Autumn in sight edition: Yearly costs are all paid for, time to donate if you can!//DA4 concept art, Anthem revamp, ME HD remaster, hey, it's something
Tali'Thread vas Clan Zorah nar BSN 6.0
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
Sinekein wrote:By the by, here's a commission I orderedof my Warrior of Light.
Quite a regal look, artist did a good job. Royalty part of her story?
Ragabul wrote:Being cheap, not wanting to deal with Friday crowds or pants, and thinking every food but sushi sounds disgusting is a bad combination.
I ordered Chinese last night, in fact, from a place that had previously given me the worst food poisoning I've ever had. Turned out fine!
Weirdly, don't have a taste for sushi (sashimi), but love seafood otherwise.
Alienmorph wrote:
GW has made its big share of fuckups in recent year, but of all the things to get mad at them for, are we really gonna throw an hissy fit because they updated their best selling faction across ALL of their games? Come on...
The new battlebox is taking preorders until Monday. Got my golden banana boys vs genestealer cults. $170 for 3 terminators, 1 sword hero, and 5 SoS, and a smatter of GSC. Man, in a better year, I'd be tempted, but that's a lot of money for very little I'd ever paint.
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
Got the warning emails from FAFSA/the people they sold my student loans to that the forbearance period is ending soon. Was fairly sure I'd done my income-based payment plan already this year, but fuck if I can remember. Thankfully, I did, so I don't even need to recertify until April.
It's almost comical, this slowly building lump of money I'll never have or be able to pay off. Conjure infinite wealth to pay infinite debts, but for this guy, who didn't even get to finish his degree? We're gonna remember every penny, with interest, because that's fair. Maybe if I inherit any wealth down the line, heh.
It's almost comical, this slowly building lump of money I'll never have or be able to pay off. Conjure infinite wealth to pay infinite debts, but for this guy, who didn't even get to finish his degree? We're gonna remember every penny, with interest, because that's fair. Maybe if I inherit any wealth down the line, heh.
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0



Sanguinius: You cannot pass! I am a servant of the Imperial Fire, wielder of the flame of the Emperor. The dark fire will not avail you, flame of Chaos. Go back to the Warp! YOU! SHALL NOT! PASS!
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
The old lore was always, "Sanguinius held the Eternity Gate when the ferocity of the attack was so fierce no one else could endure."
In practical terms, that is maybe not the easiest thing to actually describe or draw. But I think we're all waiting to see how the retcon of the Horus confrontation goes anyway.
In practical terms, that is maybe not the easiest thing to actually describe or draw. But I think we're all waiting to see how the retcon of the Horus confrontation goes anyway.
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
Vol wrote:The old lore was always, "Sanguinius held the Eternity Gate when the ferocity of the attack was so fierce no one else could endure."
In practical terms, that is maybe not the easiest thing to actually describe or draw. But I think we're all waiting to see how the retcon of the Horus confrontation goes anyway.
Sangy was already a badass among the Primarchs on a normal day, but ever since the Ruinstorm incident, he’s been going full Super Saiyan Ultra Instinct mode in the books, and his precog ability has skyrocketed. Him holding the Eternity Gate all by himself for an ungodly long period of time, before finally breaking his Bloodthirster nemesis Ka'Bandha's back across his knee like Bane did to Batman better be given the epic treatment it deserves.
Yeah, speculation and fan theories on how the Horus vs Emperor battle will go down in the novels when the time finally comes is intense. Given how much the writers have changed things so far, the way it was depicted in the old lore wouldn't make sense; it's just a question of what will be altered and in what context.
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
the post is over, stop reading and move on.
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
Paintings have never done much for me. That being said I really like animals and while going down an internet rabbit hole reading about historic draft horse breeds (yeah, yeah, I'm weird), I stumbled upon horse paintings by this 19th century female artist called Rosa Bonheur. She painted mostly animals and her stuff is so good it looks like photographs. I may even try to find some prints somewhere to put up. They are uncanny and awesome:


The only other paintings I've ever seen that I liked this much were the Hudson Valley School people, but I'll leave off the image spam. And, yeah, yeah, I have old people taste in art.
