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 Post subject: Blood
PostPosted: Sat Jul 01, 2006 11:38 pm 
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I'm not for making Alliance the most graphically harrowing game, but I think making the blood a bit more prominant (than in the gametrailers.com gameplay HD video) wouldn't be so bad. It would make the gameplay seem more visceral and more satisfying.

IMO, it should
a) Stain walls
b) Run down walls if in sufficient quantities


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PostPosted: Sun Jul 02, 2006 4:55 am 
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i suppose it depends what market this is being aimed at, but I agree realistic gore effects like in Red Orchestra add a sense of realism to any game.

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PostPosted: Mon Jul 03, 2006 1:02 pm 
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If it makes any sense, our goal is subtle realism when it comes to gore, rather than over the top displays of organic matter.


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PostPosted: Mon Jul 03, 2006 7:15 pm 
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gamers love gore. it runs in us. we must have!

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PostPosted: Mon Jul 03, 2006 9:23 pm 
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I think too much gore and dynamic blood as opposed to decal blood would use up too many system resources. I'm fine with decals, I play mostly for the physical game play rather than the visual blood effects. However, in the future of video games, I wouldn't be opposed to gore and dynamic blood.


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PostPosted: Mon Jul 03, 2006 10:44 pm 
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I think the problem with gore in these types of games is that it's primary purpose is for shock value. Now if its actually modeled realistically a quick glimps at a dead corpse could provide some usefull information about how he died, which in turn could tell the player what to look out for. For example tightly grouped wound paterns with only entrance wounds (blood only on one side) Might suggest medium to close range automatic fire from a small caliber round or hollowpoint ammo.. maybe a submachine gun, or perhaps even a shotgun. A single wound with both an entrance and exit is more than likely from a high powered rifle.. perhaps a sniper rifle. A blood splater on the nearby wall could even hint at the direction of shot. A pool of blood may hint at the time of death (recent or a few mins ago) Black powder around a wound is the result of an extreemly close range shot, like an execution.. while a black ring of powder tightly focused around an entrance wound (esp to the side of the head) is usually a suciside.. or an emotionally motivated murder / exectuion... but that's usually to the back or front.

I might be jumping the gun but if Alliance has a stroyline that deals with revolutions (which often include exections and assinations) maybe a scientific aproach to forensics might really elevate the game's creditbility rather than just trying to shock and glorfiy gore and violence.


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PostPosted: Mon Jul 03, 2006 10:55 pm 
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That could probably work if the the game had enemies that spawn in different places than the last time you played the level. For example, a group of soldiers on your side were in a firefight with the opposing force before you got to that area. Your guys lost and the enemy has moved on to a different area. It could tell you what your up against. But, then again, it would take more time to model, and besides, this is an original FPS, not a video game remake of CSI.

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 Post subject:
PostPosted: Tue Jul 04, 2006 11:22 am 
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Did you ever play Hidden & Dangerous 2?

There was a map where you had to attack an airfield in the desert. It was the first level in a campaign so you could pick what weapons you wanted to take, and you were provided a jeep if wanted to use it. I must've played that level like 100 times because it was different each time. The enemies always started in the same spot and so did you, it was just a very well designed level. because it was a pretty tough job, that had so many different ways of doing it, and because you had such a wide varriety of weaponry (rifles, sniper rifles, smgs, bazookas) as well as the ability to collect the enemy's weapons and was allowed the ability to split the team up, and try different tactics. Unfortunatly i'm no level designer, so i couldn't tell you exactly WHY that level had so much replay. But i know that if Alliance has one of those types of levels, combined with the war studio's massive armory, the ability to spin the clock to 1900 or 1990 night or day, rain snow or shine.. i could easily imagine 10X the replay.


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PostPosted: Tue Jul 11, 2006 10:44 am 
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Actually, there is only 3 liters of blood in an average human, and a bullet is not a blade. So too much blood on the ground and walls is not realistic. Though many developers miss that the most portion of blood that comes out of a human remains on the body, not around(of course if the victim is not naked).

