Games Animation Forum

返回   Games Animation Forum > GAF區 > 電視遊戲討論版

回覆
 
主題工具 顯示模式
舊 05-03-07, 10:43 AM   #26
RPG之鬼
God of Gamer
 
註冊日期: Sep 2002
文章: 10,915
引用:
作者: chriscth 查看文章
如果你有打爆SCDA..
就知fisher係Wanted及逃亡中..
有爆到scda但唔記得佢個樣囉
上次老頂重傷,唔知今次邊個做佢老頂呢?


__________________
幸せそうな人達をみていると、自分も幸せな雰囲気になれるんですよ
RPG之鬼 目前離線   回覆時引用此篇文章
舊 05-03-07, 08:52 PM   #27
wongja0708
God of Gamer
 
註冊日期: Dec 2004
文章: 5,282
引用:
作者: chriscth 查看文章
果個女人係迫於無奈加入架..detail睇game中佢既profile就知..
and game入面無話過果個ending叫best ending的..只係叫bonus mission..
其實你有無認真玩過?
逼於無奈加入同佢做到五大幹部有咩關係?
但做到五大幹部, 房入面有個男人仲要新加入咀兩咀(仲要無懷疑上埋床)就好大問題...


--------------

在我黎講(and 大部份game 網, 如game spot, ign 都用good, normal , bad ending )
or (best normal bad) 隨你點講啦

from gamesfaqs (即係gamespot)

Unlockable / How to Unlock

Ending A : Good / NSA trust above 33%, and you managed to save at least two of the three targets.

Ending B : Normal / NSA trust below 33%, but you managed to save the three targets. Or destroy two of the three targets, and NSA trust above 33%.

Ending C : Bad / Destroy/Kill all three targets. Or Destroy/Kill two of the targets, and NSA trust below 33%.

-------------

from IGN

Unlockables: Endings

Best: You must end with NSA trust above 33 percent. Save at least two of the three targets.

Standard: You must end with NSA trust below 33 percent. Save the three targets, or kill two of the three targets with NSA trust above 33%.

Weak: You must end with NSA trust below 33 percent. Kill all three targets, or kill two of the targets.

你有無睇清楚人地講乜先回架?
事隔近兩個月俾你睇清楚先回你都回到鬼五馬六既?
仲有, 乜我有講過個bonus mission 既野咩?
其實你有無認真諗下你想講乜?


__________________
勇敢
面對
活下去

此篇文章於 05-03-07 08:55 PM 被 wongja0708 編輯。
wongja0708 目前離線   回覆時引用此篇文章
舊 05-03-07, 10:19 PM   #28
神祕人1號
Moderator
網上自由人
 
註冊日期: Jan 2002
文章: 43,898
分裂細胞 斷罪
原名 Splinter Cell: Conviction
機種 X360
廠商 育碧
類型 ACT
價格 未定
發售日 2007年末

《分裂細胞 斷罪》急速公佈,遊戲情報及畫面初公開
http://www.levelup.cn/article/html/n...5/3101653.html

根據國外媒體的報道,育碧旗下著名諜報潛入動作遊戲《分裂細胞》系列的次世代最新作已經確認將於今年年底前推出。遊戲的標題為《分裂細胞 斷罪(Splinter Cell: Conviction)》,目前只公佈了X360一個對應平台。

國外遊戲雜誌Pelaaja率先報道了《分裂細胞 斷罪》的遊戲情報,並公開了部分遊戲畫面。據悉,本作與系列前作相比,將有更多在空曠場景和光天化日之下進行的遊戲部分,形式與系列上一作《雙重間諜》類似。不過育碧方面保證,遊戲依然將以傳統的諜報潛入為主題。

在遊戲的開始部分,主人公山姆獲悉,他的老朋友同時也是3E(Third Echelon)情報收集工作負責人的安娜遭遇險境。因此,山姆依然決定重新出山並出手相救。然而不幸的是,時隔數年3E早已不是原先山姆所熟知的那支精英編隊。情報工作漏洞百出,後勤保障屢屢出錯,就連3E的高級領導者也陷入政治鬥爭的漩渦而無法自拔。

機警的山姆很快便意識到,危機並非來自外界,而是出自3E的內部。為了防止打草驚蛇,山姆決定離開3E以自己的方式進行調查。因此,在《分裂細胞 斷罪》的故事背景中,山姆再一次站到了法律和公眾的對立面,而這次與前作中為打入敵後進行的偽裝不同,是真正意義上的反叛。

目前育碧官方尚未發表聲明確認本作的推出,更多詳細情報有待來自官方的進一步消息。
神祕人1號 目前離線   回覆時引用此篇文章
舊 05-03-07, 10:49 PM   #29
神祕人1號
Moderator
網上自由人
 
註冊日期: Jan 2002
文章: 43,898
神祕人1號 目前離線   回覆時引用此篇文章
舊 05-03-07, 11:16 PM   #30
josecheng
Senior Gamer
 
註冊日期: Oct 2005
文章: 336
引用:
作者: RPG之鬼 查看文章
有爆到scda但唔記得佢個樣囉
上次老頂重傷,唔知今次邊個做佢老頂呢?
應該係psp版果個衰長官?


__________________
誰是小白?
以後做 game 一定要做一隻可以比人玩一世都玩唔完個
story mode o既game呀 , 因為d人會用一隻game長短黎
決定呢隻到底係唔係好game
josecheng 目前離線   回覆時引用此篇文章
舊 05-04-07, 08:41 PM   #31
神祕人1號
Moderator
網上自由人
 
註冊日期: Jan 2002
文章: 43,898







神祕人1號 目前離線   回覆時引用此篇文章
舊 05-05-07, 12:58 AM   #32
RPG之鬼
God of Gamer
 
註冊日期: Sep 2002
文章: 10,915
過癮
今次有冇得用拳頭先
次次操到咁fit
但一埋身就...