*Edit*
Lied. Have some Hudson Valley School for good measure:





The only other paintings I've ever seen that I liked this much were the Hudson Valley School people, but I'll leave off the image spam. And, yeah, yeah, I have old people taste in art.
*Edit*
Lied. Have some Hudson Valley School for good measure:



Re: Tali'Thread vas Clan Zorah nar BSN 6.0
Ragabul wrote: And, yeah, yeah, I have old people taste in art.
No judgment from me. We all like what we like. Never feel the need to apologize just because your taste in something, whether it be art or literature or film or whatever is deemed to be "old" or "traditional" or whatever label or adjective you want to put on it. I've actually gotten grief more than once in my time just for liking the art from the Renaissance Period and the Impressionist Movement if you can believe it. Life is too short to worry about such things.
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
https://www.warhammer-community.com/202 ... e-shadows/
https://www.warhammer-community.com/202 ... cover-art/





https://www.youtube.com/watch?v=gWNVP-EW3jg
https://www.warhammer-community.com/202 ... cover-art/





https://www.youtube.com/watch?v=gWNVP-EW3jg
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
Dragaros wrote:Sangy was already a badass among the Primarchs on a normal day, but ever since the Ruinstorm incident, he’s been going full Super Saiyan Ultra Instinct mode in the books, and his precog ability has skyrocketed.
The art makes my point. Is Sanguinius to powerful then that the roiling tide of Chaos forces can't suicide rush him and bury him in bodies? They can't bring to bear artillery or titans? He's obligated to stand at the door, even if the Custodes can't survive the barrage, so physically how he holds it gets complicated. Unless he's so hopped up on Warp that he can't actually be harmed.
Dragaros wrote:*TW3 map*
Oooh. New style. I like it, reminds me more of Med 2, cartoonier, but more clear. And chokepoints! Oh, chokepoints, my honey-pumpkie-pie-sweetie-darling. I've missed you.
Ragabul wrote:The only other paintings I've ever seen that I liked this much were the Hudson Valley School people, but I'll leave off the image spam. And, yeah, yeah, I have old people taste in art.
I can smell the mothballs and butterscotch candy from here. But more seriously, those are beautiful pieces. Especially the kitty. The taste in art among my clients is pretty atrocious. Either waiting-room paintings, the kind of art you buy by the pound, or for the wealthier ones, abstract/ethnic. A multi-millionaire with a mountain mansion comes to mind, who had a neon-Mao, an African tribal figurine, some abstract pieces, and a realistic model of a zebra, in a living room designed that no person would ever reasonably sit in it.
So please, for the sake of good taste, buy some prints like those.
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
TW2 had some chokepoints... unless you played against a race with access to the Underways / World Roots / etc.
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
Welp... Sylvanas ain't the new arbiter, at least.
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
magnuskn wrote:TW2 had some chokepoints... unless you played against a race with access to the Underways / World Roots / etc.
Imrik seemed to have a ton of them, despite being in the middle of the desert, in Vortex. But with so many races _having_ those special movement, or being to dance around control zones, big, visible bridges and mountain paths is a fucking relief.
magnuskn wrote:Welp... Sylvanas ain't the new arbiter, at least.
Having that particular character become WoW's Saint Peter, however, is a little...
Though the cosmology is a mess anyway. I used to be a massive lore hound too. Would hand-copy the Metzen artwork from the WC2 manual for fun in school, read the nations of the Alliances and orcish clans over and over. Now, the degree and totality of the new lore is like a different setting.
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
https://www.youtube.com/watch?v=I92Mz3xYw18
[[ "Splinter Cell Remake: Stepping Out of the Shadows:
A Splinter Cell remake is in development at Ubisoft Toronto. Platforms and a release date were not announced.
Ubisoft has greenlit the development of a Splinter Cell remake that will draw from the rich canvas of the brand. Led by Ubisoft Toronto, the game will be rebuilt from the ground up using Ubisoft’s own Snowdrop engine – the same engine being used to develop Avatar: Frontiers of Pandora, as well as Ubisoft’s upcoming Star Wars game – to deliver new-generation visuals and gameplay, and the dynamic lighting and shadows the series is known for.
