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I think to be fair though, the level of detail is incredible. It makes the Tribes versions we have been playing look outdated for sure. It is going to be a tough balance though, because this game is focusing on an older time technology wise for the tribes, but with more of a game engine that can produce greater detail. It's kind of like the new StarWars movies. The tech looks better in the new ones but is supposed to be older. I do agree that it does look "unrealish" though. I really can't think of any games made with the engine that don't. I still have high hopes for the game, looking at the outdoor shot makes me drool a bit:D
WOW! all those pics look so wierd. I think the tech looks older then in T2 which is how its supost to look like. Less streamlined. I think they said they wanted it to be to T2 what WW2 epuipment is to modern milatary epuipment.
And here I was thinking they nailed the BE and Imperial designs perfectly.
The BE buildings look very harsh and aggressive which is exactly the work ethic the BE have (kill everything and then poke the bodies to see if anyone's still twitching to answer a question).
The Imperial exteriors are nice clean lines and very to the point. The interiors are also in theme witht he lush extravagence only the Imperials can do (the screens with the banners, pillars, gardens, etc; exactly what you'd expect in an Imperial admin type building).
You need to keep in mind that there's a serious tech difference here (in terms of game engine). All you really could do in T1 was a bunch of grayish blocks with no real detail and nothing was really done for a specific tribe (except the dropships, I miss those...). You could try and do more details like pipes and such but the engine could only deal with that so much.
In T2 you could get away with much more complex bases so you could get those nice details, but the problem there was that none of it was particularly creative. Sure you had the niceness of different deisgns per factions, but the pairing a faction with a specific terrain limited the design possibilities a bit (a BE specific building with all it's green sorta stands out in a winter landscape). They needed more tribe specific buildings and not terrain specific buildings. Only the DS and BioDerms really got that, with the SW in a sort of in between state (sort of terrain independent but still closely tied to it). Forget about the BE and CotP buildings though.
With T:V we're getting yet another increase in detail (which may or may not be a good thing for us part-time, unpaid mappers ) and buildings that seem to be more tribes related than terrain related. Hopefully we'll have sets of textures to play with when we make bases like BE-Wall01-plain, BE-Wall01-snow, BE-Wall01-sand, etc which would be basically the same texture but with different terrain effects (piled up snow vs piled up sand).
I'm all for this as it will really make each tribe shine and show that they really are different from each other instead of just skins and a particular texture set. Especially when you factor in that every single armour is going to be different for each tribe (the light, medium, and heavy models) so there'll be 12 different player models.
I like the way it's currently going and no more of this "it looks like Unreal" stuff. Of course it looks similar, it's on the same engine! Deus Ex looks like Unreal (same engine) but it sure as hell plays nothing like it. Appearance means nothing with comparing too games on the same engine.
However if you're referring to it looking like Unreal-style of buildings well then ok that's a different thing altogether and can certainly be a valid argument (I do see some simularities). The thing there though is that there's only so many ways to do certain things. A wall with pipes is going to look like any other wall with pipes, especially when comparing two games in a sci-fi settings. I mean some of the stuff in the screens I saw reminded me a little bit of System Shock 2 (actually not much of a surprise there ) but I'm not going to be thinking that it's just going to be an archetectual clone of SS2.