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舊 05-29-04, 12:12 AM   #26
何金水 - 阿水
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作者: 干柿備DX
d畫面靚到咁....
ps2做唔做到
咪又玩 downgrade 版囉,
都慣架啦
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舊 05-29-04, 12:39 AM   #27
square-enix
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PSN  IDSQ-EN_HK
XBox Live Gamertagsquare-enix2061
引用:
作者: 何金水 - 阿水
咪又玩 downgrade 版囉,
都慣架啦
唔只downgrade 仲要簡化流程 但佢有x-box版冇既新版
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舊 06-08-04, 06:34 PM   #28
神祕人1號
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Splinter Cell 3 E3 2K4 Interview 4MB
http://www.gametrailers.com/gt_vault...e3_2k4_int.wmv
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舊 06-08-04, 08:12 PM   #29
kaholee
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作者: square-enix
唔只downgrade 仲要簡化流程 但佢有x-box版冇既新版
XB版第一集都可以DOWNLOAD番PS2/GC/PC都無O既三版新版
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舊 07-19-04, 10:58 AM   #30
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官方網站:
http://www.ubi.com/US/News/news_2004_07_13_sc3.htm

UBISOFT宣布Splinter Cell 3正式遊戲名稱為Tom Clancy's Splinter Cell Chaos Theory,同時宣佈決定推出Xbox、N-Gage、PC三種版本,遊戲預定於2004年尾發售,而官方雖未公佈PS2及GC版,但一般相信該2種版本亦會在XB推出半年至一年內推出.


新影片:
Splinter Cell: Chaos Theory Cleaner 3MB
Splinter Cell: Chaos Theory Sprinkler 3MB
Splinter Cell: Chaos Theory Weather 3MB
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舊 08-25-04, 10:50 AM   #31
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官方網站:
http://www.splintercell.com/


影片:
http://media.ubi.com/emea/splinterce...er_320x240.wmv
http://media.ubi.com/emea/splinterce...er_640x480.wmv
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舊 08-25-04, 11:04 AM   #32
語欲無言
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作者: 何金水 - 阿水
其實多唔多人上 live 玩 SC2 ?
我有~!仲成日玩TIM
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舊 08-28-04, 02:45 PM   #33
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Splinter Cell Chaos Theory Teaser - 9.6MB
More Ways to Mop Up the Enemy - 15.6MB
More Alarming Situations - 14.5MB
More Rolling Blackouts - 18.7MB
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舊 09-09-04, 06:07 PM   #34
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舊 09-09-04, 06:07 PM   #35
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舊 09-28-04, 11:07 AM   #36
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Splinter Cell: Multi Theory
Chaos Theory multiplayer modes revealed.

http://ps2.ign.com/articles/551/551651p1.html

September 27, 2004 - Ubisoft today revealed that Tom Clancy's Splinter Cell Chaos Theory will feature not only the cooperative multiplayer mode previously announced, but will also include an enhanced version of the innovative Spies vs. Mercenaries multiplayer mode which debuted in Pandora Tomorrow.


Online multiplayer has been confirmed for the PC, Xbox, and PlayStation 2 versions of Chaos Theory.

First revealed at this year's E3, the game's cooperative mode challenges two players to work together to accomplish objectives which would be impossible alone. Ubisoft's Montreal team has developed Chaos Theory's co-op mode, including a number of maps designed specifically for co-op. The mode will support online, system link, and split-screen play.

Perhaps equally exciting is the return of Versus Mode, better known as "Spies vs. Mercenaries," the innovative two-on-two multiplayer mode originally introduced in Pandora Tomorrow. The Chaos Theory iteration will feature all-new maps, new cooperative moves, new weapons and gadgets, and three game modes: Scenario, Disk Hunt, and Deathmatch. Of course, Versus will now run in the splendor of the Chaos Theory game engine, so you'll be getting your Spy vs. Merc on in style.