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 Post subject:
PostPosted: Tue Jul 11, 2006 7:06 pm 
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Tango Lima 832 wrote:
Actually, there is only 3 liters of blood in an average human, and a bullet is not a blade. So too much blood on the ground and walls is not realistic. Though many developers miss that the most portion of blood that comes out of a human remains on the body, not around(of course if the victim is not naked).


TRUE

But victim can also be a very big human, with 6 liters of blood, a nerv wreck, with very high blood-pressure and only wearing boxershorts... *lol*


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 Post subject:
PostPosted: Wed Jul 12, 2006 3:56 pm 
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The videos of this game look amazing!! Question about realism; will the corpses disappear, or it is possible to "produce" a real battlefield like in Operation Flashpoint?

I hope they will stay, because this makes a real feeling of a good realistic war game.


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 Post subject:
PostPosted: Wed Jul 12, 2006 4:30 pm 
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Tango Lima 832 wrote:
Actually, there is only 3 liters of blood in an average human, and a bullet is not a blade. So too much blood on the ground and walls is not realistic. Though many developers miss that the most portion of blood that comes out of a human remains on the body, not around(of course if the victim is not naked).


An average human has about 5 litres of blood.


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 Post subject:
PostPosted: Wed Jul 12, 2006 6:12 pm 
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I hope small splats of blood on walls and whatnot. Definately nothing over the top...

What I really wanna see is clothing effects from bullet wounds... Recounts from friends of mine who did shady things in hot places tell me that's one of the first things you see is the clothing jolt and jost around...

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 Post subject:
PostPosted: Thu Jul 13, 2006 2:02 am 
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Well, real life is very gory. If you get shot in the head with a shotgun, your head will explode. If you get shot in the shin with a sniper rifle, you're going to be missing a leg. Or even if you get shot in the finger with any gun, that finger will pop off. I hope they go for this type of realism.

Yasa wrote:
I think too much gore and dynamic blood as opposed to decal blood would use up too many system resources. I'm fine with decals, I play mostly for the physical game play rather than the visual blood effects. However, in the future of video games, I wouldn't be opposed to gore and dynamic blood.

There could be an option, or "gore meter," for those with lesser computers if it takes up too much system resources.

Silent wrote:
What I really wanna see is clothing effects from bullet wounds... Recounts from friends of mine who did shady things in hot places tell me that's one of the first things you see is the clothing jolt and jost around...

Same here. One thing I hate about most current FPSs is how there are no bullet holes anywhere. I would love to see bullet holes in the clothes and skin.

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 Post subject:
PostPosted: Thu Jul 13, 2006 9:49 am 
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CmF wrote:
Question about realism; will the corpses disappear, or it is possible to "produce" a real battlefield like in Operation Flashpoint?


It depends on further performance testing, but is something we are looking at.


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 Post subject:
PostPosted: Thu Jul 13, 2006 10:01 am 
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The problem with blood is that it is banned in Germany.

So either you have to make a blood free game or a localised blood free version to sell in Germany.


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 Post subject:
PostPosted: Thu Jul 13, 2006 10:25 am 
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baff wrote:
The problem with blood is that it is banned in Germany.

So either you have to make a blood free game or a localised blood free version to sell in Germany.


true and that really suxx.... cause we in switzerland have to buy ur version aswell... but if they'll censor the german version .. ill buy the english ...

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 Post subject:
PostPosted: Thu Jul 13, 2006 10:39 am 
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Maybe just have a blood setting like full, some, none and on a German version just have it set to none and not able to make it any?

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 Post subject:
PostPosted: Thu Jul 13, 2006 6:16 pm 
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Sox34 wrote:
CmF wrote:
Question about realism; will the corpses disappear, or it is possible to "produce" a real battlefield like in Operation Flashpoint?


It depends on further performance testing, but is something we are looking at.


Thx for this info :). But you can build this in the options with a "death body timer" like in "Far Cry" or "Call of Duty". So the user can choose how long the corpses will stay.


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 Post subject:
PostPosted: Thu Jul 13, 2006 9:44 pm 
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Fine, if Germany wants to localize it, I really don't care.

Us US players till should get our fill of dynamic blood.


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