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Ghost Recon Advanced Warfighter 2 {Demo links @ post #63,#77}


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Εγώ ελπίζω να μην μαστίζεται από τις π@π@ριές των τελευταίων παιχνιδιών της nUbisoft (καθόλου εκμετάλλευση των multi-cores,ανυπαρξία του FSAA,χείριστο optimization κλπκλπ)......αν και κάτι μέσα μου μου λέει ότι θα πάρουμε ότι πήραμε και στα Splinter Cell 4 και RainBow Six : Las Vegas

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Μόλις έμαθα ότι η έκδοση του PC θα είναι διαφορετική από αυτήν του Χ360 (ευτυχώς η Grin κάνει κάτι σωστά και κοιτάει να μην κάνει ένα απλό port)

 

“Aftonbladet” on an exclusive preview of the future war

 

It has received the same name, but there are more differences than similarities.

Due to the Swedish developer Grin, GRAW 2 for PC is going to be a different experience.

- We wanted to recover the “recon” in “Ghost Recon”, the producer Nouredine Abboud says.

 

Abboud gazes and looks like the Jenuet favourite Dominique Pinon, you know the little guy in “Alien Resurrection”, “Amelie from Montmarte” and “A Very Long Engagement”.

And he is French.

But the PC version of “Ghost Recon: Advanced Warfighter 2” is not his game. It is Bosse Anderssonʼs, former soldier who got rid of his uniform and became game developer instead.

- We wanted to work with a developer which was strong in PC and it is, of course, an advantage that Bo has a background from the military and experience from warfare tactics, Abboud says.

- The console version shares story with the PC version. The American army Captain Scott Mitchell has just about left Mexico City (where the first game took place) to be ordered to Juarez, where a Mexican rebellion force is planning to attack the American city El Paso. We suspect later with nuclear weapons.

 

Built from scratch

But the Swedish PC-version is constructed from scratch and the levels are unique. There was some inconsistencies in the story, and to solve that we created a separate character for the PC-version, the intelligence officer Lewey, who fills in the empty spaces between the two versions, the lead level designer Rickard Johansson says.

We will return to the missions later. In GRAW, Mitchell and his soldiers were dropped off by helicopter in a specific zone on each map. This type of insertion is now history.

In part two it is important to plan strategically for each level. Through a couple of menus you can do so and also from which point to begin the mission. You can also decide on in which order to do the separate objectives on each mission (some of them you can ignore, but you risk loose access to important weaponry for future missions). And, most important of all, you have to decide on which group of soldiers will be best suited for each mission.

 

Rural setting

Already here has GRAW as game series changed, and it keeps changing as the gaming goes on. The sun drenched metal roofs of Mexico City is partly replaced with more open landscape with firefights both in the countryside and around the American suburbs. “The three day drama” has made Ubisoft and Grin to develop an impressive daylights cycle with very nice and varied weather effects.

- Due to the 72-hour campaign we wanted the player to experience the time of the day changing and the transitions.

- Bo Andersson guides us through one of the first maps which is situated around a hacienda surrounded by a hill. It is apparent that more efforts has been put into “recon” of “Ghost Recon”.

- I just alerted the Whole fu...ng camp. That was not my intention, Andersson says on fluent English to the Swedish, French, and German journalists who are gathered at Grinʼs office located at “Sveavägen”.

Mitchell, who is by now surrounded by an impressive amount of bullets and ricochets, tries to sort out the situation from his position on the hilltop and gives orders to his soldiers below. An intensive firefight commences, but it is obvious that the tactic will not work for too long. At the same time as Grin tries to give the players more freedom, they have also forced them to do more recon.

- The whole idea is that I'll do the recon and let my men do the killing, or the opposite, says Bosse Andersson.

 

Fighting for their lives

The “Hacienda map” is a good example of “vertical gameplay” Grin has strived for. The hill does not only lead to gameplay horizontally and sideways but also vertically. Mitchell has to be just as aware of what is beneath him or above him. And right about at this point, when he fights to survive his “digital” life, Bosse starts to talk about a lot of gameplay details.

 

• Enemies that never appear on the same spot

• A “Metal Gear Solid” flirt where a meter displays how easy or how hard it is for the enemy to detect the player

• You can save games wherever but not during a firefight

• More fighting indoors

• During the missions it is on occasion possible to lead a 13 man strong squad (Mitchell included)

 

Bosse Andersson aborts the mission and loads a map, further into the game “09 The Dam”. A voice says: “Get that nuke and we can go home”. Bo Andersson says

- You did no hear that

Yes we did, but please tell us about the multiplayer features now

- OK

 

New multiplayer mode

The co-op mode is intact and all the standard possibilities are there for the casual soldier. But the real triumph card is “Assault vs. Recon”. One side acts as Mexican rebels with heavy weapons and unlimited number of spawns. The other side is consequently “recon” with high tech equipment but only one spawn.

- Those in the “recon” team that dies can help their teammates to locate enemies, Bosse Andersson says.

- The idea is, once again, to force the players to do more recon. Due to one spawn only, they have to act more carefully and strategically.