We've got a few screens featuring new moves from Versus mode, and they're as beautiful as you'd expect. Watch for more on Chaos Theory as news comes in. Even better, add it to your wishlist.
-- David Adams




此篇文章於 09-28-04 11:09 AM 被 神祕人1號 編輯。
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舊 09-28-04, 11:08 AM   #37
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Splinter Cell Chaos Theory Delayed
Though PS2 and GameCube players now have a date.

http://ps2.ign.com/objects/695/695602.html


September 20, 2004 - This is going to be a frustrating moment for fans of Sam Fisher's stealthy adventures: Ubisoft announced today that Tom Clancy's Splinter Cell Chaos Theory, the hotly anticipated third game in the series, will now be released in March 2005.


Ubisoft presents the new date as an opportunity to release Chaos Theory on all platforms simultaneously -- the title is expected for GameCube, PlayStation 2, Xbox, and PC. However, PC and Xbox gamers had previously expected their versions of the game to hit stores this November, making the visually stunning Chaos Theory one of the hot titles of the holidays.

Unfortunately, when contacted for comment, Ubisoft was unable to offer further information on the new date.

Developed by Ubisoft's Montreal studio, Splinter Cell Chaos Theory already looks to be the slickest -- and best looking -- of an already impressive franchise, featuring a new set of moves, even more reliance on close-up stealth, and a brand-new story of international intrigue.

We'll bring you more on Chaos Theory as details come in. Stay tuned.
-- David Adams
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舊 09-28-04, 11:09 AM   #38
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Splinter Cell Chaos Theory Multiplayer Details
Both co-op and VS modes to be included.

http://wire.ign.com/articles/551/551677p1.html


September 27, 2004 - Ubisoft, one of the world's largest video game publishers, today announced that Tom Clancy's Splinter Cell Chaos Theory will include the innovative co-operative multiplayer gameplay showcased at E3 2004, as well as the critically-acclaimed, wildly successful adversarial style of gameplay (known as 'versus mode') introduced by Tom Clancy's Splinter Cell Pandora Tomorrow. Ubisoft's Montreal studio is developing both the single-player and cooperative multiplayer portions of Tom Clancy's Splinter Cell Chaos Theory, while Ubisoft's Annecy studio, developers of the versus mode of Tom Clancy's Splinter Cell Pandora Tomorrow, is creating the versus multiplayer campaign. Full details on the game can be found in the November issue of the Official Xbox Magazine, on newsstands October 5.

"With its focus on working with a partner to gather intel using stealth and smarts, Splinter Cell Chaos Theory's co-operative multiplayer gameplay will offer a completely new multiplayer experience, much as Splinter Cell Pandora Tomorrow's versus gameplay did," said Tony Kee, vice president of marketing for Ubisoft's North American division. "And with Chaos Theory, the latest and greatest installment in the Splinter Cell franchise, gamers will be able to enjoy both styles as they work together to prevent a global conflict of epic proportions - or simply open a can of whup-ass on their online compatriots."
ABOUT CO-OPERATIVE MULTIPLAYER

The new co-operative maps in Tom Clancy's Splinter Cell Chaos Theory require players to work together to accomplish crucial intelligence-gathering objectives that are directly related to the plot of the single-player game. Pairs of operatives must develop trust and be willing to depend on one another as they use a host of new gadgets and team-based maneuvers to infiltrate enemy strongholds and help Sam Fisher defuse escalating conflicts around the world. In tandem, the operatives will help each other complete tasks such as scaling walls too high to climb alone, reaching pipes too high for one person and keeping watch while hacking enemy computers. Created to support online, System Link or split-screen game sessions, the specifically-designed, unique maps emphasize stealth gameplay based on shadow detection and AI stimulus, and will force players to attain a new level of strategic coordination using a headset and microphone, or talking each other through the tension from opposite ends of the sofa. A special co-op knife challenge mode offers additional ways for players to collaborate and further enhances replayability. Graphically rich, with impressive use of shadow, light, animations, physics and sound technology, the cooperative maps will push the limits of online play and reaffirm the Splinter Cell franchise's position as the leader in multiplayer innovation.

