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Posted
hears some qoutes from the newest GI mag (note there is much more to read if you subcribe of buy the mag)also if mod wants this removed just PM me and i will edit my post

quote:
So by now you know Sam comes back to help out a Grim, but doesn't like what's going down at the "new" 3rd Echelon. He is an enemy of the state, fighting for what he believes in. He's on the run with limited resources. He's alone but not defenseless. At the same time, he's not a victim a fugitive or in hiding; he's fighting for his convictions.

The environments look totally interactive. In one shot, it appears he punched or threw a guy who then lands on a counter and knocks over cups and plates while civilians are scattering.
Conviction uses Havok physics, but all the original code has been rewritten.
"In previous games, we had 2,000 or 3,000 animations, now we already have over 10,000."

The pace of the game is going to be changed. The devs want to create 15-minute playable segments so it's a little more accesible to casuals, but they promise you can still sit down with it for a few hours if you like. Hopefully they find a balance that still keeps you immersed.

Previous SC games were about "passive stealth" where you hide in the shadows and wait for a perfect opportunity to strike. In conviction, the idea is "active stealth" where you react quicky to your surroundings. You'll always be on the move. Again it's mentioned that Ubi wants to give Sam more ways to interact with the environment instead of just shooting or turning off lights.

The animation system is based on the concept of Biometrics which just means getting the character to move naturally and fluidly. They mention how they want to eliminate pressing a button to pick something up and seeing Sam slide into place in front of the object before he interacts with it. They say an animation of Sam running up to a chair, picking it up and throwing it took 8 months to work out. I'd be willing to be they got it right. The screens of him progressing through the animation look very good. Also, there will be physics tied to the chair Sam is holding, so you'll bump into things with the chair and it won't just go through a wall.

The original games went for a T rating from the start, but this time, they're going for an M rating so things should be a little more realistic. They mention how this could have an interesting impact on Sam's finishing moves.

They mention a sort of hypothetical gameplay situation where Sam takes out a guard with some crazy melee combos. He then grabs the guard and throws him through a pane of glass or over a table (knocking over all the stuff on the table). Sam grabs the guard's radio and listens in on police radio chatter. He hears that they're sending in police after him through the front door. Sam opens the back door but doesn't go through; instead, he hides under a table, a guard walks in and investigates the open door. At that point, Sam could sneak out the front door, or he could knock over the table he's hiding behind, use it for cover and open fire on the guard. OR he could sneak up on the guard, handcuff him to a rail and kicks him down a flight of stairs.

When you are detected, there's no limit to what you can do. All the tools you use are available in your immediate surroundings. Sam doesn't have a backpack of gadgets this time. Use what's around you and improvise to get out of a sticky situation.

New form of lighting called indirect lighting means that the way light reflects off your surroundings affects how light is cast on you and nearby objects. Light reflecting off a large red poster will cast nearby things in a slight tint of red.

There will still be a lot of classic SC moments like planting bombs or hacking computers, but the gratification won't necessarily come from completing the objective, but the path you take to the objective.

Crowd AI will react to Sam's behavior. For example, Sam can steal a guy's laptop, but the guy will follow Sam and call for the police. Nearby witnesses will also point Sam out to nearby police. Sam can blend into the crowd in certain situations to avoid detection. The crowd AI is pretty smart. You won't see NPCs walk into each other, spaz out, then walk away in totally opposite directions. People move out of the way of objects intelligently.

Sam has an ability called Heroes Instinct where the crowd and surroundings become greyed out and threats such as police are made to standout.
 
Posts: 51 | Registered: Thu September 08 2005Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Previous games having 2000-3000 animations? I'd say 700-900.

PS estimates that a CT SvM Spy has around 100 animations.
Add to that the number of level-specific moves, and we estimate that Sam (like a Spy) has 150-200 animations. Then of course the new interaction system. Let's be optimistic and make the number of animations 600, which can be blend together to create even more.

That's 600 for Sam. Most animations can be stretched so other models can do it too. So add maybe 400 for other models.

Makes 1000, which is still a lot.

If you triple that for non-human models, like exploding stuff and moving things, makes 3000. Still not close to the 10000 they say.
 
Posts: 8813 | Registered: Sat January 17 2004Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by FireFightwarrio:
hears some qoutes from the newest GI mag (note there is much more to read if you subcribe of buy the mag)also if mod wants this removed just PM me and i will edit my post

quote:
So by now you know Sam comes back to help out a Grim, but doesn't like what's going down at the "new" 3rd Echelon. He is an enemy of the state, fighting for what he believes in. He's on the run with limited resources. He's alone but not defenseless. At the same time, he's not a victim a fugitive or in hiding; he's fighting for his convictions.