A German reporter seems dissatisfied:

- But the others can just “gun´n run'em down”, he says.

- Yes, but we have ensured so that they do not spawn in directly, but after a delay

- And the more enemies the “recon” team kills, the better weapons they get, for example the “Barret” which can shoot through walls, Bosse Andersson says.

“Ghost Recon: Advanced Warfighter” for PC was last yearʼs most pronounced Swedish title according to “Aftonbladet”.

After this preview it is possible that Grin will make us spoilt again. Weʼll get the answer in March.

 

Για να δούμε λοιπόν :) .Ελπίζω (και το λέω ξανά) να μην βγει κι αυτό όπως τα 2 τελευταία παιχνίδια που κυκλοφόρησε η nUbisoft

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Ghost Recon Advanced Warfighter 2 PC Preview

New details of Ubisoft's tweaked, strategy-focused PC Advanced Warfighter sequel.

 

 

In almost every way, Tom Clancy's GRAW was a ground-breaking success. As a universally acclaimed, BAFTA award-winning game, Ubisoft could easily have gotten away with shipping out the same game again, switching a few minor plot details around, adding a few arbitrary gimmicks and saying "Hey fellas, here's your sequel." After all, just how do you improve upon a game that was as successful as GRAW? The answer, it would seem, is more. More customisation, more options, more weapons, more freedom, better tactical control, a fully fleshed out multiplayer mode, and much, much more.

 

Like its predecessor, the PC version of GRAW 2 is being developed independently of the console title, by Swedish developer GRIN. Everything, from level design to a large portion of the models, has been created exclusively for PC, with only the storyline and a handful of sound effects being shared by the console game. The phrase "just another port" couldn't be less suitable - GRAW 2 on the PC is set be a completely unique experience to its console counterparts, with several notable differences.

 

tom-clancys-ghost-recon-advanced-warfighter-2-20070214084407235-000.jpg

 

Firstly, GRIN has been keen to emphasise the 'Recon' aspect of Ghost Recon Advanced Warfighter 2. In essence, this means that the PC iteration will have a greater focus on strategic depth, playing a lot more like earlier games in the series. This new level of tactical diversity is present from the off, with briefings accompanied by an aerial map of your next location, ready for thorough inspection prior to commencing a mission.

 

From here, you can also select your squad members, equip them with weapons or modify your arsenal with any add-ons, be it a scope or grenade launcher. After selecting your squad, you can set waypoints for them on the aerial map, highlighting objectives and planning the best route to your destination. Even at this early stage the wealth of available options makes GRAW 2 on PC feel completely different to its predecessor.

Once inserted into the mission you're in familiar territory. The on-screen Cross-Com has been slightly redesigned and the HUD has been reshuffled, but the core gameplay remains practically unchanged, bar a few interesting tweaks. The most significant difference affects the way you order your teammates about - there are now two different types of command, "Assault" or "Recon". All standard orders (assault, cover, move etc.) can be issued in both modes, but the results are markedly different.

 

tom-clancys-ghost-recon-advanced-warfighter-2-20070214084405860-000.jpg

 

In 'Assault' mode, your team will engage enemies on sight and won't necessarily head straight to cover while foes are still in range. However, while in 'Recon' mode, your squad - courtesy of the improved pathfinding - will dart from cover point to cover point, only returning fire when absolutely necessary. No longer do your comrades wander aimlessly into an enemy ambush; now, they sneak and skulk like a Ghost should do - and this is backed up by some truly impressive AI.

To illustrate, one of our squad mates was given a recon order to proceed down a dark pathway through mountainous terrain. The soldier knew to stay out of sight, moving swiftly but stealthily from rock to rock - even waiting for a guard to about-face before proceeding. Eventually, our man was spotted by a different guard, who opened fire. However, rather than just standing up and returning shots with his current weapon, he automatically switched to a silenced gun, dropped prone and sniped his opponent before continuing to the checkpoint. Impressive stuff, indeed.

 

During our time with GRAW 2, we experienced two different missions from relatively late in the game. The first, "Hacienda", is a covert operation, seeing your squad sent in to rescue a downed Black Hawk pilot and destroy the wreckage of the chopper. Set against a hillside pass at night, the level requires plenty of stealth, teamwork and ample use of the new "recon" commands. While there might be no prizes for guessing where the second map - "Dam" - takes place, it ably demonstrates the flip-side of GRAW 2's gameplay, with an insane onslaught of enemies, with bullets ricocheting off walls all around. Both levels are suitably impressive from a visual perspective, with solid frame rates throughout. Interesting, the code is currently only around 70% complete, with plenty more optimisation still to come.

 

Compared to the original game, GRAW 2's maps are absolutely enormous, with a vast amount of explorable terrain, crawling with hidden enemies. Hacienda is particularly impressive, thanks to the sheer majesty of its surrounding hills and mountains, many of which are scalable - luckily, given their popularity with enemy snipers. The size of the new levels is incredibly important too, not only to make the game feel more epic, but also to enable more strategic freedom - giving you room for more complex manoeuvres. Freedom, it seems, is the key here.