ABOUT VERSUS MULTIPLAYER

The versus multiplayer gameplay of Tom Clancy's Splinter Cell Pandora Tomorrow completely revolutionized online gaming, and with Tom Clancy's Splinter Cell Chaos Theory, this competitive, addictive game mode continues to evolve. Players will work as teams and will compete against each other by embodying either stealthy, third-person Shadow Net Spies with specific stealth objectives, or heavily armed, first-person Argus Mercenaries charged with protecting their compounds. In several completely new levels, players will have at their disposal a host of new cooperative maneuvers and interactions, gadgets and weapons, hand-to-hand combat actions, additional ways to taunt adversaries, and two game modes (scenario and disk hunt). With destructible items, integrated climate affects that directly impact gameplay and totally redesigned visuals designed to improve accessibility and immersion, the adversarial gameplay will make Tom Clancy's Splinter Cell Chaos Theory the most diverse and immersive multiplayer game on the market.

About Tom Clancy's Splinter CellR Chaos Theory

The year is 2008. Citywide blackouts... stock exchange sabotage... electronic hijacking of national defense systems... this is information warfare, which has become the most dangerous threat to global stability. To prevent these attacks, you must infiltrate deep into hostile territory and aggressively collect critical intelligence, closer than ever to enemy soldiers. You are Sam Fisher, the NSA's most elite black-ops agent. To achieve your mission you will operate undetected, kill at close-range, attack with your combat knife, shoot with the modular SC20K rifle, and use radical suppression techniques such as the inverted neck break. Work alone, or enjoy the thrill of cooperative multiplayer infiltration missions, where teamwork is the ultimate weapon.

As the enemy evolves, so must you.

. EXCLUSIVE CLOSE RANGE KILLS: From knife attacks to athletic hand-to-hand kills such as inverted neck breaks, dramatic ledge throws and other new moves

. CO-OP STEALTH: Play online or offline multiplayer with a friend and coordinate your infiltration in an all new multiplayer challenge

. REAL WEAPONS OF TOMORROW: The most complete arsenal of weapons and gadgets from the knife to the modular SC20K rifle

. AMAZING REPLAYABILITY: Totally open level design with multi-paths and optional secondary objectives

. ULTIMATE CHALLENGE: Intelligent enemies that make your mission more risky as you must get closer to them than ever before

. HIGH-RISK MISSIONS: Steal sensitive documents from under the nose of your enemies, takeout a terrorist surrounded by his bodyguards.

. AS GOOD AS REAL: Never-before-seen graphics technology offers the best visuals ever seen on any console. Advanced physics engine allows rag doll physics, particle effects and perfect interaction with the environment

. THRILLING SCENARIO: In-game gut wrenching sequences and gripping plot with multiple twists and turns

. VERSUS MULTIPLAYER LEVELS: Compete as teams of Shadow Net Spies or Argus Mercenaries in Pandora-style competitive levels. Enjoy new cooperative maneuvers and interactions, gadgets and weapons, hand-to-hand combat actions, additional ways to taunt adversaries, and three game modes (scenario, disk hunt and deathmatch), as well as dynamic, evolving environments with elements like destructible walls and actionable triggers that directly affect gameplay


-- posted by Stephen Coleman
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舊 09-28-04, 11:37 AM   #39
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舊 09-29-04, 06:28 PM   #40
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《縱橫諜海 3:混沌理論》多人模式簡介
http://gnn.gamer.com.tw/5/17055.html

  Ubisoft 日前公佈了《縱橫諜海 3:混沌理論(Tom Clancy's Splinter Cell Chaos Theory)》多人連線模式玩法,除了今年 E3 時展示過的新玩法:多人合作模式(co-operative multiplayer)之外,另新公佈了多人對戰模式(versus multiplayer),其中《縱橫諜海 3:混沌理論》的單人模式以及多人合作模式正由 Ubisoft Montreal 工作室來負責製作之外,其多人對戰模式則交由負責開發前作《縱橫諜海:潘多拉計劃》頗受好評的多人對戰模式之 Ubisoft Annecy 工作室來製作。