The environments look totally interactive. In one shot, it appears he punched or threw a guy who then lands on a counter and knocks over cups and plates while civilians are scattering.
Conviction uses Havok physics, but all the original code has been rewritten.
"In previous games, we had 2,000 or 3,000 animations, now we already have over 10,000."

The pace of the game is going to be changed. The devs want to create 15-minute playable segments so it's a little more accesible to casuals, but they promise you can still sit down with it for a few hours if you like. Hopefully they find a balance that still keeps you immersed.

Previous SC games were about "passive stealth" where you hide in the shadows and wait for a perfect opportunity to strike. In conviction, the idea is "active stealth" where you react quicky to your surroundings. You'll always be on the move. Again it's mentioned that Ubi wants to give Sam more ways to interact with the environment instead of just shooting or turning off lights.

The animation system is based on the concept of Biometrics which just means getting the character to move naturally and fluidly. They mention how they want to eliminate pressing a button to pick something up and seeing Sam slide into place in front of the object before he interacts with it. They say an animation of Sam running up to a chair, picking it up and throwing it took 8 months to work out. I'd be willing to be they got it right. The screens of him progressing through the animation look very good. Also, there will be physics tied to the chair Sam is holding, so you'll bump into things with the chair and it won't just go through a wall.

The original games went for a T rating from the start, but this time, they're going for an M rating so things should be a little more realistic. They mention how this could have an interesting impact on Sam's finishing moves.

They mention a sort of hypothetical gameplay situation where Sam takes out a guard with some crazy melee combos. He then grabs the guard and throws him through a pane of glass or over a table (knocking over all the stuff on the table). Sam grabs the guard's radio and listens in on police radio chatter. He hears that they're sending in police after him through the front door. Sam opens the back door but doesn't go through; instead, he hides under a table, a guard walks in and investigates the open door. At that point, Sam could sneak out the front door, or he could knock over the table he's hiding behind, use it for cover and open fire on the guard. OR he could sneak up on the guard, handcuff him to a rail and kicks him down a flight of stairs.

When you are detected, there's no limit to what you can do. All the tools you use are available in your immediate surroundings. Sam doesn't have a backpack of gadgets this time. Use what's around you and improvise to get out of a sticky situation.

New form of lighting called indirect lighting means that the way light reflects off your surroundings affects how light is cast on you and nearby objects. Light reflecting off a large red poster will cast nearby things in a slight tint of red.

There will still be a lot of classic SC moments like planting bombs or hacking computers, but the gratification won't necessarily come from completing the objective, but the path you take to the objective.

Crowd AI will react to Sam's behavior. For example, Sam can steal a guy's laptop, but the guy will follow Sam and call for the police. Nearby witnesses will also point Sam out to nearby police. Sam can blend into the crowd in certain situations to avoid detection. The crowd AI is pretty smart. You won't see NPCs walk into each other, spaz out, then walk away in totally opposite directions. People move out of the way of objects intelligently.

Sam has an ability called Heroes Instinct where the crowd and surroundings become greyed out and threats such as police are made to standout.


Thanks for the post..Great Info!
 
Posts: 168 | Registered: Thu December 29 2005Reply With QuoteEdit or Delete MessageReport This Post
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Looks Ok. M rating - Good.

But the Combo hitting, Finishing move (Oh, joy! Tekken Cell ) and Spider-sense already sound too much for SC.


_______________

<<Game marketing is ought to be bigger than the game itself>>
 
Posts: 1160 | Registered: Wed March 02 2005Reply With QuoteEdit or Delete MessageReport This Post
Picture of Chinese_Bookey
Posted Hide Post
I can't read this bull anymore. Sad Eyes It's too sad.


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Posts: 521 | Registered: Sat October 29 2005Reply With QuoteEdit or Delete MessageReport This Post
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Hmm, what I like

+ Rewritten Havok physics

+ over 10,000 animations

+ Active stealth sounds interesting

+ Going for M rating

+ New lighting techniques

+ "gratification won't necessarily come from completing the objective, but the path you take to the objective."

What I dont like.

- "finishing moves"?! Hope they keep it realistic.

- "The devs want to create 15-minute playable segments so it's a little more accesible to casuals." Booooooooooo

- "crazy melee combos"?! Again, hope this doesnt turn into DOA5. Keep it realistic Ubi.

