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Unreal Engine Tech Demo : Computer graphics of tomorrow

Unreal Engine 3: "Samaritan" tech demo

Unreal Engine 3: "Samaritan" tech demo

BoneRemake says...

oh, haha, I thought that was chiccorea who did that because of the initial " I hate to do it " or whatnot, hahahahhaha.. thats funny.

@chichorea

*dupeof=http://videosift.com/video/Unreal-Engine-Tech-Demo-Computer-graphics-of-tomorrow

Unreal Engine 3: "Samaritan" tech demo

Unreal Engine 3: "Samaritan" tech demo

Unreal Engine 3: "Samaritan" tech demo

Unreal Engine 3: "Samaritan" tech demo

siftbot says...

Invocations (dupeof=http://videosift.com/video/Unreal-Engine-Tech-Demo-Computer-graphics-of-tomorrow) cannot be called by Mekanikal because Mekanikal is not privileged - sorry.

Unreal Engine Tech Demo : Computer graphics of tomorrow

Unreal Engine 3: Official Samaritan Demo

Unreal Engine 3: Official Samaritan Demo

Unreal Engine 3: Official Samaritan Demo

Unreal Engine 3: Official Samaritan Demo

BoneRemake says...

*dupeof=http://videosift.com/video/Unreal-Engine-Tech-Demo-Computer-graphics-of-tomorrow

your video is better but its still a dupe. I would contact the original submitter with this video.

Zero Punctuation: Two Worlds II

kceaton1 says...

I agree with dismissing magic, it was a very interesting system to screw with for quite a few levels, but once you know two magic schools the "hard" factor that was in the game initially (like forcing you, as a mage, to find high ground and develop some useful tactical spells) became a complete slaughter. Then if I summon 8 guys to defend me I might as well sit down until their timer wears out (summoning needed to be powerful, but with a much longer casting time, longer shelf life, and a "slot" system depending on what you summon).

Don't get me started on Earth magic being completely overpowered and buggy to hell and beyond.

The item system, while at first seems neat, but even by level ten you realize that every RPG I've ever played extended and amplified their item systems over time. In Two Worlds you can metallurgically upgrade it then add crystals/stones to it to enhance it. This would have allowed for an amazing system, but again they spent minimal time and effort doing it--so it sucks.

The A.I. is a mixed bag. They do well at first, but have HUGE clipping and line-of-sight issues (archers and mages are happy to stand behind a rock and shoot at you: hitting the rock. Then many enemies get stuck in planer or clipping joint areas that have small gaps and IT HAPPENS A LOT! Most engines have dealt with this issue in some form (as it's been ten plus years to learn how to stop them; programmers still screw it up; yes, I know the engine is complicated, but give me the same game on Crytek's engine and I'll be much happier)...

The trade skills are alright have a little promise with them at least starting in the right direction, but as you level up they become useless except for ones you can do on the fly (mostly, metallurgy and fusion).

The rest of what Yahtzee said is correct. The game is buggy. The multiplayer is a let down (where the hell is open roaming or campaign playthrough?) The spell system is terribly broken in some areas (I'm looking at you Fire and Earth) and weak in others: Necromancy or as I call it Necropansies--you're forced to learn another magic or you'll die, unless you really love summoning and waiting the required 5 minutes per fight for a MINOR fight... But, again, the spell card system with maybe Magickas combo system together would make spell-casting an AWESOME experience.

Anyway, I would only suggest this game if you desperately need an RPG to play. If you've yet to play Torchlight play that instead. Otherwise, get Bulletstorm as the comic value and writing (Duke Nukem type one-liners and more) make it worth buying alone.; I hope Duke can live up to this--if it has full Physics I think it will. BTW, the Unreal Engine sucks, bad... There are a lot of games I've liked on it and it looks pretty, but the physics and map abilities leaves A LOT to be desired, BUT it is also a good engine in the manner that it's easy to develop for and very flexible in what it can do (Deathspank is an excellent example; same with Dungeon Defenders on the iPad). At this point though it is by far more a console engine than a PC one.

/My two cents and review for Two Worlds II, with a small peppering of Unreal Engine talk that has nothing to do with the review...

//No grammar check just spell; Deal...

Unreal Engine 3 - 2010 Engine Overview Trailer

kceaton1 says...

There are better engines available already (except for the higher poly/shader/texture attributes). Hell this OLD pic of Crysis with crappy settings does almost everything the Unreal engine does and then it ups the ante by having FULL physics (killing an enemy by shooting out a leaning tree and watch it fall on him never gets old), a "stuck-in-a-box" solution (go where you want; also as a side note, limiting the playing area allows developers to throttle everything up since they render a one-block area vs. a metropolis).

The only problem I have with the Unreal engine is that it forsook many strides it made on the PC and then they pushed HARD to make themselves console friendly. That's another reason why their tools are great. Deathspank is a good example of what can be done with that engine when you think outside the pantomime of shooter console mimic.

But, in the end as was said above, it comes down to hardware.

Unreal Engine 3 - 2010 Engine Overview Trailer



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