  Ubisoft 另簡單介紹了新的《縱橫諜海 3:混沌理論》多人對戰模式,多人對戰模式尚另細分了三種子模式:「劇情模式(Scenario)」、「奪取碟片模式(Disk Hunt)」、「死亡對決模式(Deathmatch)」;其中「劇情模式」將會有特定的目標待扮演間諜的玩家去完成,例如關閉特定儀器、帶走硬碟機匣傳送資料或是引爆炸彈等,當然,另一隊僱傭兵玩家則是要不計一切的來阻止間諜玩家完成這些任務;「奪取碟片模式」則是間諜隊伍要帶走關卡中不定數量的光碟,而僱傭兵則是要想盡辦法不讓他們帶走光碟;「死亡對決模式」則要戰到一方倒下為止。

  多人合作模式則是由許多非得要兩兩互助合作才能通過的關卡所組成,例如一個人搆不著的高牆或是水管,這時就要靠玩家們同心協力配合才能通過,同時還能培養團隊默契;此次多人合作模式可透過網路連線、系統連結以及分割畫面來進行,更詳細情形將會在美國於 10 月 5 日發行的 11 月號 Xbox 官方雜誌(Official Xbox Magazine)中加以介紹;《縱橫諜海 3:混沌理論》電腦版、Game Cube、Xbox、PS2 版預計將於明年 3 月份推出。
(LittleHsin 報導)
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舊 10-14-04, 10:19 AM   #41
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舊 10-14-04, 10:25 AM   #42
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Splinter Cell Chaos Theory Details
Massive new info on the biggest and baddest Ubisoft game of all time.

http://xbox.ign.com/articles/556/556455p1.html

October 12, 2004 - Splinter Cell: Chaos Theory last seen in Europe at Game Stars Live, was recently pushed back to an early 2005 release. For those expecting a retreading of the series, you are mistaken. Chaos Theory offers a new graphics engine, loads of new gameplay elements, improved AI, and online co-operative play. It is worlds beyond previous iterations.

We spoke recently with Mathieu Ferland, Producer for Chaos Theory. He offered full details on the improvements made to Splinter Cell 3, along with insight into how the AI will be better than ever, and a quick glimpse at what to expect from co-op. Coming to Xbox, PC, and PS2 in Spring 2005, Splinter Cell: Chaos Theory deserves a place on your hope chest. Check out this massive 20-question interview and you'll understand why.


IGN: From what we played at Game Stars Live, it seems a lot of elements gamers have come to expect from the Splinter Cell series have been removed for Chaos Theory. So, to start things off, let's run down the list of things we noticed were missing and you can tell us if these will appear in the final game and if not, why they were taken out.

Mathieu Ferland: The build provided for Game Stars Live was, obviously, a work in progress build where many features were missing. It was a good opportunity to see what the Xbox version looks and feels like, but should not be evaluated as a "preview" of what the final game is.

IGN: Which is exactly why we appreciate the opportunity to learn the truth about Chaos Theory. So let's get started. Hidden body indicator?

MF: We don't need this anymore. Why? Hmmm... OK... First I have to tell you the truth about this body detection system. In previous Splinter Cells, bodies needed to be perfectly hidden for one reason. As soon as the player was leaving a zone, even if the zone was empty (no NPCs) the game was automatically scanning the area and checking if bodies were properly hidden. So, even if there was no NPC remaining, an alarm could be triggered after a few seconds, because the game was faking that a "new" NPC in the zone has seen the body... It's a simple trick we used to maintain the tension.

In SCCT, because of the AI improvements, we're not forcing this scan in a zone anymore. NPCs are moving more, and an alarm will be triggered only if an NPC is "physically" seeing the body. Don't get me wrong, hiding bodies is still very important. It's just that we're trying to remove alarms that are misunderstood, and removing the body indication will enhance the tension since players still need to be very cautious.





IGN: Aiming pistol while peering around a corner?

MF: The Back-To-Wall position has slightly changed from SC1 and SCPT. When in BTW position, Sam is still less exposed and his visibility gauge will be toned down a little. When the time comes to peek around a corner with the weapon equipped, we needed to be consistent with another new feature that allows the player to switch from a right handed position to a left handed position. This new feature is very useful as the player can use the appropriate position depending on the corner where he wants to aim, and limit his exposure to NPCs to a minimum. When situation turns bad, it was a bit frustrating to be stuck to the wall. Now, Sam will use the appropriate shoulder from the BTW position, and the player will have more flexibility to move and hide in these intense situations.