__________________
幸せそうな人達をみていると、自分も幸せな雰囲気になれるんですよ
RPG之鬼 目前離線   回覆時引用此篇文章
舊 05-05-07, 01:01 AM   #33
wuxu
Crazy Gamer
廢材記者
 
註冊日期: Jan 2004
文章: 1,474
XBox Live GamertagMikekoala
I see Jack Baurer


__________________
Tentacle San Frontier
問我釘宮聲有幾多~ 問我釘宮聲有幾多~
我如何~能夠~一一~去數清楚
問我點解會釘控~ 究竟點解要苦楚
我笑住回答~ 講一聲~ 我係我
wuxu 目前離線   回覆時引用此篇文章
舊 05-05-07, 08:58 PM   #34
wongja0708
God of Gamer
 
註冊日期: Dec 2004
文章: 5,282
上集睇圖都覺得好正...
今集咁早睇圖, 死, 有排等


__________________
勇敢
面對
活下去
wongja0708 目前離線   回覆時引用此篇文章
舊 05-17-07, 08:41 PM   #35
神祕人1號
Moderator
網上自由人
 
註冊日期: Jan 2002
文章: 43,898
神祕人1號 目前離線   回覆時引用此篇文章
舊 05-17-07, 11:08 PM   #36
神祕人1號
Moderator
網上自由人
 
註冊日期: Jan 2002
文章: 43,898
Splinter Cell Conviction: The Rules are Changing
Sam Fisher emerges from the shadows for a new style of game. The first of our five days of Splinter Cell coverage begins with the new look of stealth.

by Erik Brudvig
http://xbox360.ign.com/articles/788/788655p1.html

May 16, 2007 - Sam Fisher can no longer rely on his trusted bag of tools and iconic goggles. He's gone beyond being a double agent. Now he's a fully fledged fugitive without the intel of 3rd Echelon or the support of his friends. Those custom gadgets can't be found at your local hardware store. This time around, Fisher is going to need more than just a dark corner to survive. It's a whole new game and we'll be taking an in-depth look at five ways it has changed over the next few days. If you thought you knew what Splinter Cell was, get ready to see how UbiSoft is changing all of the rules.

In time for the holiday season this year, the Splinter Cell franchise is going to receive its fifth installment on Xbox 360 and PC. To say that things are going to be different this time around for Sam Fisher is the understatement of the year. Conviction is taking the idea that the Splinter Cell franchise is just a series of stealth games and tossing it right out of the window. The gameplay mechanic of hiding in the shadows while patiently waiting for the perfect moment to get the drop on a terrorist has been scrapped in favor of a more active style of play. The famous night vision goggles and gadget bag are gone. Fisher's immediate surroundings will become his inventory. Sam Fisher is the new Jason Bourne, constantly hunted and forced to improvise around every corner.

Conviction is so different from what we're used to seeing that at first glance you might wonder what makes UbiSoft think this should even be called a sequel to the critically acclaimed and groundbreaking series. That's why the first of our five days of Splinter Cell Conviction coverage begins with the evolution of the franchise and how Conviction continues to hold true to the philosophy behind the series. To do that, we start from the beginning.


The original Splinter Cell used dynamic lighting to change the face of stealth.

In the quest to justify new hardware purchases, gamers are incessantly searching for the title that offers a "next-gen" experience. The definition of "next-gen" changes depending upon who you ask, but there is no question that at the time of its release in November of 2002, Tom Clancy's Splinter Cell offered it. Taking advantage of new techniques to generate dynamic lighting, UbiSoft Montreal created a style of stealth action that showed gamers how new technology could deliver new experiences. As Mathieu Ferland, Senior Producer on Conviction, put it, "In fact we had a strong theme (The Splinter Agent), a strong technology (Dynamic Lighting) and that allowed the birth of a new and great game play, Light and Shadow Stealth."

The light and shadow stealth gameplay mechanic continued to grow throughout the last generation of consoles, but remained true to the core gameplay concept. Splinter Cell Pandora Tomorrow introduced the online spies vs. mercenaries game mode. Chaos Theory, widely considered the star of the franchise, presented a polished and complete version of that original vision. It even included concepts and mechanics that did not make it into the original Splinter Cell game. "When we created the original Splinter Cell, the idea of multiplayer co-op was already there. However, we had to wait until Chaos Theory to make it reach the public," said Mathieu Ferland.


Pandora Tomorrow and Chaos Theory brought new multiplayer modes to the mix, but stuck with the same formula.

But how much further could UbiSoft take the light and shadow gameplay? Adding more gadgets and stealth kills or bigger environments doesn't do much to make each new game feel fresh. Playing with shadows to create a style of game was no longer technically impressive and a new generation of consoles was on the horizon.

"It was good, but repetitive over time. After three games, we decided to make a big turnaround in the franchise," explained Ferland.

This big shift began with last fall's Splinter Cell Double Agent. Although the game was not developed in Montreal by the founding team as Conviction is (both the single and multiplayer games are being made in Montreal using the same engine), it began the transition from a trained and deadly super soldier with no personality to a man with a past and a dark sense of humor. It's a natural progression for the character more recognized by his trademark night vision goggles and his jet-black outfit than his face or emotions. Even better, it allowed a core team that had remained together throughout the franchise's history to dive deeper into this character that they had become so intimate with without even knowing anything about him.

"Double Agent doesn't really bridge the gap in terms of game play," Ferland told IGN, "it bridges the gap in terms of narrations, and getting Sam out of order lead missions. Daylight maps were original; however, it was a half step, as the core mechanics of light and shadow were still used."

Conviction takes things the full step.

UbiSoft Montreal is looking to recreate the feeling of wonder and awe the original Splinter Cell delivered by taking advantage of new technologies to give us a new style of game. Just as dynamic lighting brought innovation to the stealth genre, dynamic environments will too.

Stealth has not been totally abandoned for Splinter Cell Conviction. Quite the contrary. Stealth will now take on a new form as Sam Fisher changes roles from highly decorated soldier to fugitive. You'll still be able press up against walls to look around corners, hide inside of cabinets or underneath tables, and peer through windows to survey the next room. But in Conviction, patience is no longer a virtue.

To stay true to the core concepts of the original Splinter Cell, but still deliver a new style of play, the idea of active stealth has been created. With Sam Fisher taking on the role of a fugitive, he'll still need to stay out of the public eye. Unfortunately for Fisher, wanted men don't have the luxury of advanced gadgets, intel, or a large support team. They have to wing it, just like Jason Bourne in The Bourne Identity or Richard Kimble in The Fugitive. Split second decisions that make use of everything around Sam will be the only way to survive. That and a good sense of how to blend into a crowd.


