![]() Almost every object has bullet penetration, and your team mates and baddies wont hesitate to shoot through them (thin walls, glass, etc). The enemy AI is much more intelligent, they have very fast reaction times and are accurate shooters. Irrational Games had just created their own fork of the engine to use on SWAT 4, and they were pretty familiar with it…so they decided to keep going down that route for Bioshock, That’s not to say that it’s without visual quirks.īioshock ran on a modified Unreal Engine 2.5, in an era where every other developer was falling over themselves to use Unreal Engine 3. The closest to SWAT 4 is SWAT 3, which imo is better in a lot of ways to 4. One of the weirdest things about the original release of Bioshock is that it’s designed to operate at an FOV(field of view) of about 75 degrees, regardless of your screen’s aspect ratio. SWAT 4 is the next installment of the successful tactical first person shooter franchise. The field of view is the angle that your character can see from side to side in the world of the game. In its dogged pursuit of this thinner-than-average field of view, the widescreen version of the game is a 4:3 image that’s been cropped at the top and the bottom. SWAT 4 is the next installment of the successful tactical first person shooter franchise. ![]() There’s an option you can engage to widen the FOV in the original game…and this also causes more of your character’s arms to appear on screen. In the new remaster, they’ve widened the FOV by default, and gone with the wider view of your own arms. Even if you decide to shrink the FOV on PC…they keep the wider view of your own arms. Which is odd.Īside from that one weird quirk…everything in Bioshock 1 and 2 got a visual overhaul. Almost all of the textures are new and higher resolution. The character models and many of the environments are refined with higher polygon counts.
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