Idade : 29 Mensagens : 81 Reputação : 5 Data de inscrição : 19/01/2010 Localização : Rio de Janeiro,RJ
Assunto: [Nóticia] Novo Jogo,The Elder Scrolls V:Skyrim Sex Fev 25, 2011 1:51 am
O jogo vai contar com a nova Engine produzida pela Bethesda,chamada de "Creation Engine",segunda a Bethesda em notas oficiais,a nova engine vai proporcionar ao jogador coisas não vistas no antigo jogo(The Elder Scrolls IV:Oblivion),alem de ter os gráfico muito melhorados,vou por as notas oficiais publicadas no site que estão em inglês.
Citação :
The Creation Engine Bethesda has created a new engine for Skyrim named the Creation Engine, which will probably turn out to be the most significant aspect, good or bad, of Skyrim's technology. GameBryo may have problems, but we don't know yet how the Creation Engine will turn out.
Little information has been released about the Creation Engine so far, but what we do know makes me optimistic. Bethesda has created the engine specifically for their games, which seems like a better idea, at least in theory, than trying to wrangle GameBryo (or any existing engine) to accomplish what is needed. SpeedTree has been replaced by a new system that allows greater artistic control over how foliage animates and reacts to the environment. Since the game takes place in Skyrim, snow is of course a necessity, and Bethesda has luckily not returned to the flawed precipitation system in earlier games (where rain and snow fell through, well, everything). Snowfall is now calculated in-game and accumulates on surfaces. The level of detail for distant objects and landscape has been improved, and dynamic lighting and shadows are now "on everything."
Radiant AI Bethesda has been talking about improving the Radiant AI system, which was somewhat restrained in Oblivion. NPCs will now have real jobs or tasks (farming, mining, etc.) instead of simple sets of actions. NPC reactions have been improved to relate more directly to the NPC's relationship with the player. One example given is "a friend would let you eat an apple in his house," which certainly sounds better than every NPC throwing a fit if you touch that inkwell sitting on their desk. These changes look like they will help the world seem more alive, which is always a good thing.
Radiant Story Radiant Story seems to be the feature Bethesda is most interested in hyping, like Radiant AI for Oblivion. Radiant Story is actually a group of features all related to presenting the player with more content. First, Bethesda has created a system of random and dynamically generated quests and events. You may be asked to assassinate an NPC or find an object in a dungeon, but the conditions and objects are not predefined. The game will also attempt to send you to locations you haven't yet explored. Radiant Story also functions as another method preventing quests from becoming inaccessible. In an example given in the GameInformer article, if a merchant with quests is killed, his or her child may take over the store and offer the same quests. Of course, Bethesda warns that if you killed the merchant, the child may seek revenge.
Bethesda has also implemented an omniscient "Story Manager" which works to create dynamic events based on the player's actions. If you drop a weapon in town, an NPC might try to return it to you, or NPCs may fight over it, or maybe nothing will happen. NPCs might ask you for help, training, or a duel. NPCs you become friends with may ask for help later, or even become temporary companions. In the wilderness, you may encounter creatures being attacked by other creatures, or an NPC who directs you to a random quest.
Some of these features do sound innovative, while others just sound like improvements to existing systems such as the "random" encounters in Fallout 3 and Fallout: New Vegas. The Story Manager actually reminds me of Left 4 Dead's Director. We'll have to see how Radiant Story functions once Skyrim is released, since Oblivion's Radiant AI turned out to be substantially different from the pre-release information about it.
Havok Behavior (Animation) Bethesda is again returning to the Havok system. Beyond just the usual physics people usually associate with Havok, Skyrim will be using Havok's new "Behavior" system, which allows for improved and more easily designed animations. Havok Behavior can blend together various animations automatically, such as the transitions between walking, jogging, running, and jumping, or the flow between combat animations. NPCs and creatures can become stuck in spider webs and will struggle to escape. The system is also being used for Skyrim's dragons, allowing their animations appear natural instead of "mechanical" or scripted.
Havok Behavior is being applied to improve the dialog system. Instead of freezing time and focusing the camera on the NPC, time will continue to flow. You can look around during your conversation, NPCs may continue whatever they were doing (working, eating, etc.) or even move to take a seat.
De quebra a nova gameplay que saiu :D
Bem não sei se muitas pessoas aqui no fórum conhecem a saga The Elder Scrolls mais ela pode não ser muita conhecida mais tem a melhor opinião do público e agradou muitas pessoas e vem conquistando fãs a cada dia! Eu comecei a jogar a saga em The Elder Scrolls IV:Oblivion,sei que é cedo para dizer isso mais o jogo e sensacional,tive simples 120 horas em um unico save e quase 20 horas em outro save,e um dos jogos de RPG que você tenque jogar.
PS:Estou aguardando muito pelo jogo,não sei quanto a vocês mais to loco pra jogar esse jogo!!!
Jakerpot Lvl 17
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