 

tom-clancys-ghost-recon-advanced-warfighter-2-20070214084404532-000.jpg

 

One of the most intriguing and downright handy features in PC GRAW 2 is the implementation of the Cross-Com 2.0. More specifically, the new ability to issue commands to individual team members and see the action through their eyes, via the Cross-Com. While you can't actually take direct control of them and fire shots yourself, it's still an incredibly useful feature, especially when your squad mates are spread across the battlefield. In fact, the feature makes GRAW 2 feel strangely like an RTS - and yes, it's entirely possible to complete a mission by issuing orders to your team-mates, without ever getting your own hands dirty.

 

One of the most talked about and often criticised aspects of the first game, the sparsely-featured multiplayer mode, has been substantially fleshed-out for GRAW 2 on PC. Alongside the full roster of Xbox 360 maps, the PC version is also set to feature a number of exclusive levels. Popular modes such as Siege and Hamburger Hill will be returning, alongside additions like Recon vs Assault - a team-based mode, with one side taking the role of the Ghosts and the other team playing as Mexican rebels.

 

tom-clancys-ghost-recon-advanced-warfighter-2-20070214084402594-000.jpg

 

While the rebel forces are charged with defending three AA vehicles, it's up to the Ghosts to destroy them. The twist is that the rebel team must rely on sheer firepower and brawn, with no access to the advanced technical gadgetry of the Ghost side. Thankfully, rebels have unlimited re-spawns - although re-spawn points are diminished every time a Ghost successfully obliterates a target - while the good guys merely get one life each. It's designed to be a tense game of cat-and-mouse, with either brute force or cunning the order of the day, depending on your alliance. Hopefully, this mode's inclusion will bring more of that unique GRAW flavour and depth to the previously more arcade-y multiplayer offerings.

 

Overall, we're extremely impressed by how far GRAW 2 PC has progressed since the original game. It no longer feels like the over-looked cousin of its much-hyped Xbox 360 relative. Better still, PC players get all the best bits of the 360 game and then some, with fresh layers of strategy added to its already brilliant tactical gameplay. GRAW 2 feels, looks, and acts like a fully fledged sequel, and it's damn impressive for it.

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GRAW 2 on PC suffers 3-month delay

Latest Ubisoft release schedule reveals June release for the tactical shooter sequel on PC - Xbox 360 version enjoying three-month lead.

 

PC gamers itching for Ghost Recon: Advanced Warfighter 2's deployment at the end of the month, go grab a hanky. Ubisoft's latest release schedule has GRAW 2 PC down as a June release - on the 30th of that month, in fact.

 

Previously the sequel was expected March 30, so it's been pushed back three months. Why, we don't know but we've dropped Ubisoft a line to find out. Should the reason be anything really controversial or slightly more interesting than 'extra development time required', we'll let you know.

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Ghost Recon Advanced Warfighter 2 Multiplayer Beta Announced

 

Ghost Recon Advanced Warfighter 2 will feature changing climate, improved AI, an advanced Cross-Com system, air strikes from jet fighters, new weapons and a new soldier class, the Medic.

Ubisoft revealed a PC multiplayer beta is coming in April, featuring an exclusive Calavera city map, playable in the Recon vs. Assault mode.

 

graw2282ps0.jpg

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Η beta έκδοση είναι διαθέσιμη στο Fileplanet. Σε 1920x1200 με όλα τα settings στο maximum και με smooth edges (καθότι δεν υποστηρίζει FSAA το παιχνίδι) το παιχνίδι έχει minimum 50fps. Προτιμώ να παίζω σε 1600x1200 που το minimum είναι τα 60fps. Οπτικά είναι πάρα πολύ καλό και είναι απαραίτητο να έχετε τους 100.95beta ή τους 101.02beta drivers οι κάτοχοι των 8800 καρτών καθώς κι εδώ με τις παλιότερες εκδόσεις οι σκιές είναι fucked up. Το παιχνίδι ακόμα είναι σε beta στάδιο αλλά ακόμα και τώρα τρέχει πάρα πολύ καλά ΙΜΟ (η Χ360 έκδοση πχ γίνεται render στα 720p,δεν περιλαμβάνει FSAA όπως η PC έκδοση εξαιτίας του deffered lighting,έχει ανύπαρκτο (ή πάρα πολύ ελάχιστο) Anisotropic Filtering και αν δεν κάνω λάθος τρέχει στα 30fps)

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δεν το εχω δει να τρεχει, αλλα σε αυτα εδω τα screenshots, ο φωτισμος μου φαινεται πολυ χειροτερος.

 

jon περιεχει ολα τα κολπα που εχει η εκδοση 360 (φωτισμοι,αγερηδες, particle effects κλπ)?

πολυ flat μου μοιαζει στις φωτο σου..

 

 

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Συμφωνω...διαβαζα το preview,hype-αριστηκα :D και απογοητευτηκα οταν ειδα τα pics...

μηπως τελικα επρεπε να παρουν τα assets απο το 360 και να το πιεσουν να βγαλει αντιστοιχο performance?(rhetorical)

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