Double Agent gave Sam Fisher a more prominent personality.

"Improvisation is a concept we wanted to bring to the gamers, as we felt it was one of the strongest shared elements of all spy agent on his own," explained Ferland. "They have to be able to deal with anything, anytime, anywhere, faster, smarter."

To allow for improvisation, UbiSoft had to create a truly dynamic environment where the decisions players made aren't limited by the game. The first stealth element in this dynamic environment is the crowd. In Conviction, Fisher will be able to blend into the crowd, mimicking what those around him do in order to remain incognito. If a group of folks is walking along, Sam will be able to slide into step behind them and follow along for a short while to blend in and look natural. Of course, the people will get suspicious of the stranger behind them if he does this too long. A park bench or café stool might present a place to sit down and look the part of a person taking in a sunny afternoon.

The crowd won't be passive though. Non-player characters will constantly move and react to what happens. Tearing a girl's laptop from her hands and tossing it on the ground will cause a nice commotion that will draw attention to a single spot while Sam ducks off into the bushes. Push a woman and she'll tell the cops to investigate what the man in the hoodie has done. This would be the time for Sam to sneak off into the bushes and knock the cop out away from the prying eyes of the public. Creating a large panic will cause the crowd to start fleeing, creating a great cover for Fisher to make an exit. It will be up to the player to guide Sam through these crowded areas while reacting to the changing environment while somehow remaining incognito.

Of course, the game isn't just about crowd dynamics. As a fugitive, everything around Sam can be used. Papers can be thrown in an oncoming enemy's face to momentarily distract him, tables can be picked up and used either for cover or as a weapon (breaking off a leg makes a nice club, doesn't it?), doors can become offensive tools, and gunfights are sure to break out when Sam makes his presence known. And since you can use everything around you, so can the AI controlled enemies.

The goal is to replace the small "boxes" of scripted gameplay in previous Splinter Cell games with sandboxes, where improvisation can save the day even if you've made a mistake. Unlike other Splinter Cell games, making the wrong decision does not spell immediate defeat. It just means that you'll have to find another way through the current mess you've gotten yourself into. As Mathieu Ferland put it:


This concept art of Washington Park showcases one of the locales we saw demoed for Conviction.

We are creating chaos in the system and we ask the player to "surf" this chaos, and ultimately create order in the midst of it so that they can pass through. This is a very delicate approach and we are still experimenting with it; the real challenge is about providing an exciting game experience every time: If you are too systemic, you can start an incredible session or something less exciting, it becomes hard to balance difficulty and get some general guidelines for the player.

It's easy to change directions with a franchise, but one of the hallmarks of the Splinter Cell series was its cinematic feel that scripted events created. Hiding in the shadows to perform stealth kills and using a large arsenal of high tech gadgets can present many interesting gameplay scenarios, but it can also be limiting. On the one hand, these "boxes" of scripted confrontations convey a cinematic feeling that games like Crackdown or Oblivion for the most part lack. On the other, the game is scripted, which doesn't allow for much improvisation. Meeting a healthy balance that provides both freedom and cinematic, memorable moments is one of the challenges UbiSoft Montreal is faced with in this new improvisation heavy style of gameplay.

The other challenge, and perhaps a trickier one, is convincing the legion of fans that have stuck by the franchise through four installments to continue to back a vastly different Splinter Cell game.

"Splinter Cell Double Agent current gen was developed especially as an homage and thank you to them," Ferland told us. "Now we, as a development and creative team, need to be challenged. Conviction is this challenge, and hopefully those that trusted us in the first place, while feeling sad that something they liked may not be there, will give us the benefit of a first great run, let see what else Montreal's original Splinter Cell team can do."

We'll be continuing our look at what Montreal's Splinter Cell team can do over four more feature stories, starting tomorrow with a look at Sam Fisher himself and how he came to dump his gadgets in favor of a beard.
神祕人1號 目前離線   回覆時引用此篇文章
舊 05-18-07, 12:25 AM   #37
PiroPiro
Crazy Gamer
變種哈士奇
 
註冊日期: Aug 2003
文章: 1,180
XBox Live Gamertagpirotase
O_O 上一集光頭...呢集就玩長毛
仲可以混入人群中..(Hitman O_Oa? )
PiroPiro 目前離線   回覆時引用此篇文章
舊 05-18-07, 12:53 AM   #38
赤兵尉SETH
God of Gamer
✌(´◓q◓`)✌
 
註冊日期: Jun 2002
文章: 14,998
Nintendo Switch ID8287-9006-2513
PSN  IDGAF_SETH
XBox Live GamertagSeth HK
變左Dead Rising a


__________________
「強くなりたい・・・!」> Pixiv <「救いはないんですか!?」

ハイスピードロボットアクションゲームの金字塔

ANUBIS ZONE OF THE ENDERS
BLADE SHOT GRAB
赤兵尉SETH 目前離線   回覆時引用此篇文章
舊 05-18-07, 11:02 PM   #39
神祕人1號
Moderator
網上自由人
 
註冊日期: Jan 2002
文章: 43,898
Splinter Cell Conviction: Meet the New Sam Fisher
Welcome to a special edition of super solider extreme makeover.

by Erik Brudvig
http://xbox360.ign.com/articles/788/788888p1.html

May 17, 2007 - Georgian rebels came to know a burnt out light bulb as more than just a simple nuisance. Or at least the ones who survived did. That's because the shadows were the home of Sam Fisher, spy extraordinaire. With deadly efficiency and a knack for going under the radar, Fisher followed the orders from Third Echelon like any good solider would: without question. But what about the man behind the mask? With new gameplay comes a new Sam Fisher, the focus of our second of five Splinter Cell Conviction features.

With his trademark night-vision goggles and jet black catsuit, Fisher vaulted to the top of the videogame world while somehow remaining an enigma. Sticking to the shadows and going unseen as a profession will tend to do that, apparently. The gameplay mechanics that Ubisoft created for the Splinter Cell series were quite contrary to the idea of having a main character that people could identify with and come to know intimately. How can a character simultaneously go unseen and be well known?

