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Game Informer Wolf 2 Scans
Posted: Sat Jul 12, 2008 9:53 pm
by o'dium
PM me for info if you want. No scans to be posted, kthx.
BTW: Yeah it does look awesome

Re: Game Informer Wolf 2 Scans
Posted: Sun Jul 13, 2008 2:48 pm
by Kat
Based on the shitty scans doing the rounds right now, dissapointing

Re: Game Informer Wolf 2 Scans
Posted: Mon Jul 14, 2008 3:44 am
by Overactive
Well singleplayer is always shitty

look at rtcw and the screenshots doesn't look that strange. Its the multiplayer we want :oo
Re: Game Informer Wolf 2 Scans
Posted: Mon Jul 14, 2008 12:08 pm
by o'dium
RtCW SP was great for its time, what are you on about?
The MP in it was whats best. They seem to be going with RtCW:ET for the MP instead of RtCW MP, which IMO is a bad move.
Re: Game Informer Wolf 2 Scans
Posted: Fri Jul 18, 2008 8:06 pm
by nay0k
If they want people to actually play the MP after it's prime, then it's a great move.
Re: Game Informer Wolf 2 Scans
Posted: Fri Jul 18, 2008 10:41 pm
by Mat Linnett
Would be interesting to see a team mod the full release to be more like RtCW MP than ET then.
Re: Game Informer Wolf 2 Scans
Posted: Sat Jul 19, 2008 2:16 am
by Scourge
Overactive wrote:Well singleplayer is always shitty

look at rtcw and the screenshots doesn't look that strange. Its the multiplayer we want :oo
Speak for yourself. I happened to like Wolf SP. And dozens of other SP games.
Re: Game Informer Wolf 2 Scans
Posted: Mon Jul 21, 2008 1:26 pm
by MKJ
indeed, RtCW SP was a lot of fun.
the only bitter aftertaste was, once again, id saying it was impossible to incorporate co-op due to the *highly immersive storyline and scripted events*. which were lacking.
Re: Game Informer Wolf 2 Scans
Posted: Wed Jul 23, 2008 3:53 pm
by Kat
MKJ wrote:indeed, RtCW SP was a lot of fun.
the only bitter aftertaste was, once again, id saying it was impossible to incorporate co-op due to the *highly immersive storyline and scripted events*. which were lacking.
Yep, based on the way the scripting worked it was impossible. In fact it took some serious lateral thinking to do anything specifically complex; I had to jump hoops to do some of the things I wanted in my SP add-ons.
Re: Game Informer Wolf 2 Scans
Posted: Wed Jul 23, 2008 4:16 pm
by o'dium
And yet they added coop in just a few short months to the xbox and PS2 versions...
Re: Game Informer Wolf 2 Scans
Posted: Wed Jul 23, 2008 8:13 pm
by MKJ
then thats a flaw of the dev, not of the narrative.
if you're shooting yourself in the foot by building a cumbersome scripting language, fine. but at least be honest about it and dont say you wanted to do co-op but couldnt because it would interfere with the SP game. just say you didnt plan ahead when you started building the engine.
ofcourse this is usually the id way. most of it is hardcoded and just not very flexible. as long as it creates whatever buzzword the industry cooked up, who cares right?
Re: Game Informer Wolf 2 Scans
Posted: Wed Jul 23, 2008 8:33 pm
by ^misantropia^
MKJ wrote:ofcourse this is usually the id way. most of it is hardcoded and just not very flexible.
Quite the contrary, MKJ. iD games are near-perfect dreams of extensibility, as games go.
Re: Game Informer Wolf 2 Scans
Posted: Wed Jul 23, 2008 8:47 pm
by MKJ
flexible might not be the correct word.
lets say 'efficient'

Re: Game Informer Wolf 2 Scans
Posted: Mon Aug 04, 2008 12:01 am
by Kat
o'dium wrote:And yet they added coop in just a few short months to the xbox and PS2 versions...
Nope.. they had to change a lot of the internal code to get that to work so it wasn't exactly a straight port with the addition of another player done in a few months.
The newer media doing the rounds looks infinitely better than those magazine scans, looks very interesting now.. still very reminiscent of RtCW in some areas - which may or may not be a good/bad.
Re: Game Informer Wolf 2 Scans
Posted: Wed Sep 10, 2008 2:59 pm
by Eraser
MKJ wrote:then thats a flaw of the dev, not of the narrative.
if you're shooting yourself in the foot by building a cumbersome scripting language, fine. but at least be honest about it and dont say you wanted to do co-op but couldnt because it would interfere with the SP game. just say you didnt plan ahead when you started building the engine.
ofcourse this is usually the id way. most of it is hardcoded and just not very flexible. as long as it creates whatever buzzword the industry cooked up, who cares right?
With No One Lives Forever the developer took the most obvious route where they added a bunch of separate cooperative missions to the game.
Re: Game Informer Wolf 2 Scans
Posted: Sat Sep 13, 2008 11:53 pm
by o'dium
I've had the honor to see 20-30 shots of the Multiplayer levels, and let me just tell you guys that its VERY RtCW in terms of visual style and level design. If you liked the original you wont be disapointed

Re: Game Informer Wolf 2 Scans
Posted: Wed Sep 17, 2008 12:37 pm
by Eraser
Looking forward to these again:

Re: Game Informer Wolf 2 Scans
Posted: Wed Sep 17, 2008 1:15 pm
by MKJ
remember the RTCW1 beta, that had the GET PSYCHED loading screen?
blast from the past right there
Re: Game Informer Wolf 2 Scans
Posted: Thu Sep 18, 2008 6:49 am
by Eraser
I am death incarnate
