Loakum @Driftwood Awesome! I’m loving it! It does show a much crisper picture and the frame rate looks good! I was playing Stella Blade and Dragonball Soarkling Blast! :) (2 Weeks ago)
Driftwood @Loakum: enjoy, the one Sony sent us will be there on launch day. Coverage will follow asap. (2 Weeks ago)
Loakum *takes a large sip of victorious grape juice* ok….my PS5 pro arrived early! So much winning! :) (2 Weeks ago)
Driftwood @reneyvane: non ils l'ont publié le 1er octobre et je crois que tu l'avais déjà linkée. ;) (5 Weeks ago)
CraCra Y a un souci sur les forums ? (8 Weeks ago)
nostradamus very few with religious beliefs are naive or zealots, but for sure don't find amusing their beliefs being thrown in for clout. maybe STFU with that discourse? (11 Weeks ago)
Driftwood Download is now functional again on Gamersyde. Sorry for the past 53 days or so when it wasn't. (> 3 Months ago)
Driftwood Another (French) livestream today at 2:30 CEST but you're welcome to drop by and speak English. I will gladly answer in English when I get a chance to catch a breath. :) (> 3 Months ago)
Driftwood GSY is getting some nice content at 3 pm CEST with our July podcast and some videos of the Deus Ex Mankind Divided preview build. :) (> 3 Months ago)
Driftwood For once we'll be live at 4:30 pm CEST. Blim should not even be tired! (> 3 Months ago)
Driftwood More Quantum Break coverage coming in a few hours, 9:00 a.m CEST. (> 3 Months ago)
Driftwood We'll have a full review up for Firewatch at 7 pm CET. Videos will only be tomorrow though. (> 3 Months ago)
Driftwood Tonight's livestream will be at 9:15 GMT+1, not GMT+2 as first stated. (> 3 Months ago)
In our world-exclusive cover story, Game Informer unveils the first numbered entry in the Battlefield series since 2005. Many longtime fans are wondering, "what took so long?!" DICE has honed the concept for the true sequel for years, but it wasn't until the company developed the powerful new Frostbite 2 engine that it felt all the pieces were in place to create a proper follow-up. Armed with powerful upgrades like deferred rendering, real-time radiosity, a new animation system borrowed from the EA Sports label, and an exponential leap in destructibility, executive producer Patrick Bach dubs Frostbite 2 "the best piece of technology on the market when it comes to building games."
You'll have to read the magazine to get the dirt on what DICE has in store for the single-player and multiplayer modes, but check back here and visit the official Battlefield 3 site tomorrow to watch the premiere teaser trailer and glean a few more key details.
Frequent the Battlefield 3 hub throughout the month of February for more exclusive features about the highly anticipated shooter coming to the PlayStation 3, Xbox 360, PC.
Demonstrating the real time radiosity in Frostbite 2.0. Radiosity is a big leap forward for real time lighting. This could be really, really impressive.
I wonder if the console versions will do radiosity as well.
One of the most promising aspects from those details are the animations. Recent DICE animations in the BF:BC games have been... well, less than satisfactory for me. The fact that they're borrowing from EA Sports - where animation is just about their strongest point - makes me very optimistic about that part of the game.
And no, really, radiosity could be a really big deal.
Radiosity is totally a big deal.
Oooh, Profound, isn't it?
* Dolphin Driving/Dropshooting will not work.
* Spotting (in an undecided form) will be making a return
* While the PC version will have up to 64 player online matches, the number is limited to 24 on consoles
* There will be a friendly fire option, turned off by default
* Knives and dogtags will return
* There will be no ziplines or grapple hooks
* There will be bullet drop, but “Doesn’t work the same as BC2 though, it’s a much deeper system.“
* No tracer darts
"First come smiles, then comes lies. Last is gunfire"
People prone to crunch hitboxes--big f'n deal--you can do it too. People complain (wrongfully) that prone is "just for camping" as a justification for its absence from BC2, and now there will be some horrific delay where you can't actually take advantage of prone in an actual firefight. Might as well just come with a tent and a campfire.
I know that's running to negative assumptions. Hopefully movement will at least feel fluid with all of the ridiculous restrictions people have forced them to make.
"First come smiles, then comes lies. Last is gunfire"
The stance delays in BF2 were terrible, and only even existed in the first place because its what the masses wanted. The masses don't usually know what the hell they're talking about. A lot of the reason that BF2 changed so much in every little patch was because people wanted it to be more "fair." Fair in this case just means smoothing over the skill curve, and making the game less enjoyable at higher levels of play.
It shouldn't bother me as much in BF3 so long as these systems are actually designed into the gameplay and no shoved down our throats post-release.
It's the "proning" that doesn't fit. It may have been in past games, but it still doesn't fit with the feel or spirit I get from the franchise. I have zero problem with the "camping" aspect of prone, as that is a legitimate and real function of the firing stance... I am sorry that you don't like the removal though, Grift...
Oooh, Profound, isn't it?
I'm not too worried. At least it will be dealt with up front this time.. and hopefully not completely terrible, as the stance delays in BF2 and even 2142 are. The latter actually concerns me more, since it dealt with the issue immediately and with equally poor results.
Oooh, Profound, isn't it?
When I'm shooting at someone and he goes prone (to get into cover or to minimize their hitbox) there should be some sort of accuracy penalty while doing it. Especially when someone runs and jumps/dives into prone. I don't mind it being in the game, but I think it's bullshit that your accuracy stays the same while flying through the air.
I mean your accuracy should be increased again after hitting the ground...
It's the same with running versus standing still. I should be more accurate while standing still then when I'm on the move...
"First come smiles, then comes lies. Last is gunfire"
Oooh, Profound, isn't it?
When I'm shooting at someone and he goes prone (to get into cover or to minimize their hitbox) there should be some sort of accuracy penalty while doing it. Especially when someone runs and jumps/dives into prone. I don't mind it being in the game, but I think it's bullshit that your accuracy stays the same while flying through the air.
I mean your accuracy should be increased again after hitting the ground...
It's the same with running versus standing still. I should be more accurate while standing still then when I'm on the move...
Hopefully this "feels" right, because it's pretty fucking terrible in BF2.
Oooh, Profound, isn't it?
Hopefully this "feels" right, because it's pretty fucking terrible in BF2.
I just mentioned an accuracy penalty, I find a fire delay and a "change stance" delay horrible to be honest.
I just feel that a hit on your accuracy while diving for the ground is necessary.
"First come smiles, then comes lies. Last is gunfire"
I just mentioned an accuracy penalty, I find a fire delay and a "change stance" delay horrible to be honest.
I just feel that a hit on your accuracy while diving for the ground is necessary.
Hell, I was ranting about how much I wanted prone in BC2, but if they drop the ball here, I'd rather go without it all together. It's going to marginalize movement anyway.
If by some accident they manage to incorporate an accuracy penalty without limiting your movement, would you look positive towards such an penalty?
"First come smiles, then comes lies. Last is gunfire"
Oooh, Profound, isn't it?
I don't think prone is game breaking in Call of Duty either, and I'm glad that they haven't caved to the exact same complaints. Movement is one of the few things Call of Duty still does exceedingly well.
"First come smiles, then comes lies. Last is gunfire"