Battlefield Hardline: Is the Frostbite Engine Holding it Back?
Added: 07.02.2015 16:00 | 6 views | 0 comments
As a long-time Battlefield fan, Aaron Sampson looks at the current state of the Battlefield Hardline beta and what might be holding it back.
From:
www.gamespot.com
| Developer Spotlight: DICE
Added: 06.02.2015 23:00 | 16 views | 0 comments
IÄ‚Ë€â„Ëve been a big fan of DICE since getting the original Battlefield 1945 as part of a complete collection including expansion packs and new maps, but itÄ‚Ë€â„Ëll always be that first flight or the first blast from the tank barrel thatÄ‚Ë€â„Ës kept me on board all these years. I doubt many other gamers would disagree. When it comes to first-person shooters, both in presentation and playability, DICE never really fails to deliver.
Regardless, 2015 starts with Battlefield in development at Visceral Games, both stylistically and structurally apart from a franchise known for destructibility. With Star Wars: Battlefront coming from the studio next and one of my favorite cult classics hailing from deep within the companyÄ‚Ë€â„Ës design teams, itÄ‚Ë€â„Ës no wonder I wanted to shine a light in our month-long developer spotlight.
Eager Gamer
Anything I write about DICE will be colored by the reaction fans have had in spades for games like Battlefield 3 and Battlefield 4. Each of them show powerful next-gen graphics thanks to Frostbite 3 and its numerous advancements. With or without consideration to playtime or player-counts, these games caused huge stirs in online communities before release. With DICE taking risks and testing these online interactions in beta environments, itÄ‚Ë€â„Ës not difficult to understand rough launches or lengthy patch notes detailing squashed bugs and more.
In fact, you could say that the beta test period has become a staple of Battlefield, though thereÄ‚Ë€â„Ës a strong differentiating factor in exactly whatÄ‚Ë€â„Ës discovered. Players may learn their favorite map positions or their favorite weapons, but DICE usually proves themselves coding masters. To launch a massive 64-player multiplayer game on new console hardware in any state (playable, broken, connectivity errors, or otherwise) is always a massive undertaking. I like to measure anticipation for DICEÄ‚Ë€â„Ës games with three metrics:
Deaths-per-Round: Am I dead more than 10 times in a single match? Was I playing conservatively? Did I embarrass my team or manage to revive a few folks in my various lives?
Players-per-Squad: Have the squads in beta servers filled up? Are there any shortages of players communicating via chat headset online? When joining a match, how many people have connected to the server ahead of me?
Hours-in-Beta-vs-Hours-in-Retail: If IÄ‚Ë€â„Ëm reviewing a Battlefield game, how many hours was I motivated to spend in a beta test period versus the time IÄ‚Ë€â„Ëm eager to spend on the full retail release?
Having a Blast
While those metrics often only apply to Battlefield games, they stand as important measures of confidence in any developer you think about and remain valid stats depending on the genre and content. Still, DICE have a few ways of reeling me in with progression over muzzle compensation or even barrel muffling. All of the weapons in-game feel distinct and powerful, but theyÄ‚Ë€â„Ëve also got scores of accessories. ItÄ‚Ë€â„Ës to that end that something like Hours-in-Beta-vs-Hours-in-Retail changes slightly when talking about any other product from the studio.
Take that statistic and MirrorÄ‚Ë€â„Ës Edge, for example. It leaves you to wonder about player behavior throughout the gaming industry in its own way. For one, MirrorÄ‚Ë€â„Ës Edge does not use death as a mechanic unless youÄ‚Ë€â„Ëre facing enemies (arguably one of the gameÄ‚Ë€â„Ës weakest points) or about to fall off a tall building. In that way, the statistic changes slightly to account for what real challenge exists with the purpose of offering real excitement and/or elation. Player growth (particularly in Battlefield) becomes the standard by which the thumbs or mouse and keyboard manipulators (literally, your digits) measure themselves.
For MirrorÄ‚Ë€â„Ës Edge, the stat becomes Hours-in-Story-vs-Hours-in-Time-Trials. I spent a lot of time in the gameÄ‚Ë€â„Ës racing-focused trials, but I never got as good as some players topping the leaderboards. It didnÄ‚Ë€â„Ët change my own perception of "fun" in-game, given that fun in MirrorÄ‚Ë€â„Ës Edge is obviously a relative factor and the comments below this article may have room for that kind of discussion. More over, it did successfully challenge my perception of first-person gaming.
Development in View
ItÄ‚Ë€â„Ës funny to think that a game so unfocused on shooting has deeply challenged first-person mechanics at large. MirrorÄ‚Ë€â„Ës Edge, whether or not the sequel ever arrives, forever changed the way gamers expect to move about in first-person video gaming. Do you look down and see more feet in your shooters? Do you see more idle hand animations not involving a magazine check? Do you see your body move over a railing or other piece of geometry more often?
