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Far Cry engine for Hitman 5

 
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White Baldie
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PostPosted: Thu Jul 05, 2007 10:42 am    Post subject: Far Cry engine for Hitman 5 Reply with quote

Am sure you agree with me than the gaclier engine really sucks,the 3d models has less poligons than doom 2,and post filter eats all the video card memory,or almost.
You would like the Cry engine?
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Alia Nexis
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PostPosted: Fri Jul 06, 2007 9:53 am    Post subject: Reply with quote

lol, what?
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Rikimaru
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PostPosted: Tue Oct 23, 2007 11:42 pm    Post subject: Reply with quote

Can you please give me your name, address and any other contact details and your schedual so I can kill you white baldie, would be much appreciated thank you.
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the x reaper
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PostPosted: Wed Oct 24, 2007 1:42 am    Post subject: Reply with quote

whats a far cry engine? Confused
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Geezer
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PostPosted: Mon Oct 29, 2007 6:02 am    Post subject: Reply with quote

It's a form of propulsion used in the land where the Bong Trees grow.

Come to think of it... Back in my owl days, I once had a nice wedding there, actually.
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the x reaper
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PostPosted: Mon Oct 29, 2007 6:19 am    Post subject: Reply with quote

to confusing... Confused Confused Confused
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Pocket Full of Shells
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PostPosted: Wed Nov 12, 2008 3:49 pm    Post subject: Reply with quote

I think he means the Dunia engine used in Far Cry 2. IOI can't cause it's under copyright by Ubisoft.
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Alia Nexis
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PostPosted: Thu Nov 13, 2008 5:17 pm    Post subject: Reply with quote

Actually on topic, I'm sure Ubi would license their engine for the right price. But I'm expecting whatever IOI makes will be on a proprietary engine like Glacier. Dunia isn't really suited to assassination games, we don't need an open sprawling world to go about. Hitman is about small-medium set pieces that are detailed and full of creativity.
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Nexus
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PostPosted: Wed Nov 19, 2008 10:47 am    Post subject: Reply with quote

Alia Nexis wrote:
Actually on topic, I'm sure Ubi would license their engine for the right price. But I'm expecting whatever IOI makes will be on a proprietary engine like Glacier. Dunia isn't really suited to assassination games, we don't need an open sprawling world to go about. Hitman is about small-medium set pieces that are detailed and full of creativity.


what the hell
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Alia Nexis
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PostPosted: Wed Nov 19, 2008 11:24 am    Post subject: Reply with quote

What the hell, as in on topic, or what the hell, as in the rest?

Look at Assassin's Creed; Open world, but for the most part the actual assassinations are linear, though I'm just basing that on the first 3 kills.
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Disco Cat
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PostPosted: Thu Apr 23, 2009 5:00 pm    Post subject: Reply with quote

Agreed. Open-world sandbox games tend to sacrifice the micro-details for the the macro-details. Take a look at the GTA series: you can do anything you want anywhere you want, as long as what you want to do involves killing dudes, stealing dudes' vehicles, or driving vehicles. Murder has no soul, all the vehicles feel generally the same, and with the exception of certain areas in San Andreas, all locales blend together. Hitman was built upon the idea of getting creative through maximizing the environmental possibilities.

When the environment is such an important variable in the gameplay, having the same, wide-open world for each mission would probably get tedious, and the developers would not have the time to generate an expansive city and still cover it with the minute details that fill the previous games with homocidal puzzles.
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Disco Cat
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PostPosted: Thu Apr 23, 2009 5:00 pm    Post subject: Reply with quote

Post so nice I made it twice.
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Nexus
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PostPosted: Fri Apr 24, 2009 8:49 am    Post subject: Reply with quote

Disco Cat wrote:
Agreed. Open-world sandbox games tend to sacrifice the micro-details for the the macro-details. Take a look at the GTA series: you can do anything you want anywhere you want, as long as what you want to do involves killing dudes, stealing dudes' vehicles, or driving vehicles. Murder has no soul, all the vehicles feel generally the same, and with the exception of certain areas in San Andreas, all locales blend together. Hitman was built upon the idea of getting creative through maximizing the environmental possibilities.

When the environment is such an important variable in the gameplay, having the same, wide-open world for each mission would probably get tedious, and the developers would not have the time to generate an expansive city and still cover it with the minute details that fill the previous games with homocidal puzzles.


+1

(correct opinion itt)
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Disco Cat
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PostPosted: Fri Apr 24, 2009 9:16 am    Post subject: Reply with quote

No, you're wrong Nexus. I can't agree with that.
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Nexus
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PostPosted: Fri Apr 24, 2009 12:22 pm    Post subject: Reply with quote

I don't need you to agree, I need you to believe.
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Saepe
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PostPosted: Fri Apr 24, 2009 1:52 pm    Post subject: Reply with quote

yes we can!
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Disco Cat
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PostPosted: Sat Apr 25, 2009 12:19 am    Post subject: Reply with quote

Sac Weeny
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Nexus
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PostPosted: Sat Apr 25, 2009 7:49 am    Post subject: Reply with quote

Sac Weeny Weeny Wac
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Disco Cat
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PostPosted: Sat Apr 25, 2009 11:11 pm    Post subject: Reply with quote

Wiggity Wiggity Whack!
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