I can't wait to have KFS tell us that Raven has decided that they've added a new gun to Quake4 called the Gravitron Polarizer Gun, also known as the 'Picker-Upper'.
Leave me out of your knee-jerk reaction posts.
"Hell time"... That's really original.
What, would you rather they just call it bullet time? Besides, the artifacts and the implementation of the time stuff sounds a lot more like Viewtiful Joe than Max Payne or the Matrix or anything.
VALVe should sue (but they're in hot borsh with Vivendi at the moment).
Pipebombs and tripmines were NEVER something original. I've seen both weapons in movies even before DN3D's release. Now...in how many movies have you seen gravguns?
Give me a break. The concept of dynamically modifying your environment, moving massive objects with the bat of an eye, and using the environment or other enemies against each other are older than games themselves. The first Jedi Knight let you throw objects at people. Just because Valve attached a gun to it doesn't mean they patented the concept. Hell, it's still basically the whole 'telekinesis' idea, just with a different view model. And, as mentioned below, id probably had the framework well before Valve showed the first grav gun bits at E3 in `03.
Oh, and we have a 1,000,000,000 copies of it at the store I work at, now down to $29.99, that didn't take long.
Activision dropped the price on D3 and a number of other major (but quite successful) titles for the holiday period to 39.99. If your store is selling them for 29.99, that's their own decision, not any reflection on the success or lack thereof of the product.
Borrowing ideas for a game is nothing new, its how it fits into the theme that counts. if Id can do it well, i see no issues at all.
Exactly. If it's done well, it's going to add a new dimension to a game that a lot of people think needs more variety (but of course, the same people complaining about D3's repetitiveness are among the first to mock these features :razz: ). If it's done poorly, it'll suck. Does it really matter beyond that? Hell, they're even saying where the ideas came from. Isn't that better than claiming this to be some huge grandiose invention?
Innovation is not as simple as just making something new, especially as more and more ideas are used up. Much of what you see today isn't even new, it's just a combination of various ideas from previous attempts that have worked well tweaked to fit the game they're in.
Plus, if you'd read the article, the explanations are completely valid. When you have a physics engine, you have to have this sort of manipulation for development purposes - corpses in D3, for example, are literally tossed about using this to get the right placement. This would have been a function available almost since the first use of the physics engine. Valve's manipulator and rag-doll beam (which did not make the cut) were both development tools to aid in experimenting with the physics environment. It was only
after the buzz of the E3 2003 videos that they decided to actually keep the grav gun as a weapon.
Me, I'm excited about this expansion. It looks to break up the gameplay more and address a lot of things that people didn't like about D3. Mock the 8 player multiplayer all you want, with a full DM server or 4-player CTF match (threewave maps, no less), that's really all you need for a great fragfest. Any more than 5 in a team game scenario is usually overkill. The implementation of the features they've mentioned, derivative or not, sound well conceived and designed well enough to make for a great experience.