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To adapt and advance their character, the player can spend "Adam" to gain upgrades called "Plasmids" to modify themselves and give themselves new and/or enhanced abilities and weapons. Some of these are grouped under trees such as Weaponry, Engineering, and Psionics.
Originally posted by Murcielago
Yeah, I read that Bioshock would also be for the 360 as well as the PC.
People see a bunch of new cool looking games comming out, and hope that they will also go on the Wii. The answer is: No. Because the Wii (technically speaking) cant handle these games. Thats one reason I think the Wii will not do so well, mid 07' you will see the decline.
Games for the PC, 360, PS3 are all to graphically complex to be ported to the Wii.
PLAY THE ***** THING
Originally posted by madnessinmysoul
PLAY THE ***** THING
i did
i played twilight princess
honestly, it just felt gimmicky
like everything was tacked on
i preferred it on the gamecube
Originally posted by madnessinmysoul
and i really think that the wii is going to get 2 types of games
very good games
and very bad games
because there isn't any way you could just go neutral on it
Originally posted by Murcielago
Yeah, I read that Bioshock would also be for the 360 as well as the PC.
People see a bunch of new cool looking games comming out, and hope that they will also go on the Wii. The answer is: No. Because the Wii (technically speaking) cant handle these games. Thats one reason I think the Wii will not do so well, mid 07' you will see the decline.
Games for the PC, 360, PS3 are all to graphically complex to be ported to the Wii.
what is procedural programming?
Procedural generation in video games
The earliest computer games were severely limited by memory constraints. This forced content like maps to be generated algorithmically on the fly: there simply wasn't enough space to store a large amount of premade levels and artwork. Pseudorandom number generators were often used with predefined seed values in order to create very large game worlds that appeared premade. For example, The Sentinel supposedly had 10,000 different levels stored in only 48 or 64 kilobytes. An extreme case was Elite, which was originally planned to contain a total of 248 (approximately 282 million million) galaxies with 256 solar systems each. The publisher, however, was afraid that such a gigantic universe would cause disbelief in players, and the number of galaxies was therefore limited to eight in the final version.[1]
Today, most games include thousands of times as much data in terms of memory as algorithmic mechanics. For example, all of the buildings in the large game world of Grand Theft Auto were individually designed and placed by artists. In a typical modern video game, game content such as textures and character and environment models are created by artists beforehand, then rendered in the game engine. As the technical capabilities of computers and video game consoles increases, the amount of work required by artists also increases. First, high-end gaming PCs and next-generation game consoles like the Xbox 360 and PlayStation 3 are capable of rendering scenes containing many very detailed objects with high-resolution textures in high-definition. This means that artists must invest a great deal more time in creating a single character, vehicle, building, or texture, since gamers will tend to expect ever-increasingly detailed environments.
Originally posted by JackofBlades
God I hope this comes to the 360!!!
It would be a crime if it didn't.... one punishable by DEATH!!!