Funky Papa
FUNK-Y-PPA-4
Lackluster graphics be damned, it looks like Episodes is going to be all that made SiN great and a bag of chips. SiNners rejoice
From the new SiN FAQ:
And now, the ugly =(
From the new SiN FAQ:
I hope that means flying limbs + havok physics2.7 Will the game depict excessive violence, such as blood and gore?
The game is expected to feature over the top violence and gore.
2.8 Will SiN Episodes feature action-based outcomes like the original SiN?
Action-based outcomes (ABOs for short) were one of the main features of the first SiN. They are basically "decision points" for the player that have several different outcomes, directly affecting what the player experiences in the game. They can be as insignification as shooting as opening a valve in one level, causing an area to be flooded later on, or as significant as being able to visit different locations depending on your actions.
For SiN Episodes, Ritual is implementing several episode-spanning ABOs, meaning that your actions in one episode affect what happens in the subsequent installment. Ritual is even experimenting with community-driven ABOs, where if the majority of players decides to take a certain action in one episode, the outcome of that action will be global, affecting all other players. The extent of this feature has not yet been determined, but it certainly presents a few interesting opportunities.[/b]
2.10 What is the Context Look system?
Context Look allows NPCs to react directly to what the player is looking at. If Blade for example spent a lot of time checking out Jessica's polygons, she will kindly encourage him to get on with the mission. Or if JC needs Blade to find a certain object in a room full of stuff, he will be able to go "No, that's not it, that's just a <object>." until the player comes across the right device.
2.11 Has Ritual made any improvements to the Source AI?
Many tweaks have been made to the AI, such as NPCs helping fallen comrades to get back on their feet, taking hostages, or dynamically reacting and interacting otherwise with their surroundings.
2.12 How interactive will the environments be in SiN Episodes?
SiN Episodes builds directly on the level of interactivity established by both SiN and Wages of SiN. In other words, you'll still be able to destroy and/or use everything in sight. On top of that, SiN Episodes will take full advantage of Source's Havok physics engine, for example allowing you to create a makeshift cover by grabbing a desk by the corner and flipping it over.
4.2 What, if any, modifications has Ritual Entertainment made to the engine?
Ritual has made a batch of modifications to the engine in order to adapt it for SiN Episodes, such as being able to assign damage zones to vehicles in order to allow the player as well as enemies to destroy certain parts, such as the doors or the windshield.
And now, the ugly =(
I still have faith in the multiplayer mode, SiN was exceptional in this regard and had some wicked maps.3.1 Will SiN Episodes have multiplayer?
Instead of just putting out standard vanilla multiplayer, Ritual is actively working on creating an original multiplayer mode worthy of the SiN name. In the near future, gamers will be able to take a multiplayer survey on the official SiN Episodes website, allowing Ritual to shape multiplayer into something the community actually wants. This approach is a little more time consuming, so while the first episode will not ship with multiplayer, it will definitely be there further down the road.