Soda @Driftwood: J'ai vu sur Twitter, une raquette, un polo Lacoste, et j'en passe... (il y a 6 Heures)
Driftwood @GTB: c'est tout aussi gênant que l'histoire du généreux press kit envoyé à certains. Je ne suis hélas pas surpris, les jeux de sport semblent taillés pour cela aujourd'hui on dirait... (il y a 10 Heures)
face2papalocust @GTB: A vomir. (il y a 1 Jour)
GTB Pour info, toutes les features online de TopSpin'25 ne seront assuré que jusqu'à fin 2026. (il y a 1 Jour)
comette La série et bonne rien à dire (il y a 1 Jour)
Soda Déjà 65 millions de téléspectateurs pour la série Fallout ! Je recommande ;) (il y a 1 Jour)
Driftwood Il est de nouveau possible de télécharger les vidéos sur le site. Désolé pour le mois et demi de panne. (il y a > 3 Mois)
Driftwood Retrouvez notre review de Rift Apart dès 16h00 aujourd'hui, mais en attendant Guilty Gear -Strive- est en vedette en home ! (il y a > 3 Mois)
Driftwood Nouveau live sur Returnal à 14h30 aujourd'hui. (il y a > 3 Mois)
Driftwood Rendez-vous à 17h00 pour un direct de 40 minutes sur Returnal (il y a > 3 Mois)
Then the more I thought about it, I realized it would be far more easier if Ubisoft got an actor/actress to do multiple voices for multiple characters, just changing their voice enough, which is what most games do. As for the large amount of lines, I remembered that the male and female voice actors for the player character in Fallout 4 had to record thousands and thousands of lines, for the different choices and outcomes the player could make.
That and they could reuse many of the assets from the NPCs in Watch Dogs 1 and 2, just changing enough to not be the same, but not having to make the assets from scratch. Another thing is that they can put a limited number of characters' personalities and profiles - maybe 500-1000, but put a code that once a combination is found, it gets vaulted so it doesn't show up again.
Basically, there are many ways to "fake" that each and all NPCs are very different, when in truth you didn't have to make them. Either way, I'm sure it was expensive, but I hope it works both critically and commercially, so that other studios invest more on NPC and enemy diversity.
Specially Ubisoft, Assassin's Creed games are notorious for having the same NPC model used in a hundred of places. AC:Syndicate was the worst, I must have killed the bald guy in this image about 500 times: http://images.gamersyde.com/image_assassin_s_creed... Every fight there was 2 or 3 of him. Also, the red enemy and the green ally are the same model, just with different clothes and hats. If this works, I would love to have much more diversity in games.
either that's smoke and mirrors ubisoft BS, or they've put an unfathomable amount of time into this.