That mantle animation, the one where the playerÄ‚Ë€â„Ës characterÄ‚Ë€â„Ës legs fly over a piece of walkway railing or a concrete barrier, becomes more and more important when we think of escaping a fight. Somehow, we become easily engrossed in the virtual reality setting concocted by the likes of the mad men and women at DICE. The animations accomplish this easily, even if taking the camera out of first-person in PC versions of MirrorÄ‚Ë€â„Ës Edge results in a horrifying effect. It's to DICE's credit that the heroine of a game like Mirror's Edge still imparts that feeling of ownership, give how difficult it is to translate parkour with a first-person view.
This Developer Spotlight has focused largely on how and why DICE matters, as opposed to how and why its products matter. Battlefield stands on its own, with or without the recognition some gamers have for the studio behind it, but itÄ‚Ë€â„Ës been nearly four years since anything else came from the developer. YouÄ‚Ë€â„Ëd have to reach back to 2008 to find MirrorÄ‚Ë€â„Ës Edge, though only 2010Ä‚Ë€â„Ës Need for Speed: Hot Pursuit offers anything outside of a first-person view from the studio.
What further details could DICE offer its development contemporaries? Does Battlefield continue to exist as an experiment and an exploratory mission into how we connect with action? IÄ‚Ë€â„Ëd like to think so as Battlefield Hardline adds new ways of interacting with vehicles, new types of weaponry, and new game modes with objectives stretching beyond holding capture points. WeÄ‚Ë€â„Ëll still be able to blow up MCOM stations of some kind, but itÄ‚Ë€â„Ës refreshing to see a dynamic shift in at least what narrative the franchise hopes to present the player with.
Tags: Hack, Star, Easy, When, With, Battlefield, Developer, Players, While, Down, Most, DICE, Played, Frostbite, Edge, Tale
From:
www.gamerevolution.com
| Mass Effect 4 Won't Use Dragon Age: Inquisition As A Blueprint
Added: 04.02.2015 15:01 | 21 views | 0 comments
If you've been itching for news about Mass Effect 4, there's a tidbit of info relating to what BioWare is doing with the upcoming game. The general manager, Aaryn Flynn, explains that the game is most definitely running on Frostbite 3 and that there are some technological features carried over from Dragon Age: Inquisition, but the latter game isn't a blueprint for Mass Effect 4.
From:
www.cinemablend.com
| Star Wars Battlefront: Stunning Endor Concept Art Revealed - IGN News
Added: 29.01.2015 19:00 | 9 views | 0 comments
EA and DICE have been quiet about Star Wars Battlefront since E3 2013, when we got our first glimpse of the revival in the Frostbite Engine 3 -- and while it'll be a bit before we finally see the multiplayer shooter in action, IGN is excited to reveal this gorgeous piece of concept art.
From:
feeds.ign.com
| Dragon Age: Inquisition mods - PC modders making slow, but sure progress
Added: 06.12.2014 1:11 | 31 views | 0 comments
With the recent release of BioWares epic, open-world RPG, Dragon Age: Inquisition, which runs on the supposedly un-moddable Frostbite 3 game engine, avid PC modders have taken on the challenge of dissecting the PC version of Dragon Age: Inquisition in order to gain the ability to create mods for the game with varying degrees of success.
A group of modders on BioWares official forums, including prominent ones that did extensive work on both the PC versions of The Elder Scrolls V: Skyrim and Mass Effect 3, have reportedly created a tool that allows for the viewing of Dragon Age: Inquisitions assets.
The current mod tool only allows for relatively small modifications to Dragon Age: Inquisition, such as hair and texture replacers (ponytail for Solas, anyone?), alongside the perusal of game and save assets.
While progress is slow, the potential for some slightly more complex Dragon Age: Inquisition mods (custom armor/weapon sets, game save editors, et cetera) is surely...
Tags: Mask, With, Effect, Mass Effect, While, Dragon, Scrolls, Elder, Elder Scrolls, The Elder, Skyrim, Frostbite
From:
n4g.com
| Face-Off: Dragon Age: Inquisition
Added: 22.11.2014 13:11 | 15 views | 0 comments
EG - For all their accomplishments, it's fair to say that previous episodes in the Dragon Age saga lacked something when it came to visual polish and technical acumen - but Inquisition is something different and something really special. BioWare utilises DICE's Frostbite 3 technology not just to produce a beautiful, well-optimised experience, but also to open up the gameplay.
While previous instalments in the series were limited to small areas divided by loading points, Inquisition now presents maps much larger in scale and detail. This new world is massive and ripe for exploration, complete with beautiful, detailed visuals - and as an added bonus, performance is much improved over previous BioWare console efforts. We've been spending some time with the Xbox One, PlayStation 4, and PC versions of the game and each one offers an excellent experience worth jumping into - but there are some fascinating differences between each offering.
From:
n4g.com
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