Right now?
- Mass Effect 2
- Heavy Rain
- Two Worlds 2
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Although I have the exact same headset, I havn't had any problems...but here is a good video to watch and re-trace your steps to troubleshoot your problem. Good luck!
Let's try not to derail this too much, everyone.... Racism is a sensitive topic to most of us, and it's easy to accidentally offend someone, no matter how well intended a post is. Let's keep the discussion on TC's initial question and not on each other. It would be a shame to see a good discussion turn into something bitter and hurtful. :)ChiliDragon
I would argue that this would apply just as well to gaming as it does in our thread.
Gears of War, GTA SA, RE5, 50 Cent, Delta Force, Bad Company, America's Army etc. have all taken heat for trying to branch out and diversify, but were instead met with controversy. I would even challenge others to look at any game featuring a minority that couldn't be interpreted as racially offensive (with the exception of sports games) and see what you come up with.
I don't think protagonists should branch out by featuring different ethnicities because we as a society are not ready for it and it restricts the creativity in making a game...currently.
It feels like any time a minority is put into a video game, the media puts a magnifying glass over them and it focuses on the person instead of the situation, taking away what good the game initially had to offer by diversifying to begin with. All of the sudden you have to "be carful" so you don't offend anyone where as that threat isn't there if the protagoist is white or even alien, giving more freedom in creativity.
That isn't reason to say "We can't" but instead highlights "what needs to change". I mean, it is more socially acceptable to have a game feature interspecies relationship (Mass Effect) than a interracial or homosexual one. Grotesque voilence (God of War) is encouraged over non (DC vs MK) or the ever previlent anti-feminism or sexism that we see in almost every game featuring a girl (Bayonetta)...than the taboo topics of religion, homosexuality and ethnicity. If society is so politically and morally bankrupt, what makes you think a black protagonist check is going to cash out in gaming?
Depending on the location, about 80% of game designers are white, 4% are Latino and less than 3% are black, IMO the solution is to get more minorities into the gaming industry and to wait until the younger generation reaches the controlling positions of society. Until that happens, don't rock the boat.
After seeing so many people jump on the "omg he said colored!" bandwagon, I feel the need to toss in a little update: The NAACP (you know, the National Association for the Advancement of Colored People, I.E. a civil rights organization who's main mission is to eliminate racial hatred and racial discrimination) chose the word 'colored' because it was the most positive description commonly used at that time. It's outdated and antiquated but not offensive...so quit your crying.
On this note, I think its obvious that race is still a very sensative subject that walks a fine line in any media. I would have to agree that developers cater to their target audience and that audience is predominatley white, which (in my opinion) is the enthnicitythat takes the least amount of heat. If a game is made with a white person, the doors are open but the second you think about putting someone Hispanic, Black, Chinese, you have to worry about stereotypes and lawsuits.
Personally, until people can loosen up and quit being so serious with the subject, I have no problem with seeing COLORED people in gaming and I would welcome it. Apparently that time is not now though (as proven in our forums), so I would have developers save some headache's and keep things the way they are now.
After playing the demo for a good while, and knowing its just a demo, so far I can say that it really feels like Killzone 2.5. All the classes are the same, have the same abilities (with a few very minor tweeks), the modes are the same, your gun selection is about the same and it really looks the same as KZ2.
I know Killzone rides on its graphics, but I really don't notice a big difference, which would be fine if there was some sort of gimmick, but its your standard FPS and definatley deserves its 8-8.5 rating. Its not the drastic change we saw from Uncharted 1 to Uncharted 2, or from MGS3 to MGS4, this is the same package just wrapped up a tiny bit nicer.
The only notable differences is the melee system, the unlocks via point purchase, and the medic bot. Everything else could have been implemented via patch because the changes are so minor.
I think the new cut scenes that show players in them are a nice touch. The perks got a little fine tuned, and that's a nice touch too...but these little alterations are just that; little...which is why IMO (and knowing its just a beta) it feels like KZ2.5 and should be worth $32 not $64.
[QUOTE="Ninja_Zombie83"]Nope, its poly's and some models can take around 30 million depending on the model. I.E. the hands in a FPS is going to have more poly's than a full blown enemy. Its not hard to make a high poly object at all though. What makes things difficult is having a limit set so the fps doesn't take a nose dive when the main character comes into play.[QUOTE="xsynth"]I thought they used nurbs, not polygons..xsynth
I'm more interested in what smoke and mirrors they used to allow a high poly count while keeping a good fps.
Ah, must have just been #1 that was nurbs thenwarning: tech babble aheadWell if you want to get into it, NURBs UV modification is limited to the selection and transformation ONLY. Its not possible to select and modify the explicit NURBS UV by patch or isoparm, so NURBS are grerat for pre-rendered tasks instead of game model otherwise you will need to constantly convert them to polys.
Most characters are built from two meshes: a realtime mesh with thousands of triangles, and a detail mesh with millions of triangles. A distributed-computing application which raytraces the detail mesh and, from its high-polygon geometry, generates a normal map that is applied to the realtime mesh when rendering. The result is in-game objects with all of the lighting detail of the high poly mesh, but that are still easily rendered in real time...unlike NURBS.
Technique wise, its just a heck of a lot easier to mess with poly's, meshes and verts. Not one instructor in my university really goes into NURBS as something we need to learn over Maya and 3d Studio Max....Thank...God.
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