Even from the beginning, though, Ubisoft Montreal wanted to develop Sam Fisher as a character. Mary De Marle, Narrative Designer for Conviction told IGN, "Sam has always been using his dark humor as a stress reliever. Apart from that, he was always on site, alone, and it was really hard to develop the character without feeling 'offbeat'."

The mask got pulled back for Splinter Cell: Double Agent and introduced fans to the idea of a Sam Fisher that could think for himself and make his own decisions on how to solve problems. But the changes his character went through are nothing compared to what you'll find at the end of the year in Conviction.

Splinter Cell Conviction begins with Sam living the good life in the Mediterranean. He's retired from work as a spy and has been living in a remote place, hidden after his Double Agent assignment. As is usually the case for people such as Fisher, trouble starts brewing. Ubisoft hinted to us that trouble with Anna is what draws Sam out of his cocoon. Regardless of the reasons why, Conviction will find Sam compelled to go back to Third Echelon and rejoin its ranks.

"Most, if not all, decisions Sam will make in this game are driven by his own morals," Mary De Marle says. "In fact, the very fugitive idea is driven by Sam's morals. He could have stayed hidden somewhere, however his ideas about a 'greater good' are stronger than his own safety."


Sam Fisher has gone from one dimensional spy to a driven and emotional man.

Once Sam rejoins Third Echelon, he finds things have changed in his absence. What was once a model and efficient department has now become dysfunctional and filled with red-tape at every pass. Even worse, while trying to work within the crummy new system, Sam discovers a plot involving people he once trusted. Being the good guy that he is, Sam can't just sit back and ignore things. For the greater good, he's forced to work against his former employer, thus making the former golden child of the NSA the most wanted fugitive around.

According to Mary De Marle, "As soon as we started working on Conviction, one of our main ideas was to focus the game on Sam, and make this episode a real adventure for him, as opposed to a mission given by Third Echelon." Making him a fugitive that is wanted by Third Echelon seems like a good way to go about that. On his own without anybody to tell him what to do, Sam will have to make his own decisions as to who can be trusted and what to do to set things right.

With a new role as fugitive rather than special operative, Sam Fisher will drop his black suit and gadgets in favor of a more civilian appearance. After all, Sam Fisher creeping through the center of Washington D.C. in a black bodysuit carrying a multipurpose gun wouldn't exactly blend in as a fugitive would need to.

"Somehow, we are presenting the 'original' Sam, as we have been thinking him since the first days of the first Splinter Cell," according to Mary De Marle. "Everything we managed to get through previously (i.e., Humor) will obviously remain here, and now we are adding some personality layers that couldn't be seen through a catsuit in a dark remote room."

The original Sam Fisher? Perhaps more than you might think. The character model for Sam Fisher in the first Splinter Cell had a beard, but the facial hair was scrapped to give him a more militaristic appearance. The beard and scruffy hair aren't the only changes to Sam's appearance, as you can clearly tell from the first artwork depicting the new main character.

Mary De Marle explained, "We changed some minor details to facilitate emotional readings in Sam's face. As we said earlier, we wanted to have Sam move from Military character to human being, and we had to shy away from the ice cold face in order to provide a greater palette of emotions."

Those soft features will come in handy for a spy who has to regain the trust of old friends who think he's gone off his knocker and make new contacts to help him along the way. A fugitive can't get very far without help and the Third Echelon gadgets won't be given to the player this time around. The contacts, however, will be able to give Sam everything from intelligence, to black market gadgets, to help escaping or hiding.

Along with a new hairdo and more human emotions, Sam will also have a change in his clothing. His clothing of choice will be a hoodie sweatshirt and jeans with a shoulder bag to carry a few choice items. The jeans are just to look cool and blend in, but the sweatshirt and bag play key roles in the gameplay. In fact, Ubisoft even went so far as to hand out a hoodie and shoulder bag to everybody involved on the game to provide a constant reminder as to what they're working towards.


Sam Fisher pulled back the mask in Double Agent, but don't expect him to look like a felon in Conviction.

The hoodie isn't just fashionable. Even though Fisher has changed his hair and grown a beard, he still has a recognizable mug. In Conviction while Sam is walking through crowds, he can pull the hoodie up over his head to make himself a little less noticeable. The bag represents the limited amount of tools Sam can take with him at one time. As a wanted man, Sam has to remain mobile while he is constantly hunted. Lugging around a large number of gadgets or gizmos wouldn't be prudent. Players will be able to take a few things along with them, but the environment around Sam will make the bulk of the "inventory."

The new Sam Fisher will be a stark contrast to the man we've come to recognize so universally just by the sound of his gadgets powering up. Without his tools and mask to hide behind, Sam is going to step into the limelight and show off just what he can do. He's coming out of the shadows for what Ubisoft is aiming to be a true "next-gen" experience, but that doesn't mean that the company has abandoned its efforts to create fancy new lighting tricks. Check back tomorrow as we explore in detail how crowds are the new shadows and what is being done to bring lighting into the new generation of hardware.
神祕人1號 目前離線   回覆時引用此篇文章
舊 05-22-07, 09:35 PM   #40
神祕人1號
Moderator
網上自由人
 
註冊日期: Jan 2002
文章: 43,898
Splinter Cell Conviction: The Dynamic Environment
Picking up a chair never looked so smooth.

by Erik Brudvig
http://xbox360.ign.com/articles/790/790217p1.html

May 21, 2007 - Sam Fisher is a wanted fugitive. Shadows will no longer afford him the sanctuary he once enjoyed. His enemies are constantly searching for him, forcing Sam to do his best to blend in to his surroundings. But sometimes, even the best fugitives get noticed. That's when things start to get interesting. The fourth of IGN's five days of Splinter Cell looks at how Sam can interact with the environment. And how it will react back.

Previous Splinter Cell games have had an engine built entirely around the light and dark stealth dynamic. As long as you played by the rules, those being the ones that required you to sit in the shadows and plan out a series of actions before making any moves, you were rewarded. The stealth kills of Splinter Cell games past were exciting, but scripted. You may have been afforded several options for dealing with each obstacle, but the gameplay broke down when you acted outside of the rules. Conviction encourages you to break the rules.

"First of all, everything in Conviction -- and I mean everything -- is dynamic and bound to be pushed over, thrown or broken," says Daniel Roy, Associate Producer for Conviction. "This isn't just a dozen objects in the environment; it's everything, from the staplers on a desk, to the desks themselves."