To find out more, we spoke with three developers on the project – Creative Director Chris Auty, Producer Matt West, and Technical Producer Peter Handrinos – about their connection to the series, what’s being preserved, and what made Splinter Cell such a revelation.
How are you approaching Splinter Cell as a remake? What makes it a remake and not a remaster?
Matt West: To me, a remake takes what you’d do in a remaster and goes a little bit further with it. The original Splinter Cell has a lot that was amazing and revolutionary at the time it came out, 19 years ago. The gaming public now has an even more refined palate. So, I think it kind of has to be a remake as opposed to a remaster. Although we’re still in the very earliest stages of development, what we’re trying to do is make sure the spirit of the early games remains intact, in all of the ways that gave early Splinter Cell its identity. So, as we’re building it from the ground up, we’re going to update it visually, as well as some of the design elements to match player comfort and expectations, and we are going to keep it linear like the original games, not make it open world. How do we make sure that new fans are able to pick up the controller and dive right in, and fall in love with the game and the world right from the get-go?
Peter Handrinos: From a tech perspective, if I had to boil it down to a couple of words in terms of the difference, what we’re doing is exploration and innovation here. We’ve got a new engine and a new console lifecycle to take advantage of, so the tech is one area that we don’t want stuck in the past.
MW: The phrase “Stealth Action Redefined” from the original game has actually proven to be a really valuable North Star for us. We’re able to, for example, apply that to what Peter was just saying, as far as being able to prototype and innovate and test some stuff out. That is very much in keeping with us redefining what stealth action is going to feel like for a modern audience.
What aspects do you think are most important to update? What is the core of this experience that needs to be preserved?
Chris Auty: Splinter Cell was a breakthrough in stealth – as Matt mentioned, it was “stealth redefined” with a huge focus on getting that core gameplay right above all, and delivering on an ideal: be a ghost. It’s important for us to preserve the sense of mastery by supporting players who observe the situations, make their plan, use their gadgets, and outsmart the enemy creatively to deal with the challenges they are presented with. Ideally, they end up coming out on the other side with no one having realized you were even there. That’s the essence of Splinter Cell.
MW: One of the things that, from my point of view is really exciting about this project, is that the last couple of games all of us have worked on have been really big worlds. What that means is that the economy of decisions is very spread out, whereas what I love about a Splinter Cell map is every square inch represents intentionality. Every square inch is part of a choice, or directly offers a choice, or has a direct ramification. That density of gameplay is at the forefront in Splinter Cell, and that’s going to be really, really important for us. The gameplay experience we are targeting is directly tied to what we want players to feel, to capture the essence back when we were all playing the original games.
CA: Yeah, and preserving what made those early games so compelling. We recognize a huge part of the appeal of Splinter Cell is the flawless planning, execution and satisfaction you feel when you go in and absolutely ace every encounter. Seeing your mastery put on display at the end of things, especially when you go through with no alarms triggered – that’s a big part of the Splinter Cell experience, and we want to be sure we’re honoring that.
Splinter Cell is being remade in the Snowdrop engine; what does it enable you to do that wouldn’t have been possible 19 years ago, or that wouldn’t be possible with other engines even now?
PH: Snowdrop is a proven modern AAA engine. It empowers content creators and programmers alike to try things quickly, see what works, and ultimately find success. I think that’s one of its major advantages, allowing us to quickly find the modern equivalent of that core Splinter gameplay. Some other AAA engines out there do not afford this type of iteration speed, necessarily, and so this is really what gives Snowdrop an edge when bringing Splinter Cell up to speed on a modern engine.
Taking a step back, what was your first experience with the first Splinter Cell? What made it special to you in 2002?
CA: My background has been in level design and level creation for the past 20-odd years, and seeing that back then – that there could be cloths that flap as I move through them, and that there’s some sort of actual, genuine interaction between me as a player and the world I’m in; seeing the enemies moving around, allowing me to plan and make different judgment calls based on where they are and what’s happening – that had a huge impact on me early on. Things like the thermal vision and using that as a gameplay element – these things were not just graphical bells and whistles. They were actually relevant to the experience.