- "Sam doesn't have a backpack of gadgets this time." Well he has a backpack full of somethin in the screens. Sam crack dealer?

- Not sure about "Heroe" intincts, sounds iffy to me, we'll see though.

In the end, if this wasnt Montreal on the game, I'd be concerned, really concerned, but they are, so that makes me anxious to see what the game really looks like. XD



12/30/2006 XXXXDDDD
I miss you.
"But God hath chosen the foolish things of the world to confound the wise" -1 Cor 1:27
 
Posts: 1557 | Registered: Sun January 21 2007Reply With QuoteEdit or Delete MessageReport This Post
Picture of Chinese_Bookey
Posted Hide Post
quote:
Originally posted by MeloniesHomeboy:
- "Sam doesn't have a backpack of gadgets this time." Well he has a backpack full of somethin in the screens. Sam crack dealer?

It's probably just for show.


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Posts: 521 | Registered: Sat October 29 2005Reply With QuoteEdit or Delete MessageReport This Post
Picture of MKCC14
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The only thing that stands out as really bad is the 15 minute play segments. That really sucks right now. This means shorter missions and Ubi isnt known for long cutscenes, so i would expect a game shorter than other SC games. Which is a step back since everyone wanted a longer game.

Everything else sounds fine and should work out good, especially the animations i hope. In the books, Sam knows the fighting style called Krav Maga, so now i guess we will actually get to see him use it...so it's no biggie that he has some moves to show off. Plus didnt people want some new CQC moves for Sam because they were getting repetitive? Whats with all the tekken reference everyone is talking about? The guy didnt say you could do combos and theres a low punch, high punch, low kick, and high kick buttons on the controller now. Geez, its just little moves he can do to take care of his enemies.

The exaggeration is ridiculous. Angry Blue Guy



Never Ignorant, Getting Goals Accomplished
 
Posts: 5162 | Registered: Tue November 29 2005Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
quote:
Originally posted by MKCC14:
The only thing that stands out as really bad is the 15 minute play segments. That really sucks right now. This means shorter missions and Ubi isnt known for long cutscenes, so i would expect a game shorter than other SC games. Which is a step back since everyone wanted a longer game.

Everything else sounds fine and should work out good, especially the animations i hope. In the books, Sam knows the fighting style called Krav Maga, so now i guess we will actually get to see him use it...so it's no biggie that he has some moves to show off. Plus didnt people want some new CQC moves for Sam because they were getting repetitive? Whats with all the tekken reference everyone is talking about? The guy didnt say you could do combos and theres a low punch, high punch, low kick, and high kick buttons on the controller now. Geez, its just little moves he can do to take care of his enemies.

The exaggeration is ridiculous. Angry Blue Guy


Ok, you say it is Press "X" and sam kicks him. then Press "X" another time for sam to make a FInishing move? o. Whats so fun about that? and oh...Finishing move is a part of the combo really Tongue


_______________

<<Game marketing is ought to be bigger than the game itself>>
 
Posts: 1160 | Registered: Wed March 02 2005Reply With QuoteEdit or Delete MessageReport This Post
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Hmm..I just hope the fighting won't be like Spiderman,Virtua Fighter or something like that..I prefer it to be in button sequence rather than button combos...I hope more info will come soon regarding this..it's still quite unclear for now..
 
Posts: 168 | Registered: Thu December 29 2005Reply With QuoteEdit or Delete MessageReport This Post
Picture of Knot3D
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quote:
Originally posted by FireFightwarrio:
The devs want to create 15-minute playable segments so it's a little more accesible to casuals

Sam's finishing moves.

They mention a sort of hypothetical gameplay situation where Sam takes out a guard with some crazy melee combos.

Sam has an ability called Heroes Instinct where the crowd and surroundings become greyed out and threats such as police are made to standout.


OMFG - somehow i wish this game will FAIL so hard on all levels and to totally bomb in sales.

Heroes Instinct ? Yeah right...magically, Sam has inherited Assassin's Creed Altair's single-out-target gameplay mechanic.

F you, Ubi ! I am NOT going to buy into your so called SC game.


"You're MINE !"
 
Posts: 2117 | Registered: Sat March 13 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of ShadowSaboteur
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quote:
Originally posted by scworld:
Previous games having 2000-3000 animations? I'd say 700-900.

PS estimates that a CT SvM Spy has around 100 animations.
Add to that the number of level-specific moves, and we estimate that Sam (like a Spy) has 150-200 animations. Then of course the new interaction system. Let's be optimistic and make the number of animations 600, which can be blend together to create even more.