Sam Fisher's not going to pay a lot for this printer.

A fully dynamic environment is no easy task. Processing power hasn't been strong enough until recently to keep track of the physics for each individual object and still have room for the game. But perhaps more importantly to the game itself is how the controls are configured. A dynamic environment doesn't amount to much if you can't interact with it easily.

Past Splinter Cell games weren't exactly inviting to those who weren't willing to get past the steep learning curve and figure out the controls. Simply opening a door involved a series of button presses as you approached it, peeked through, and then chose from a list of entry methods. The developers at Ubisoft knew this would not fly in Conviction. A game that requires players to make quick reactions must have a control scheme that allows for easy interaction with the environment.

To meet this necessity, a three-button schematic has been put into place. One button will be for grabbing on to objects, say a chair, a doorknob or an enemy. Another will be for aggressive interactions. Depending upon the context, it might be used to kick open a door (or just throw a shoulder into it if you're running) or punch a cop that has the drop on you. The last button will be for stealth. Pushing it near a desk will cause you to duck underneath to hide, slowly open a door, or imitate the crowd around you. You can see how combinations of these buttons will allow for more complex interactions whereby you can do things such as picking up a table and then hiding behind it for cover or throwing it at an enemy as a weapon.


The streets of DC will be full of NPCs.

Daniel Roy walked us through a series of events that you can perform in Conviction to demonstrate just how flexible the new engine is:

"You're Sam Fisher, a fugitive hunted by the cops, and you have to access the data server hidden in the middle of a park in Washington. Walking towards your objective, you quickly join a small group of people moving alongside a war memorial, in order to avoid the attention of a cop strolling nearby. Reaching an open area, you decide you need a quick distraction if you're to progress further. You walk up to a protestor lecturing a small audience, and quickly snatch her laptop and throw it on the ground. The crowd is shocked by this, and begin to call for the cop. The cop begins to walk towards the onlookers, but you avoid his gaze and briskly walk along before he can figure out who's responsible for the commotion.

Having reached the building, you stand in front of a security guard. The guard notices you, and you know he's starting to put two and two together… Very soon now he will identify you as that fugitive that's been all over the news. You turn around and walk towards the back of the building. He follows you to question you… But as soon as you're out of sight of the crowd, you take him by surprise and knock him unconscious by throwing him violently into a dumpster. You quickly make your way inside the building and hack the data server, but now the cops have congregated outside. Luckily, a hot dog vendor is within sight… You take out your silenced pistol and fire, creating chaos and mayhem in the park. Joining the rampaging crowd, you run out of the park, unnoticed by the cops who see you as just another panicked bystander fleeing for his life…"

This Washington Park level is already up and running. In our demo, many of the actions Daniel Roy described above were performed for us and, depending upon the skill level of the player, looked just as smooth as you'd imagine. That's no coincidence.

Ubisoft Montreal spent months working on the animations Sam would perform to pick up a chair. The company literally spent months working to make the simple act of picking up a chair look natural. It took months, because although picking up a chair is an easy task to most people, it is quite hard in the virtual world. In a dynamic environment, a chair can fall in a myriad of different positions. Rather than just contending with an upright chair as most games would be required to, Conviction's chairs can fall in any position. This presents the animators with the challenge of making it look like a natural grasp from ever angle and position of the chair. Predetermined animations won't cut it.

Daniel Roy explained to IGN how Ubisoft Montreal solved this problem, "In Conviction, we've blended procedural (or code-driven) animation with motion capture in order to create an animation system that will be able to figure out how to pick up a chair in any position. Whenever you're going to pick up that chair, Sam is going to approach the object in a slightly different manner, and place his hands just at the right spots to pick up the chair in a believable way."


Pick up chairs realistically thanks to Conviction's modified Havoc engine.

The team made this work by assigning a number of invisible handles around the chair. When Sam approaches the chair to pick it up, the animation system chooses the handles it deems best and generates the animations from there. The chair was chosen as the first object to nail the animations for because it is one of the most complexly shaped things in the game. With that down, the system could be applied to everything else.

"Once we managed to deal with the chair," says Daniel Roy, "almost every other object seemed easy to deal with."

From the chair came the interactions with the rest of the environment. Circular tables have dynamic handles that move to meet the player, laptops can be grappled realistically, stools can be grabbed off of the ground on the run without, and so on. All it takes is the press of a button and anything within Sam's grasp will fluidly end up in his hands.

Well, almost anything. Enemies can be picked up and tossed over railings, down staircases, or into walls, but they won't stand by idly and let you have your way with them. New AI routines have been made so that the non-player characters (NPCs) can navigate the environment, deal with obstacles that can move at any moment, and fight back with all of the same tools and techniques that Sam has.

Getting an NPC to negotiate a dynamic environment is no easy task. With crowds a primary element in Conviction, having each NPC avoid bumping into each other is a primary concern. To solve this problem, each NPC has an avoidance scheme that works something like similarly poled magnets to push away from each other. NPCs also have to avoid bits of the dynamic environment that have spilled onto their paths. In Conviction, the AI recognizes new obstacles thrown in its path and finds a new route on the fly.

These path-finding techniques will largely go unnoticed, even as important as they are. Things that work as they should aren't usually what piques one's interest. Hopefully, you'll notice the way the AI interacts with Sam. The enemy AI will make decisions as to whether its better to knock a table over and use it as cover in a gunfight or to make a dash for a corner to use the more sturdy wall. We even saw an enemy rolling a round table to stay behind cover as Sam tried to run to the right to get a line of sight that didn't have the table obstructing it. Just as you'll have to improvise, so will the AI. The goal is to have fights be chaotic and tense.

"With such a focus on the dynamic environment at all moments of the game," Daniel Roy said, "firefights really gain that 'Die Hard' quality; at the end of a fight, you'll be standing around the corpses of your enemies, and wonder how the tidy office you walked into turned into such a wasteland…"

Just as a lot of work was put into getting the interactions with the environment to be smooth, extra care has been put into the physics of NPC interactions. Punching or throwing an NPC results in a mix of rag-doll and mo-capped animations. The rag dolls are sometimes turned on for just a brief moment to add emphasis to a punch or kick. By combining the two techniques, Ubisoft Montreal is aiming for reaction animations that look realistic and cinematic at the same time.