From a team perspective, we’re all behind that philosophy, that the stuff that gets added is not just eye candy. It has a relevance and a bearing on the on the game itself. So that was a huge, defining moment for me playing Splinter Cell for the first time, seeing that tech and being blown away by it, and then seeing it integrated into gameplay. That was a big moment, and a good memory.
Back to the present: What is your team makeup like at this point – are there any veterans from past Splinter Cell games? What opportunities are there for people who want to join the project?
PH: We want to invite anyone who’s intrigued by what we’ve said to apply to join Ubisoft Toronto. We’re building a new team, the same way we did when we started the studio. There are technical leadership openings and roles across all different job families available. But there are a lot of vets here, so we’re going to have a really good mix of people who have worked on previous Splinter Cell games, and new team members who are joining and bringing fresh energy and fresh ideas.
MW: It’s a big deal that Blacklist was the first game that ever came out the door at Ubisoft Toronto. It’s in our DNA.
CA: It’s a universal quality of everyone who’s joined so far, and everyone that we’re looking to bring on as well, that there’s a respect for the brand, and for the game and its history. I know everyone who’s currently working on the project has spent an enormous amount of time researching, playing, reading, and getting to know the games, the characters, the stories, and what makes Splinter Cell awesome at its core.
Beyond what we’ve discussed, what is most important for readers to take away from this announcement?
PH: A lot of time has passed since the original Splinter Cell, and even since the last sequel – enough time to miss an entire console generation. So now we’re going to take the time to explore what this means for us, for light and shadow, for animation tech, for gameplay, AI, even audio. We’re going to ask ourselves, “where does it make sense for us to innovate? What not only fits with the legacy, but brings the game up to a level that will be expected of us, and where can we surprise our players?” We want to bring them something new, yet still connect them to that feeling that they had two decades ago, playing that masterpiece for the first time.
MW: I’ll throw this out there: You’ve got to have a tagline, and one of the things that we’re using currently as the tagline, from the very beginning, is the phrase “respect the goggles.” I love the goggles as a symbol for Sam. We are making a game that is going to be modern, but built on the foundation of the brand’s rich history. The game earned its stripes the right way, by being innovative and challenging, and a really different experience than what was in the marketplace at the time. “Respect the goggles” helps to remind us of the fact that we have to do it justice.
There’s stuff that simply needs to be redone from scratch to be up to snuff for a modern gameplay experience. With that, though, what do we need to do to absolutely preserve the feeling of early Splinter Cell? We’re going to be straddling the line between the spirit of the old, and the comfort of the new, so that we can excite and surprise new players, but also make sure that when our returning players pick up the controller, they have that sigh of relief, saying “Ahhh, they got it.”
CA: It’s safe to say a lot of us on the team are stealth purists, and we’re behind that level of seriousness when it comes to those kinds of mechanics, and those sorts of things that we want to see in this game. And we’re very, very aware of what makes classic Splinter Cell what it is.
MW: We talked earlier about that dense world, where every square inch is important because they’re all a consequence of a choice or setting the table for the next choice from the player’s point of view. So that kind of density, that packed nature that I think was so palpable in the first trilogy – it’s going to be one of our guiding lights as we go forward.
CA: With this remake, we are building a solid base for the future of Splinter Cell." ]]
[[ "Splinter Cell Remake: Stepping Out of the Shadows:
A Splinter Cell remake is in development at Ubisoft Toronto. Platforms and a release date were not announced.
Ubisoft has greenlit the development of a Splinter Cell remake that will draw from the rich canvas of the brand. Led by Ubisoft Toronto, the game will be rebuilt from the ground up using Ubisoft’s own Snowdrop engine – the same engine being used to develop Avatar: Frontiers of Pandora, as well as Ubisoft’s upcoming Star Wars game – to deliver new-generation visuals and gameplay, and the dynamic lighting and shadows the series is known for.
To find out more, we spoke with three developers on the project – Creative Director Chris Auty, Producer Matt West, and Technical Producer Peter Handrinos – about their connection to the series, what’s being preserved, and what made Splinter Cell such a revelation.
How are you approaching Splinter Cell as a remake? What makes it a remake and not a remaster?
