granted that is about the extent of the classes we have seen, and they only appear to have 1 special ability over the other classes, but it does not seem to be a system where you level and increase those abilities, if thats what you mean.

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As for the movement system, it does have a system that helps you in where to go, if you notice, when he selected to interrogate a person, the arrow guided him to a wall, then showed a "ghost" of himself running, jumping and climbing over the wall. Once he followed his "ghost", his objective was in plain sight.

no i meant like, when you had to look up and press the action button to make him climb up, and look down and press the action button to make him do a slide... these are implied actions, and the game can only hope that it did what you want it to do... what if you have 2 platforms which are too close to each other and your character does something you totally didnt want him to do... especially if you are in a hurry and you dont have time to 'eyeball' your next action

imho, the consoles have so many buttons anyway, they should have used dedicated 'high' and 'low' action buttons, i.e. climb/hang from/pull up/jump over and crawl/slide/let go/hide behind ...

if this is coming to the PC, then yeah i agree that the view-based context sensitivity would work, since the mouse is alot better at pointing and PC fps games are generally rigidly use the WSAD input...

but especially in the heat of battle, when you have to concentrate on so many things at once, you really dont want to have to look through all the motion blur and particle effects to see your next move, thats why i think a Mirror's Edge effect would really come in handy

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Because CR3 contains so few of these heavier elements, researchers say it closely resembles what scientists expect the earliest galaxies in the universe may have looked like. The discovery is significant because it could offer clues about Population III (Pop III) stars, the first generation of stars thought to have formed after the Big Bang. These stars are believed to have formed from gas made almost entirely of hydrogen and helium, before heavier elements were created inside stars and spread across the universe through supernova explosions. Hence this is why CR3 has been referred to as a "living fossil." Scientists have long believed that Population III stars existed only in the very early universe. As more generations of stars formed and died, they enriched surrounding gas with heavier elements, making the conditions needed for metal-free star formation increasingly rare. Because of this, researchers expected the formation of such stars to have largely ended after the epoch of reionization, a period when radiation from the first stars and galaxies transformed the neutral hydrogen filling the universe and made it largely transparent to ultraviolet light. CR3 appears to challenge that idea. The galaxy was observed at a redshift of z = 3.193 ± 0.016. Redshift measures how much light from a distant object has been stretched as the universe expands and helps astronomers determine how far back in time they are looking. In this case, the redshift corresponds to roughly 11.5 billion years ago during cosmic noon. Although the universe was already several billion years old by that point, CR3 shows characteristics more commonly associated with much earlier galaxies. Observations revealed exceptionally strong emissions from hydrogen and helium, including Lyα, Hα, and He I λ10830. Lyα, or Lyman-alpha emission, is a specific wavelength of light produced by hydrogen and is widely used to study distant galaxies. Hα emission is another hydrogen signature commonly used to trace active star formation, while He I λ10830 is produced by helium and can indicate the presence of very hot, young stars. The measured equivalent widths of EW₀(Lyα) = 822 ± 101 Å and EW₀(Hα) = 2814 ± 327 Å are among the highest ever observed in star-forming galaxies. Equivalent width is a measure of the strength of an emission line relative to the surrounding light, and such large values are typically associated with intense and very recent star formation. At the same time, researchers found no statistically significant detections of metal emission lines, including [O III] λλ4959, 5007 and C IV λλ1548, 1550. Emission lines act as chemical fingerprints that reveal which elements are present in a galaxy. 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