Using contextual buttons, Fisher will need to blend in to avoid detection by the police.

Daniel Roy explained,"Imagine that Sam picks up an enemy and wants to throw him in the environment; the grab, and the throw itself, will be driven by mo-cap or key-frame animations, for maximum drama and impact. Then, as soon as the enemy is in the air, we use rag-doll to control how he will interact with the environment." Like the other animations in Splinter Cell Conviction, this combination of animation techniques looks smooth and sleek. Even if the graphics aren't awe-inspiring at this early stage of development, one can easily see that things will look good in motion.

The engine was designed around the improvisational style a fugitive must adapt to use, Ubisoft is aiming for gameplay as dynamic as the environment that instills a sense of awe as you explore just what you can do. As Daniel Roy put it:

"Sam can throw his enemies on desks, tables, containers, etc., or slam their heads against nearby walls, or throw computer monitors, printers, chairs, etc. at them, or momentarily confound them by sweeping the contents of a desk at their face. Basically, we want the player to enter a rich environment, filled with all sorts of elements, and feel, 'Oh yeah, I got an entire arsenal at my disposal.'

The arsenal may not include scores of high tech gizmos that Sam Fisher carries around on his back anymore, but possibilities for what you can do in a Splinter Cell game have clearly multiplied.
神祕人1號 目前離線   回覆時引用此篇文章
舊 05-23-07, 08:42 PM   #41
kevinhty
Crazy Gamer
~負けないで~
 
註冊日期: Nov 2002
文章: 1,948
PSN  IDkevinhty
XBox Live Gamertagkevinhty
Ubi Days: Gameplay of Splinter Cell: Conviction
2007-05-23 14:02:16 by Snoopers

More Ubidays goodness with this quite long gameplay video of Splinter Cell: Conviction. You'll be able to see the fantastic lighting and animations of the game, and more importantly see how different the gameplay is from the previous games of the series. The version they showed was still very early, but it looked great.

http://www.xboxyde.com/leech_3867_en.html

正~
可以郁好多object同射途人~


__________________
リオン : 僕はお前のように、図々しくて、能天気で、馴れ馴れしい奴が大嫌いだ!!

此篇文章於 05-23-07 09:02 PM 被 kevinhty 編輯。
kevinhty 目前離線   回覆時引用此篇文章
舊 05-23-07, 10:48 PM   #42
神祕人1號
Moderator
網上自由人
 
註冊日期: Jan 2002
文章: 43,898
Splinter Cell: Conviction - Ubidays 07 Trailer

http://download.gametrailers.com/gt_..._ubidays07.wmv
http://download.gametrailers.com/gt_..._ubidays07.mov
Splinter Cell: Conviction - Ubidays 07 Trailer HD
http://download.gametrailers.com/gt_...ays07_h264.wmv
http://download.gametrailers.com/gt_...ays07_h264.mov


File : Ubi Days: Gameplay (88.95 MB) (960x540) - Streaming version
http://www.xboxyde.com/leech_3867_en.html
http://www.xboxyde.com/stream_3867_en.html
File : Flyby (19.67 MB) (640x360) - Streaming version
http://www.xboxyde.com/leech_3868_en.html
http://www.xboxyde.com/stream_3868_en.html
File : Ubi Days: Direct feed trailer 720p (104.72 MB) (1280x720)
http://www.xboxyde.com/leech_3869_en.html

此篇文章於 05-23-07 10:53 PM 被 神祕人1號 編輯。
神祕人1號 目前離線   回覆時引用此篇文章
舊 05-23-07, 11:18 PM   #43
wongja0708
God of Gamer
 
註冊日期: Dec 2004
文章: 5,282
唔知設定lambert 死左未...
無左lambert = snake 無左 cambell...


__________________
勇敢
面對
活下去
wongja0708 目前離線   回覆時引用此篇文章
舊 05-23-07, 11:29 PM   #44
神祕人1號
Moderator
網上自由人
 
註冊日期: Jan 2002
文章: 43,898
Splinter Cell Conviction: No More Baby Steps
New hardware demands more than just visual improvements.

by Erik Brudvig
http://xbox360.ign.com/articles/790/790720p1.html

May 22, 2007 - With Splinter Cell Conviction, Ubisoft is taking Sam Fisher out of his comfort zone. In a way, the company is also taking itself out of its comfort zone. After working exclusively on refining the light and dark stealth gameplay for years, the Ubisoft Montreal Splinter Cell team went back to the drawing board.

Conviction has been in the makings for two years already with work beginning shortly after Splinter Cell: Chaos Theory was finished. Rather than looking to further polish a critically acclaimed franchise, the team wanted to make something new. More powerful hardware was on the horizon and simply creating the same game again with better looking graphics would not be enough. The shadow based style of stealth was ditched in favor of a more active and improvisational gameplay. Along with the old mechanics went the "Teen" rating. A fugitive can't be held back by the ESRB. Conviction has been developed with a "Mature" rating in mind from the get go.

Ubisoft Montreal knows that we're beyond the first generation of games for today's hardware. According to Mathieu Ferland, Senior Producer for Conviction, "The first game to ship will usually focus on better graphics, or animation, or more detailed characters, or simply on more NPCs to be displayed. This is usually impressive, but is this really changing the core experience if we compare with games developed for previous consoles? Rarely." Conviction is looking to change that core experience.




In our recent Splinter Cell Conviction coverage, we've written a lot about the crowds of the game and how they can be used to keep Sam Fisher's cover intact. That doesn't mean every level will focus on crowds. Just the opposite, in fact. We were shown two stages in our demo of Conviction. The first took place in Washington D.C. and showed off the crowd gameplay as Sam Fisher weaved his way through a busy park to steal a surveillance tape.

The second stage we saw showed an entirely different side to Conviction. The mission was to hack into four servers in an office. Security guards wandering the multiple floor stage don't know of Sam's intentions, but they will after the first server gets hacked. As Sam moved through the stage, with only desks and walls to hide him from the prying eyes of guards, the enemy was able to zero in on his location more and more with each hacked server. A fight became inevitable, and we saw Sam brushing papers off of desks into guards' faces to distract them, using chairs as weapons, tipping over desks to hide behind, and generally kicking ass.