Matt West: To me, a remake takes what you’d do in a remaster and goes a little bit further with it. The original Splinter Cell has a lot that was amazing and revolutionary at the time it came out, 19 years ago. The gaming public now has an even more refined palate. So, I think it kind of has to be a remake as opposed to a remaster. Although we’re still in the very earliest stages of development, what we’re trying to do is make sure the spirit of the early games remains intact, in all of the ways that gave early Splinter Cell its identity. So, as we’re building it from the ground up, we’re going to update it visually, as well as some of the design elements to match player comfort and expectations, and we are going to keep it linear like the original games, not make it open world. How do we make sure that new fans are able to pick up the controller and dive right in, and fall in love with the game and the world right from the get-go?
Peter Handrinos: From a tech perspective, if I had to boil it down to a couple of words in terms of the difference, what we’re doing is exploration and innovation here. We’ve got a new engine and a new console lifecycle to take advantage of, so the tech is one area that we don’t want stuck in the past.
MW: The phrase “Stealth Action Redefined” from the original game has actually proven to be a really valuable North Star for us. We’re able to, for example, apply that to what Peter was just saying, as far as being able to prototype and innovate and test some stuff out. That is very much in keeping with us redefining what stealth action is going to feel like for a modern audience.
What aspects do you think are most important to update? What is the core of this experience that needs to be preserved?
Chris Auty: Splinter Cell was a breakthrough in stealth – as Matt mentioned, it was “stealth redefined” with a huge focus on getting that core gameplay right above all, and delivering on an ideal: be a ghost. It’s important for us to preserve the sense of mastery by supporting players who observe the situations, make their plan, use their gadgets, and outsmart the enemy creatively to deal with the challenges they are presented with. Ideally, they end up coming out on the other side with no one having realized you were even there. That’s the essence of Splinter Cell.
MW: One of the things that, from my point of view is really exciting about this project, is that the last couple of games all of us have worked on have been really big worlds. What that means is that the economy of decisions is very spread out, whereas what I love about a Splinter Cell map is every square inch represents intentionality. Every square inch is part of a choice, or directly offers a choice, or has a direct ramification. That density of gameplay is at the forefront in Splinter Cell, and that’s going to be really, really important for us. The gameplay experience we are targeting is directly tied to what we want players to feel, to capture the essence back when we were all playing the original games.
CA: Yeah, and preserving what made those early games so compelling. We recognize a huge part of the appeal of Splinter Cell is the flawless planning, execution and satisfaction you feel when you go in and absolutely ace every encounter. Seeing your mastery put on display at the end of things, especially when you go through with no alarms triggered – that’s a big part of the Splinter Cell experience, and we want to be sure we’re honoring that.
Splinter Cell is being remade in the Snowdrop engine; what does it enable you to do that wouldn’t have been possible 19 years ago, or that wouldn’t be possible with other engines even now?
PH: Snowdrop is a proven modern AAA engine. It empowers content creators and programmers alike to try things quickly, see what works, and ultimately find success. I think that’s one of its major advantages, allowing us to quickly find the modern equivalent of that core Splinter gameplay. Some other AAA engines out there do not afford this type of iteration speed, necessarily, and so this is really what gives Snowdrop an edge when bringing Splinter Cell up to speed on a modern engine.
Taking a step back, what was your first experience with the first Splinter Cell? What made it special to you in 2002?
CA: My background has been in level design and level creation for the past 20-odd years, and seeing that back then – that there could be cloths that flap as I move through them, and that there’s some sort of actual, genuine interaction between me as a player and the world I’m in; seeing the enemies moving around, allowing me to plan and make different judgment calls based on where they are and what’s happening – that had a huge impact on me early on. Things like the thermal vision and using that as a gameplay element – these things were not just graphical bells and whistles. They were actually relevant to the experience.
From a team perspective, we’re all behind that philosophy, that the stuff that gets added is not just eye candy. It has a relevance and a bearing on the on the game itself. So that was a huge, defining moment for me playing Splinter Cell for the first time, seeing that tech and being blown away by it, and then seeing it integrated into gameplay. That was a big moment, and a good memory.