That's 600 for Sam. Most animations can be stretched so other models can do it too. So add maybe 400 for other models.

Makes 1000, which is still a lot.

If you triple that for non-human models, like exploding stuff and moving things, makes 3000. Still not close to the 10000 they say.


Yeah 10,000 animations is alot. I don't really think people can't comprehend how many that really is. It's getting to the point that it's really laughable now. ProfileUBISOFT Clap



cxxxxxxx{}::::::::::::::::::::::::::::::::::::::::::::::::>
 
Posts: 57 | Registered: Thu May 03 2007Reply With QuoteEdit or Delete MessageReport This Post
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Actually, i don't think it's THAT much... 10.000 animations spread over the game. Also... for animation blending to look natural instead of artificially linear animation ( as in ; linear f curve tangents ) you need quite some variety to make one "movemement".


"You're MINE !"
 
Posts: 2117 | Registered: Sat March 13 2004Reply With QuoteEdit or Delete MessageReport This Post
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8 months to do a little thing wyth a chairm did they start produting conviction before DA?


And you think you seen everything?
Then you are wrong!

 
Posts: 123 | Registered: Sat October 23 2004Reply With QuoteEdit or Delete MessageReport This Post
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Can I just point out that many of the animation are going to be dynamic and not hard-coded into the game. I thought this is what UBI were proud about, their "player not snapping to positions." What? Did you think there would be a different animation for every possible position and scenario sam could be in? I call BS on the over 10,000 animations.



"I think the company has blocked the Dev's access to the forums.
"'So, Suits, what's the feedback on SCC been like?'
'Super duper, Devs, 100% super duper! The fans love it!'"
" - CoastalGirl
 
Posts: 379 | Registered: Sun September 10 2006Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by Filipe2004:
8 months to do a little thing wyth a chairm did they start produting conviction before DA?

No, but development started in 2005, after Chaos Theory was released.
 
Posts: 187 | Registered: Tue September 19 2006Reply With QuoteEdit or Delete MessageReport This Post
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Got a nice little piece of info on the MP, nothing in terms of gameplay details, buuut....ok fine fine......Ubisoft Montreal is doing the MP as well this time around, no Ubisoft Annecy who have done all of the MP prior, not much of a MP player myself, but thought this might be interesting for some.

BTW BlimBlim, who owns one of the best Xbox sites EVER XD www.xboxyde.com has said, that from what he's been told, we should see the game in motion within the next 10 days, mybe the commericial wont be CG after all, we'll see. XD



12/30/2006 XXXXDDDD
I miss you.
"But God hath chosen the foolish things of the world to confound the wise" -1 Cor 1:27
 
Posts: 1557 | Registered: Sun January 21 2007Reply With QuoteEdit or Delete MessageReport This Post
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Nice find. The trailer next friday should shed some light on the situation. I cant wait , Hopefully it will be made up of in-game gameplay and graphics not that CGI stuff that was shown off for DAs unveiling last year.

Talk to you guys in a bit. Big Grin




"Be Nice to geeks, in the future you will be the one
working for them"

"Killing thousands to save millions... nobody should make these choices" Sam Fisher
 
Posts: 530 | Registered: Sun February 19 2006Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Yeah 10,000 animations is alot. I don't really think people can't comprehend how many that really is. It's getting to the point that it's really laughable now. ProfileUBISOFT Clap


10,000? Hmmmm. Right now, Naughty Dog's Uncharted will reach a bit over 3,000, and that game will revolutionze animation, but that's for Drake ONLY. An example would be Drake will have 9 different poses when he takes cover so it won't be the same canned animation.

If the animation has reached 10,000 for Sam alone, not including AI, then wow. Let's just hope Sam's animation is fluid and brings something unique like what ND is doing to Uncharted.

quote:
Can I just point out that many of the animation are going to be dynamic and not hard-coded into the game. I thought this is what UBI were proud about, their "player not snapping to positions." What? Did you think there would be a different animation for every possible position and scenario sam could be in? I call BS on the over 10,000 animations.


Eh, nevermind. Doesn't sound so hot, really, but time will tell.
 
Posts: 142 | Registered: Tue May 01 2007Reply With QuoteEdit or Delete MessageReport This Post
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1 realistic move = several animations executed through animation blending.

That's where the 10.000 number starts making sense.


"You're MINE !"
 
Posts: 2117 | Registered: Sat March 13 2004Reply With QuoteEdit or Delete MessageReport This Post
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