IGN: Whistling?

MF: Whistling is also in SCCT. However, since the AI has improved a lot, we needed to review this system. In SCPT, the whistle was a great addition, but it turned out to be a little too powerful; too easy to attract a guard and to get rid of him. Now, the player has to be more cautious since the risks taken using the whistle will be increased. A nice tuning, in my opinion.

IGN: Optic Cable?

MF: Still here with all vision modes.

IGN: Holding your breath while aiming? (We noticed the reticule no longer moves to match your breathing patterns. )

MF: Yes, still in the game.
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舊 10-14-04, 10:29 AM   #43
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Splinter Cell Chaos Theory Details Page 2 of 3

IGN: Now let's talk about the stuff that has been added. First off, tell us about your new options for opening doors and how they will affect gameplay.



MF: Doorways are important zones in SCCT. So, there are now more options to open doors. You can first use the optic cable to check what is behind. If you want to sneak in, you can progressively open the door using the analogue to open it without any noise. Or, if an enemy is standing right behind, you also have the option to make a "2 in 1": bash it and KO the NPC, with ragdolls and everything... quite neat. But, make sure you equip your pistol or SC20K first because other NPCs may hear you and trigger an alarm and/or shoot at you. Obviously, doors can also be opened normally.

Now, what if a door is locked? Doors can still be lock-picked. But if you need to move quickly, you can break the lock using your knife. It will, however, trigger noise and will leave traces.

IGN: Sam has some new non-lethal and lethal melee attacks. Can you tell us a bit about these new melee options?

MF: SC is all about making the proper decision at the right time and using gameplay systems to thwart the AI. In SCCT, our intention is to allow players to make even more decisions and to reward players when they are in a close range to an NPC. As soon as Sam gets close to a danger, his attitude changes: Sam will be more cautious, he'll fix his target, will slowly put his hand on the knife and get ready for any action the player will decide to do. In close range, the first decision is to grab or to attack. If you decide to perform a cool close attack, you always can always either kill using the knife, or to KO, using a non-lethal action.

Controls are simple: Right Trigger is lethal, Left Trigger is non-lethal. If you decide to grab, you still can interrogate NPCs to get hints about the situation. Once done, you still need to decide about using Right or Left Trigger. Right Trigger will kill and push NPC (down a cliff for example); Left Trigger will KO and allow you to put the body on your shoulder within the same action (less noise, more stealth).

Decisions made will affect the statistics of the mission, and may also affect your objectives -- a non lethal action is a safe decision.





IGN: Probably the most interesting addition (outside of co-op) is the change in the stealth meter. There are now two meters, one for visual and one for sound. How will the new meters work compared to what was seen in the first two Splinter Cell games?

MF: We wanted to add a new layer of control for playing stealth using the ambient sounds. It also adds more realism to the game. The system is quite simple. The gauge has two meters on it, one for the ambient sound, and one for the players' sounds. If the environment is quiet, the player has to be very careful. If there is a loud sound in the environment, the player has more flexibility. He can make more noise, as long as he doesn't exceed the ambient sound. This creates cool gameplay situations where players have the option to synchronize their moves with a cycling loud sound, like thunder for example.

IGN: Why did you decide to change the stealth meter system?

MF: The stealth meter system has not changed. Since our lighting system has changed a lot, especially to provide great graphics, we needed to also adapt and calibrate the meter, so its reaction is similar to previous SC games.

IGN: The biggest addiction, of course, is co-operative play. Can you give us some more details on how co-op play will work? Can you play both offline and online co-op?

MF: Co-op is an exclusive mission campaign. While Sam Fisher is the only operative who can handle some single player missions, SCCT introduces two new operatives; a new Third Echelon initiative. The story for co-op missions is closely linked to the main plot. It can be played via online, LAN, and split screen offline.
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舊 10-14-04, 10:32 AM   #44
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Splinter Cell Chaos Theory Details Page 3 of 3

IGN: Is co-op going to exist as an option for the entire game or just in certain missions?


MF: Co-op levels are co-op only. Level design and AI is calibrated so you must rely on and trust your partner, as you can't complete missions all alone.

