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I have a confession to make: I love Crysis 2! (and the bugs are fixed!!!) - Page 10

post #91 of 144
Jealous? Far from it. I would get bored if I spent 27 hours on a <8 hour campaign... it's not even open-ended. I could maybe see an extended run in the originals, simply because there are multiple ways of approaching each scenario. But C2? It's linear... this is seriously an accomplishment. My mind is blown right now.
post #92 of 144
Thread Starter 
To me, it's not an accomplishment. That's just how I roll. When I like something, I savor it to the fullest. I couldn't care less how long it takes other people to play through this game the first time. In fact, to me "8 hours" for the first play through means that you missed tons and tons of stuff - as though you probably just kept moving forward without ever stopping to explore or to appreciate the beauty.

In fact, I think that the world in Crysis 2 is big enough that it could have easily taken me three times as long as it took me just to see everything that they put in the game.

In other words, I paid $60 for it, so I want to get my money's worth out of it. There was no way in hell I was going to just run through from beginning to end without ever really stopping or without ever taking my sweet time.

Anyway, I was just joking when I accused you of being jealous.
Edited by TwoCables - 4/1/11 at 11:59pm
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post #93 of 144
I just purchased it. Can't wait for it to finish downloading. I should even be typing this up because it bottlenecks my DL speed but WE!
    
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post #94 of 144
Thread Starter 
Quote:
Originally Posted by daydream99 View Post
I just purchased it. Can't wait for it to finish downloading. I should even be typing this up because it bottlenecks my DL speed but WE!
Quick, download the latest graphics driver!

hehehehe just kidding.
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post #95 of 144
As long as the DX11 patch improves textures, shadows and lighting I will be happy. IMO the GI in the game isn't that great when many of the light sources don't even affect the environment. I also read on Beyond3D that GI was only enabled in outdoor areas thanks to the sunlight, while night time and interior areas had no GI on.

I also didn't like how many light sources weren't casting any character shadows, for example the vending machines and billboards and that's not all. Even then, when character shadows were present, they looked unrealistic. At times the shadows weren't connected to your character but instead a few inches away. It's like you had another person's shadow for a companion. It made me want to phone Wendy so she could come and sew the shadow to Alcatraz's feet.
Edited by c0nnection - 4/2/11 at 12:13am
post #96 of 144
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Quote:
Originally Posted by c0nnection View Post
As long as the DX11 patch improves textures, shadows and lighting I will be happy. IMO the GI in the game isn't that great when many of the light sources don't even affect the environment. I also read on Beyond3D that GI was only enabled in outdoor areas thanks to the sunlight, while night time and interior areas had no GI on.

I also didn't like how many light sources weren't casting any character shadows, for example the vending machines and billboards and that's not all. Even then, when character shadows were present, they looked unrealistic. At times the shadows weren't connected to your character but instead a few inches away. It's like you had another person's shadow for a companion. It made me want to phone Wendy so she could come and sow the shadow to Alcatraz's
You mean '"sew", right?

Anyway, I've noticed something: it's not that the shadows are detached, but it's that many objects don't (or can't) touch each other. Like, take notice that all characters are basically floating a couple of inches above the ground. Or how some objects are just a tiny bit detached from a wall when they're really supposed to be attached. In some cases, certain objects are supposed to look like they're going through a wall, except the effect is killed because of this separation thing.

However, I don't let these little things bother me because I'm too busy playing the game.
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post #97 of 144
Quote:
Originally Posted by TwoCables View Post
You mean '"sew", right?

Anyway, I've noticed something: it's not that the shadows are detached, but it's that many objects don't (or can't) touch each other. Like, take notice that all characters are basically floating a couple of inches above the ground. Or how some objects are just a tiny bit detached from a wall when they're really supposed to be attached. In some cases, certain objects are supposed to look like they're going through a wall, except the effect is killed because of this separation thing.

However, I don't let these little things bother me because I'm too busy playing the game.
That's what I meant.

Regarding the objects and floating characters, I've noticed that too. One thing I've noticed first in Crysis 2 were the "reflections". They are poorly made. There are some parts where you could be on top of a roof with windows showing a reflection of a street, when it should be showing the reflection of a roof and Alcatraz.
post #98 of 144
I want a proper way to lean and prone. Make the scar the super versatile weapon it was in the first one.

That is all.
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post #99 of 144
Thread Starter 
Proning is absolutely not needed in Crysis 2. I learned this by playing the game.

The same is true for leaning any time I want: that's not needed in Crysis 2.
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post #100 of 144
Blur aren't needed either. I don't have eye that move entering blur motions... lol.
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