The hand to hand combat is fairly limited right now and tends towards simple boxing and wrestling, but Ubisoft is working on creating a wide range of spectacular finishing moves. Grabbing people by the legs and tossing them over a ledge is a start, but imagine handcuffing an enemy to a railing and then pushing him down a staircase. It'll be in the final game, promises Ubisoft Montreal.



We saw a lot of Sam Fisher delivering brutal beat downs when the brown stuff hit the fan, but if you've seen The Bourne Identity or The Fugitive you know that running is sometimes the best option for a fugitive. Some stages will take that "do anything to survive and get out" mentality, further diversifying the mission design.

In total, Conviction will feature roughly 15 episodes that will last about an hour each. The first few episodes will bridge the storyline gap and focus around Sam's return to the NSA. The heart of the game, roughly 8 episodes long, will be the fugitive experience. Any good fugitive eventually has to confront his chasers, which is how Conviction will close out in an "enemy of the state" series of missions. Though each episode will be roughly an hour long, they'll be broken up into stages or segments that can be completed in about 15 minutes. The goal is to deliver packets of gameplay that can be played quickly and repeatedly so as not to force a huge amount of commitment of time onto players.

Ubisoft has reexamined everything about the Splinter Cell franchise, straight down to the way it is being developed. For the first time since the original Splinter Cell, the entire game is being developed by Ubisoft Montreal. If you thought it a bit odd that the multiplayer game felt so different than the single player in Splinter Cell: Double Agent, you weren't alone. The multi and single player game in Conviction will run on the same engine and have the same controls.

"In the Splinter Cell Chaos Theory and SC Double Agent (Xbox/PS2) we've been able to develop the multiplayer cooperative campaign and the solo campaign over the same version of the code and controls were quite similar," said Mathieu Ferland. "We want to reproduce this development philosophy in SC Conviction, because we want the player to use the skills he developed into the solo mode, and directly use them in the multiplayer modes, and vice versa."

What's more, the game is being developed with only the Xbox 360 and PC in mind. With multiplatform ambitions, companies are either required to make concessions and develop for the lowest common denominator or have distinct teams working on each version. Conviction won't have these problems and the end result for gamers should be a more polished and impressive title.

Mathieu Ferland explained why Ubisoft Montreal is enjoying the exclusive development process, "Not having to worry about other consoles for development is an important benefit because you can simply focus and develop following a technical design that fits perfectly with the console. The code is not used by any other teams, making communication issues and synchronization of development much easier. For all these reasons, we'll end up with better performances (FPS), allowing opportunity to add more content on-screen, content that would most likely not make it into the game if development was also done for other consoles."



Even with the console and PC exclusivity, it may be hard for Splinter Cell Conviction to stand out from the crowd this holiday seasons. With games like Halo 3, Grand Theft Auto IV, and Crysis on the way, even the well known Splinter Cell name might not be enough to keep eyes on Sam Fisher. We asked Mathieu Ferland what it is about Conviction that will make it stand out from the crowd. He believes the originality of the fugitive theme will make gamers stand up and take notice, "First, the thematic of having a trained agent turning fugitive is really popular in the entertainment industry right now. However, but no videogame did [sic] delivered a product involving features to fully support such a concept. A game proposing such a unique style and a never seen before game play to support this thematic is strong enough to stand out in the flood of big names, especially since it will make Xbox 360 owner[s] take full benefits of their console, for both online and offline features."

It's a big step for a big franchise and hardcore Splinter Cell fans may find this departure threatening. Although the gameplay has changed, the storyline will remain in one piece. Conviction picks up two years after the events of Double Agent. By then, according to Ubisoft, the moral choices players made at the end of Double Agent won't be an issue anymore. Those worried that they won't find any familiarity in the style of game should also be reassured, says Mathieu Ferland. "Stealth is "the art of going unnoticed", light and shadow game play was one way to experience stealth. We are true to the stealth experience, but instead of a very binary mechanic (light vs. shadow) we are proposing a broader experience of Stealth Game play."

Splinter Cell Conviction, whether it succeeds in its ambitions or not, is an important step for the Ubisoft Montreal team. Rather than maintaining the status quo, the team is looking at new ways to advance the way we play action games. Pushing players into improvisational and reactive gameplay in a fully dynamic environment may create some of the most unique gameplay experiences around at the end of this year. Too often game designers are content to sit back and make a game we've all played numerous times before with only small improvements. Conviction's ambition should be recognized. You can be sure IGN will be following its progress closely to see if the final product meets its designer's lofty goals.


神祕人1號 目前離線   回覆時引用此篇文章
舊 05-23-07, 11:56 PM   #45
神祕人1號
Moderator
網上自由人
 
註冊日期: Jan 2002
文章: 43,898
Splinter Cell: Conviction - Ubidays 07 Gameplay Evolution Interview

http://download.gametrailers.com/gt_...cer_int_gt.wmv
http://download.gametrailers.com/gt_...cer_int_gt.mov
Splinter Cell: Conviction - Ubidays 07 Gameplay Evolution Interview HD
http://download.gametrailers.com/gt_...nt_gt_h264.wmv
http://download.gametrailers.com/gt_...nt_gt_h264.mov
神祕人1號 目前離線   回覆時引用此篇文章
舊 05-31-07, 02:12 AM   #46
neo2046
Advance Moderator
(<ゝω・)綺羅星~
 
註冊日期: Dec 2001
文章: 58,240
挑戰隱秘作戰極限,《分裂細胞 斷罪》製作人訪談
http://www.levelup.cn/article/html/n.../30101213.html

引用:
《分裂細胞》系列製作人Mathieu Ferland日前在接受記者採訪時表示,育碧現在對該系列在設計思路上的革新非常滿意,並相信這種新的遊戲方式能夠吸引玩家的興趣。他同時強調,育碧在遊戲開發上會盡可能嘗試各種新的方向,但是在得到廣大玩家充分認可的基礎之上。

眾所周知,《分裂細胞》系列自從前作《雙重間諜》開始,在遊戲中開始加入在光天化日之下的空曠場景中行動的部分,為隱秘作戰和潛入增加了更多的挑戰性和難度。而在系列最新作《分裂細胞 斷罪(Splinter Cell: Conviction)》中,這種遊戲設計理念還將得到進一步的強化。