IGN: Will you be able to switch back and forth between co-op and solo play between missions?[/b]

MF: Yes, you buy the game, you decide what you want to do. However, you still need to unlock missions through a story mode. You can switch at anytime during your single or co-op campaign.

IGN: Will there be AI-controlled allies if you don't have a friend to play co-op with?

MF: No, we've focused all our effort on enemy AI.

IGN: Is the co-op replacing any sort of adversarial multiplayer or will there be online gameplay to supplement the campaign mode?

MF: Co-op is the new addition to the franchise; the versus adversarial mode is back with cool new features!

IGN: Can you give us some info on how adversarial multiplayer will work?

MF: SCCT is a huge game including one single player mission campaign, one co-op mission mode and new features for the versus adversarial mode. Besides being Xbox Live 3.0 compatible, the versus mode, developed by Ubisoft Annecy (creators of the adversarial mode in SCPT), introduces new elements like a new bash humiliation move for sentries, cooperative actions for spies, new gear, and more. Oh, and cheating issues encountered in SCPT have been fixed.

IGN: What have you done to improve Chaos Theory visually?

MF: After SC1, we felt that we had reached the pinnacle of graphics on every current console. Because visuals are an important signature for the brand, we decided to redesign our graphic engine in order to reach new heights. Besides that, we've invested a lot in optimization, dynamic loading and other important developments allowing us to gain memory and performance to display even more.





Visually, we wanted to add a new layer over lights and shadows. The addition of normal mapping, per-pixel lighting and specular effects (reflections) are key elements; the use of humidity and water in many zones are also a nice addition. The AI has been redesigned from scratch as well, to provide more variety of reaction and more development flexibility. Many other elements have been added like Ragdoll physics, important improvements in sound for both quality and gameplay and the animation system has been redesigned.

IGN: Sound is very important to this series. What are you doing with the sound to make it more engrossing and also more vital for Chaos Theory?

MF: As explained above, there is now a new sound meter providing more depth of gameplay. Besides this, it is nice to know that the sound engine has been highly improved, now managing occlusion. The sounds propagation is now calculated real time through the architecture of the maps. For example, when opening a door using stealth, you'll progressively hear the surveillance camera in the next room instead of triggering the sound when crossing the doorway. If there is a very loud sound outside a building, a helicopter for example, you'll hear the base sounds from inside telling you that something is going on outside. Overall, it brings much more depth in ambiance and takes the game to a greater level or realism.

IGN: Final question, but a vital one. Sam Fisher and Solid Snake end up on opposite sides -- who wins that battle and why?

MF: Sam does. His staple diet is well-balanced.


--------------------------------------------------------------------------------


We'll have more on Splinter Cell: Chaos Theory soon. Be sure to click the link below to see the latest screens and new movies showing off Sam's moves.
-- Hilary Goldstein
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舊 10-14-04, 10:53 AM   #45
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http://www.nintendo-evolved.com/imag...creen_3d_1.mov
http://www.nintendo-evolved.com/imag...creen_3d_2.mov
http://www.nintendo-evolved.com/imag...creen_3d_3.mov
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舊 10-15-04, 12:10 PM   #46
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Sam Fischer Knife Attack
http://streamingmovies.ign.com/cube/...ack_free-1.wmv

Sam Fischer Knee Attack
http://streamingmovies.ign.com/cube/...ack_free-1.wmv

Sam Fischer Palm Strike
http://streamingmovies.ign.com/cube/...ike_free-1.wmv

Sam Fischer Punch Attack
http://streamingmovies.ign.com/cube/...ack_free-1.wmv

Knife attack
http://xboxmovies.gamespy.com/xbox/v...nifeAttack.mov

Palm Strike!
http://xboxmovies.gamespy.com/xbox/v...PalmStrike.mov

Punch in the penthouse
http://xboxmovies.gamespy.com/xbox/v...tack-Punch.mov
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舊 01-17-05, 10:59 AM   #47
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舊 01-17-05, 11:05 AM   #48
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此篇文章於 01-17-05 11:13 AM 被 神祕人1號 編輯。
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舊 01-21-05, 10:16 AM   #50
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http://media.ubi.com/emea/splinterce...ve_trailer.wmv
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