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Preview Oblivion E3 hype from ConsoleGold

Saint_Proverbius

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Tags: Elder Scrolls IV: Oblivion

<A href="http://www.consolegold.com/">Console Gold</A> has a <A href="http://www.consolegold.com/e3/articles.php?artID=51">preview</a> of <A href="http://www.elderscrolls.com">Oblivion</a>. Guess what, people. It's not going to be a port! Here's definitive proof:
<br>
<blockquote>We moved away from the storyline and into the more technical aspects of the game engine. <u>From day 1, this game was built to be an Xbox 360 and PC title, so this will not be a port in any fashion.</u> We observed that there were multiple textures on every surface, normal maps, specular maps, parallax maps, diffuse maps, and more running in true High Definition. Dynamic shadows were also in place which were best demonstrated by shining light through the ribcage of a skeleton. The light diffused and cast an appropriate shadow as the light source moved around the ribcage. We cast the ribs aside and they clattered along the ground using the real world physics system. As impressive as this was, we were told that over 9000 objects in the world have been painstakingly rendered to this level of perfection. As the demo went on we saw this time and time again. The armor was intricate, dented, reflective, furry, or rusted as appropriate – far beyond the level of any game seen to date.</blockquote>
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Uh, what? Can someone smarter than me please explain that?
<br>
<br>
Thanks, <b>Ron Burke, Director of ConsoleGold</b>.
 

deus

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Jan 28, 2004
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143
They probably mean that the PC and Xbox versions share the same platform independent code. At some point they forked the code and worked on the platform specific stuff.
 

jeansberg

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Apr 5, 2004
Messages
173
Well, it's not a port unless you first develop a game for one platform and then port it to another platform. Of course, that doesn't necessarily say anything about the quality on either platform or whether it has been affected by developing the game on multiple platforms.
 

Volourn

Pretty Princess
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Mar 10, 2003
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Yup. Basically it's like KOTOR and KOTOR2. They aren't ports.
 

germx

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May 28, 2004
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"The King of Tamriel (voiced by Patrick Stewart) has seen his seen his own death in his dreams and his escape route happens to cut a path through your prison cell."

hehe... has seen his seen his...

Anyway... Sounds like a cool game huh?

I'll definetly try it ^^
 

Diogo Ribeiro

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Jun 23, 2003
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Lisboa, Portugal
How about making him escape from a leather and whips dungeon master session gone wrong in the next chapter? It is a prison of sorts... :razz:
 

Baley

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May 5, 2005
Messages
461
Yes,and shouldn't there be new things?

I mean what's the posint of every hero being a convict?
 

Volourn

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And, people complain about BIO's repetive 'school' start. At least it's not in every game. :D
 

space captain

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U. S. of Fuckin' A. ...and dont forget it or we'l
i still get a nagging fear that in regards to the game priorities, graphics > gameplay

i would really rather all that energy be spent on game features and AI .... personally im tired of buying games and having to wait a couple years before the hardware catches up and lets you play the game with good performance....
 

Gwendo

Augur
Joined
Aug 22, 2004
Messages
990
If the game is being made havng in consideration a console's power and controls, then...

Really, console's gameplay is different from PC's. Specially in First Person view games. You can really notice when a game is a PC exclusive or not. And vice-versa. Usually the console version handicaps the PC version.

I hope that won't be the case with Oblivion.
 

Volourn

Pretty Princess
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"Oh yeah, KotOR certainly didn't feel like a port!"

The feelinsg when you cum are irrelevant to the issue. Bottom line is that the KOTOR series were NOT ports. Period.
 

Psilon

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Codex retirement
Or, if you want a translation of the technical jargon, it basically means Bethesda's been paying attention at SIGGRAPH and Graphics Hardware these past few years. Dynamic shadows and lots of extra object maps aren't anything new. Hell, these days you can even do radiosity calculations at interactive rates on normal hardware, and that's so far superior to the normal OpenGL/Direct3D lighting model it's funny.
 

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