從目前官方公開的遊戲畫面來看,山姆不得不在大白天面對全副武裝的警察的搜捕,但卻無法使用以前可以輕易致敵人於死地的各種暗殺方法,只能依靠隱藏於人群中或是逃跑來求生。製作人Ferland表示,育碧就遊戲的新變化徵求了許多系列忠實FANS的意見。儘管玩家們最開始感到有些迷茫,但很快就意識到了這種新遊戲方式的樂趣及其所蘊涵的潛力。

然而Ferland同時對記者確認,如果這一新思路無法獲得大多數玩家的認同,那麼育碧在下一代《分裂細胞》中,也就是《分裂細胞5》中將恢復原先的潛入作戰設計。「我們的設計思路永遠不是單行道,總是可以重新來過或是尋求新的發展方向,為山姆進行全新的定義,甚至是更換新的主人公都是有可能的。」

在系列最新作《分裂細胞 斷罪》中,山姆為調查隱藏於3E甚至整個情報體系內部的威脅而展開了獨立調查,迫不得已走上了法律和公眾的對立面。Ferland透露開發小組在遊戲設計上大幅簡化了操作難度,以前後相聯繫的進攻、隱蔽等互動式操作來代替原先複雜的組合按鍵操作。

Ferland還表示,以上所有這些變化都是育碧拓展系列玩家群體的一種嘗試,也是對固有遊戲設計理念的一種創新和挑戰。在看到媒體和玩家對前不久Ubiday 2007上展示的遊戲影像所作出的積極評價後,Ferland對新作的前景充滿了信心。


neo2046 目前離線   回覆時引用此篇文章
舊 05-31-07, 10:12 AM   #47
大覺屋師真
The One
 
註冊日期: Jan 2002
文章: 20,461
3DS Friend Code3626 0454 6975
PSN  IDShinMusyaMNG
XBox Live GamertagShinMusyaMNG
睇落好正咁
想問下依個系列重唔重視劇情? 如果想玩係咪應該要買番之前果d玩下呢??


__________________
呼籲港人永久不請菲傭、不到菲國旅遊,作為無聲抗議!
まゆゆちゃん

相薄
大覺屋師真 目前離線   回覆時引用此篇文章
舊 05-31-07, 06:48 PM   #48
RPG之鬼
God of Gamer
 
註冊日期: Sep 2002
文章: 10,915
佢既劇情唔同MGS咁明顯
即是不會像MGS那種過幾個場景時會發生講故仔的畫面
而是在進行期間你從通訊中知道現在情況
有時從新人的電腦或對話中了解對方行動
因此玩家必需要細心留意訊息才能夠知道故事搞乜
當然不理會也可以過關

在故事上前四集除了人物外是沒有太大關連(以我所記得啦)
不過在第二集中主角曾救過的人會在第三集中被主角殺掉


__________________
幸せそうな人達をみていると、自分も幸せな雰囲気になれるんですよ
RPG之鬼 目前離線   回覆時引用此篇文章
舊 07-25-07, 10:26 PM   #49
神祕人1號
Moderator
網上自由人
 
註冊日期: Jan 2002
文章: 43,898
《分裂細胞:斷罪》延期至2008年初發售
來源: www.levelup.cn 時間:2007-7-25 編輯: 六段音速


育碧公司日前剛剛公開了2007財年第一財政季度綜合收支報告,除了財政業績方面的一系列喜人增長以外,育碧官方也確認了旗下一款重量級大作延期的消息,這就是備受注目的諜報潛入動作遊戲《分裂細胞》系列的次世代最新作《分裂細胞:斷罪(Splinter Cell: Conviction)》。

原本預計於今年10月到11月份發售的X360及PC版《分裂細胞:斷罪》被推遲了一個季度發售,育碧官方在財政報告中宣佈,新的發售日目前初步定為2008年3月末,也就是公司本財年結束前夕。這個階段育碧還有部分同系列作品預定推出,其中就包括湯姆·克萊西系列的最新作《終結戰爭(EndWar)》。

《分裂細胞:斷罪》的延期標誌著2007年內育碧將不會再有湯姆·克萊西系列新作推出,這也是近幾年來該系列新作的首次缺席。目前湯姆·克萊西系列計劃在2007年內發售的遊戲還有PS3和PC版的《幽靈行動 尖鋒戰士2》和PS3及PSP版的《彩虹六號 維加斯》。
神祕人1號 目前離線   回覆時引用此篇文章
舊 10-18-07, 09:38 PM   #50
神祕人1號
Moderator
網上自由人
 
註冊日期: Jan 2002
文章: 43,898
MI5 recruits Sam Fisher
Spy chiefs advertise for recruits in video games

Words: Ben Richardson, GamesRadar UK
Oct 18, 2007
http://www.gamesradar.com/gb/xbox360...62317530352083

Science (by which we mean the few 'facts' we've picked up on Wikipedia) suggests that gaming improves hand-eye-coordination and problem solving. Even so, defeating alien invasions or rearranging pipes to hack vending machines isn't going to bag you a career. Or is it?

In actual fact, it seems online gaming might land you a job as a spook. The government's secret services have teamed up with in-game ad company Massive, and during October they aim to target recruitment adverts at online gamers, with the intention of recruiting for hi-tech roles across the country.



"This initiative will, we hope, capture the imagination of people with a particular interest in IT," a source (disappointingly not wearing a trenchcoat and dark glasses) from Government Communication Headquarters informed us today. GCHQ added: "The world of online gaming allows us to target a captive audience. These gamers are particularly receptive to innovative forms of advertising".

Perhaps predictably, two games to feature the recruitment ads will be Splinter Cell Double Agent and Rainbow Six: Vegas. But the GCHQ is spreading the net wide, and ads also appear in Enemy Territory Quake Wars and, bizarrely, Need for Speed: Carbon. Perhaps MI5 is in dire need of getaway drivers?
神祕人1號 目前離線   回覆時引用此篇文章
回覆


論壇跳轉


現在的時間是 04:40 AM


手機版 | APP版
Powered by vBulletin® 版本 3.8.3
版權所有 ©2000 - 2024,Jelsoft Enterprises Ltd. map
Games Animation Forum