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Woah..!!!....this is too sexy to be true innit...and i was wondering what all the hype is about.i mean if this come out it just might make gta 5 look like yesterday's leftovers.
@II-AMIR-II Yeah and they tweeted that it was running on a high end PC and said it in interviews for no reason. PS3 version won't look close to this level of detail.
@seanmcloughlin This is going to be a launch title for the new systems. This shows how far behind the 360 and the PS3 really are. If you notice there isn't a single person that is doubled in the club and in the streets. If this were on PS3 or 360 it would have atleast 5 people copied.
This is still the Anvil engine from AC with a slight facelift. How would this not run on current gen consoles? Of course everything looks better on PC, but you guys are exaggerating a little with the graphics here.
@LAXplaya779 It's not a case of it running or not. It's a case of how much detail will be in the console versions. No reflections very low LOD, no Bokeh DOF etc etc. Not to mention it will run at 30 fps and 720p.
@seanmcloughlin Of course. It's going to be just like Cryengine 3 and Frostbite 2 on PC vs console. The graphics of the two engines between the two platforms is black and white in comparison. Even though console users were getting a vastly inferior product (visually) in Crysis 2 and Battlefield 3, it didn't stop them from releasing both on console.
holy CRAP that was awesome!AC meets GTA...and WOW what an incredible live city! phenomenal graphics, animations, little details from the first scene with the wind blowing garbage around on the floor to the shooting in the end where a man is talking to the girl that was shot in the car with him, you can hear how scared and upset he is that that person has been shot...it brings a whole new level of realism and consequence to the actions, the citizens arent just some random AI you don't care about. what a great looking new IP, can't wait for it to come out.
Kind of like Hacker: Uplink meets third-person shooter. I've never cared for how games simplify the way hacking works, but I could definitely see myself getting into this game.
@Driscoal I feel that violence probability could be calculated based on passed criminal records, maybe even if the individual is currently undergoing anger therapy. There could be a lot of factors to how that violence probability is calculated.
@masterdude192 I agree with the criminals records, etc. But only if the figure was static. Then I would have believed it, maybe even thought it was plausible. But the figure increases as the player character nears the guard. That makes it seem more like a gameplay element, like in Assassin's Creed where icons above enemy characters' heads change to indicate their level of alertness. A change in the state of a person's mind that occurs within a few seconds generates zero data. That's my point.
@Driscoal Yes, I see what you're saying there. Though another thought would be that the data is pulled from security cameras that analyse body language, much like the ones they have in casinos. In any event, it's a small improbability to an otherwise stellar looking game.
Okay, so the conceit here is that you can instantly access vast amounts of data generated by each and every individual. Now, how do you calculate a violence probability based on that, and even have it updated in real time? A guard spots you and as you approach, the probabilty spikes. What "data" is he generating in those few seconds that can be analyzed and computed as a linear increase in statistical likelihood of exerting violence.
@Driscoal I thought the same thing until I realized that if I was a guard and telling someone to hold it right there and they started walking towards me without responding, I'd feel more and more threatened the closer he got. The more threatened I felt, the more likely I'd be to react violently, so it went up as he approached. Makes sense to me.
@iBuSHiDo Indeed. Your brain works intuitively. "Guard spots me, he's alerted, he feels threatened, is likely to attack me". That's what your brain tells you, and it even does so almost instantaneously, in the moment. But a computer doesn't work that way. Even if there was "data" generated in the situation, of which there is none, the likelihood that a person will attack you is simply not quantifiable.
@Driscoal Well, you're right about that. I guess in this game we're supposed to believe that over the years we start keeping track of, and somehow learning how to quantify something like that. More and more about our personality is supposed to be revealed through data so I guess the part where we are supposed to suspend our disbelief is that it got to a point where they can map out your expected reactions close enough that it's even worth quantifying. I mean a percentage is still about chance and even if it said probability of violence was at 99.9%, he could still just shrug his shoulders and walk away. In the end it's definitely more of a game mechanic and a cool idea rather than an unrealistic detail in an otherwise believable story.