Draco wrote:
> "Who's to say HL2 exposed 100% of the functionality of the Source
> Engine."
>
> has anyone played Vampires:the masquerade - bloodlines yet? That game
> uses much more of the source engine than HL2 does. HL2 serves it's
> purpose, it uses the features that it needs to use. Vampires on the
> other hand has magic(and the mandatory cool effects magic brings),
> proper dialog, 1st and third person fighting and many other things
> HL2 didn't have, and uses the features it needs. Oh well, lets hope
> theres something remotely resembling "real-time radiousity" in the
> source code, even if it just some crappy real-time lighting effect,
> just hope it's better than the jaggie DLights in HL1
>

I finished one of the endings in Vampire this weekend, being a rabid fanboy
of the Pen & Paper version of this game I had to play through it before I
played through HL2.

I really didn't think it made adequate use of the Source engine. Especially
in the physics department. The environment was really non-interactive, and
the game was riddled with bugs... Disappointing considering Troika had over
a year to work the kinks out.

However, the storyline and the dialogue was far beyond any other game I've
ever played. IF you compare the game environment to anything aside from HL2,
I blows any other RPG out of the water.  You really feel like part of the
story, and if you know anything about White Wolf's World of Darkness, you
feel like you can affect the whole metaplot.

The lighting in the game, when using Disciplines such as Auspex is awesome.
It does resemble the "real-time radiosity" you talk about, especially with
the eerie red glow that your eyes emit.


I'll eventually have a full review of the game up on my blog (listed in the
signature, not that anyone reads it anyway :) )

---
Mike "DaiTengu" Miller
Operations Director: United Admins Ltd.
http://www.unitedadmins.com

Operations Director: Clan War Ensemble
http://war-ensemble.com

Blog:
http://www.daitengu.com



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