| Forums-> Main forum-> Team Fortress 2 Hands On from Gamespot.com: |
| Author | Message |
| anm8rjp Since 2236 Days |
2007-06-30 22:42:31 Team Fortress 2 Hands On from Gamespot.com http://previews.teamxbox.com/xbox-360/1659/HalfLif... |
| Acert93 Mr. Bad Cop Since 1510 Days |
2007-06-30 23:09:31 This is my #1 game of 2007. I am hoping for 360-PC connectivity so I can play my 360 friends from my PC. And when I wear out my mouse in early 2008 I can get properly initiated with my 65nm 360 and have a sea of titles to pick up on the cheap :P --- |
| Acert93 Mr. Bad Cop Since 1510 Days |
2007-06-30 23:10:43 Btw, that is a TeamXbox link! Of special note is the Taunt button, which allows you to mock your opponent at anytime. The camera will switch from a first-person view that allows you to see your character full-on, at which point he will launch into a brief and hilarious animation designed to allow you to rub your foes’ incompetence in their face. The characters have a unique one for each of their three weapons, and all of the ones we saw made us laugh out loud. Seeing the hulking Heavy Weapons Guy kiss and caress Sasha (his uber-powerful minigun) after blowing away an enemy was one of the highlights of my visit. The Heavy Weapons Guy may have that big chaingun, but it takes a while to get it rolling (though you can charge it up at the expense of your foot speed) and isn’t very accurate from afar. The Scout, on the other hand, is devastatingly quick, but lacks the firepower of the more offense-minded characters. Walker explained that a showdown between a Pyro (who wields a flamethrower) and a Scout will play out different depending on the locale. In an open area, the Scout can run circles around the Pyro and dart in and out of the flamethrower’s range, but he’ll quickly be barbecued if they run into each other in a tight room. The outcomes of the game’s myriad showdowns are dependent on a wide range of variables, and should make the game one of the most balanced multiplayer titles ever. And it sounds like Valve has some nice touches going in. Hearing that snipers become more powerful the longer they are zoomed in is a nice move. Sniping is hard to balance -- you either have twitch Quake sniping or some sort of movement deviation. Both have pros and cons. Now we get a nice third: The longer you are zoomed in the more powerful you are. This will result in snipers being zoomed in more often and stationary -- which also leaves them open to counter sniping and ambushing, requiring their teammates communicate with them and even protect them. The visuals may be the first thing that grabs you, but it’ll only take a game or two to get you hooked. The classes are varied, unique and (perhaps most importantly) perfectly balanced, ensuring a long shelf life. This is one game that we know we’ll still be playing for many, many months (if not years) to come. Sad to see self shadows seem to have died :( Still looks awesome, notably due to the impressive art design and quality, but I was really digging the little touch, almost CGI cartoon like. Anyone who played Half-Life 2 running on a high-end PC knows that the game will look great (especially when compared to the original Xbox version), but the developers told me that they’ve added a number of new effects in Episode Two, including a bunch of new shaders, HDR rendering (this was also appear in the Xbox 360 version of Half-Life 2 for the first time), a revamped particle system, and a full screen motion blur. I also learned that they’ll be leveraging the power of the Xbox 360 as much as possible, which includes using the multiple cores to improve the loading times. “We’re looking at a number of ways [to get the game to Xbox 360 owners]. Through retail, there will probably be some sort of collection that mirrors the idea of The Orange Box, in that it’ll introduce some new content and also include extra stuff to help catch people up if they’re only joining at that point. We’re also talking to Microsoft about the idea of Episode Three being made available, by itself, via Xbox Live.” --- |
| anm8rjp Since 2236 Days |
2007-07-01 01:56:29 Yeah my bad on the teamxbox/gamespot mixup. |
| Acert93 Mr. Bad Cop Since 1510 Days |
2007-07-01 11:10:36 I wonder what factors are impacting that? It obviously works, they have mentioned it... is it the KB/MS factor? Is it the issue of Live-Steam connectivity when MS is trying to push Windows Live? --- |
| Jin187 Since 1283 Days |
2007-07-01 19:07:07 I think its more to do with the fact that its originally designed for PC therefore a keyboard/mouse combo would own a controller giving the PC user an unfair advantage. |
| Inflatable Since 2177 Days |
2007-07-01 20:21:05 Yup, the only way to balance things is seriously f*ck with the aimingsystem and slow down the game, and that would never be accepted by the oldskool PC crowd.. They can get away with that stuff in games like Shadowrun because that's a new IP, but not a series like Half-Life which has a lot of oldskool fans on the PC.. --- |
| Acert93 Mr. Bad Cop Since 1510 Days |
2007-07-01 21:01:03 In reply to Jin187 (2007-07-01 19:07:07) Posted by Jin187 I think its more to do with the fact that its originally designed for PC therefore a keyboard/mouse combo would own a controller giving the PC user an unfair advantage. So I don't buy it was not "designed" arguement. Sure, I agree the KB/MS is superior, but that is due to the nature of the device and not the design of the game. Only when you begin heavily biasing auto aim, magnatism, etc does there become more parity, and that isn't a design issue as much as it is a hardware strength/weakness issue. As a 360 game, though, they better make the game work with the gamepad! And if it works, I see no reason why not to allow connectivity outside of a. Console gamers whining about PC gamers owning them b. MS insisting on cross play using Xbox Live on both ends c. The headache of updates and cross compatibility and dual updates, both for PC and for the Console, and issues of identifying and synchronizing content as well as hacks. A is resolved with a filter, B is a $ issue that MS probably doesn't want to engage seeing as it could kill Live on the PC, and C is more of an issue of not neutering the extensibility and flexibility of the PC community. All these have work arounds, even simple ones. B needs MS to allow developers the freedom to provide great content to users and stop worrying about protecting every inch of their platform for themselves. As a console maker they goal is to make consumers and developers happy as much as fill your coffers (the former produces the latter). And the last one is easily resolved with only allowing certified content through crossplay, meaning console gamers get only the core, retail experience. But I think this really comes down to Live and the fact a KB/MS is going to excell in a native FPS. --- |
| Ronsauce Since 1524 Days |
2007-07-01 21:21:31 In reply to Acert93 (2007-06-30 23:10:43) Posted by Acert93 And it sounds like Valve has some nice touches going in. Hearing that snipers become more powerful the longer they are zoomed in is a nice move. Sniping is hard to balance -- you either have twitch Quake sniping or some sort of movement deviation. Both have pros and cons. Now we get a nice third: The longer you are zoomed in the more powerful you are. |
| GriftGFX He can also ban your ass! Since 1539 Days |
2007-07-03 02:29:46 In reply to Acert93 (2007-06-30 23:09:31) Posted by Acert93 This is my #1 game of 2007. I am hoping for 360-PC connectivity so I can play my 360 friends from my PC. And when I wear out my mouse in early 2008 I can get properly initiated with my 65nm 360 and have a sea of titles to pick up on the cheap :P /me phones Grift, "How does the TF2 demo play on your 6800GT?" I'm sorta doubting that any of valve's games will support cross platform play though. I think MS is pretty much insisting that Live Anywhere is the only way to support such a feature, and I don't think Valve is going to jump on board that platform any time soon. Could be wrong, but I think the big PC developers are going to avoid Live Anywhere for some time now.. So I don't buy it was not "designed" arguement. Sure, I agree the KB/MS is superior, but that is due to the nature of the device and not the design of the game. Only when you begin heavily biasing auto aim, magnatism, etc does there become more parity, and that isn't a design issue as much as it is a hardware strength/weakness issue. |
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