Back to the present: What is your team makeup like at this point – are there any veterans from past Splinter Cell games? What opportunities are there for people who want to join the project?
PH: We want to invite anyone who’s intrigued by what we’ve said to apply to join Ubisoft Toronto. We’re building a new team, the same way we did when we started the studio. There are technical leadership openings and roles across all different job families available. But there are a lot of vets here, so we’re going to have a really good mix of people who have worked on previous Splinter Cell games, and new team members who are joining and bringing fresh energy and fresh ideas.
MW: It’s a big deal that Blacklist was the first game that ever came out the door at Ubisoft Toronto. It’s in our DNA.
CA: It’s a universal quality of everyone who’s joined so far, and everyone that we’re looking to bring on as well, that there’s a respect for the brand, and for the game and its history. I know everyone who’s currently working on the project has spent an enormous amount of time researching, playing, reading, and getting to know the games, the characters, the stories, and what makes Splinter Cell awesome at its core.
Beyond what we’ve discussed, what is most important for readers to take away from this announcement?
PH: A lot of time has passed since the original Splinter Cell, and even since the last sequel – enough time to miss an entire console generation. So now we’re going to take the time to explore what this means for us, for light and shadow, for animation tech, for gameplay, AI, even audio. We’re going to ask ourselves, “where does it make sense for us to innovate? What not only fits with the legacy, but brings the game up to a level that will be expected of us, and where can we surprise our players?” We want to bring them something new, yet still connect them to that feeling that they had two decades ago, playing that masterpiece for the first time.
MW: I’ll throw this out there: You’ve got to have a tagline, and one of the things that we’re using currently as the tagline, from the very beginning, is the phrase “respect the goggles.” I love the goggles as a symbol for Sam. We are making a game that is going to be modern, but built on the foundation of the brand’s rich history. The game earned its stripes the right way, by being innovative and challenging, and a really different experience than what was in the marketplace at the time. “Respect the goggles” helps to remind us of the fact that we have to do it justice.
There’s stuff that simply needs to be redone from scratch to be up to snuff for a modern gameplay experience. With that, though, what do we need to do to absolutely preserve the feeling of early Splinter Cell? We’re going to be straddling the line between the spirit of the old, and the comfort of the new, so that we can excite and surprise new players, but also make sure that when our returning players pick up the controller, they have that sigh of relief, saying “Ahhh, they got it.”
CA: It’s safe to say a lot of us on the team are stealth purists, and we’re behind that level of seriousness when it comes to those kinds of mechanics, and those sorts of things that we want to see in this game. And we’re very, very aware of what makes classic Splinter Cell what it is.
MW: We talked earlier about that dense world, where every square inch is important because they’re all a consequence of a choice or setting the table for the next choice from the player’s point of view. So that kind of density, that packed nature that I think was so palpable in the first trilogy – it’s going to be one of our guiding lights as we go forward.
CA: With this remake, we are building a solid base for the future of Splinter Cell." ]]
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
Vol wrote:Though the cosmology is a mess anyway. I used to be a massive lore hound too. Would hand-copy the Metzen artwork from the WC2 manual for fun in school, read the nations of the Alliances and orcish clans over and over. Now, the degree and totality of the new lore is like a different setting.
For me it was the WC3 Manuel, but otherwise yeah we're on the same page. It really does feel that way. Everything becomes overcomplicated, over-explained, retconned, or made to be part of a larger twist. "Oh, you thought the Lich King was originally a design of Kil'Jaeden to serve the Burning Legion's interests? Ha, it was actually all part of the Jailer's super secret master plan the whole time! Who's the Jailer you ask? Well, you'll find out when you literally get to explore the Afterlife for yourself!"
Vol wrote:The art makes my point. Is Sanguinius to powerful then that the roiling tide of Chaos forces can't suicide rush him and bury him in bodies? They can't bring to bear artillery or titans? He's obligated to stand at the door, even if the Custodes can't survive the barrage, so physically how he holds it gets complicated. Unless he's so hopped up on Warp that he can't actually be harmed.
► Show Spoiler
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Re: Tali'Thread vas Clan Zorah nar BSN 6.0
"Drive me closer! I want to hit them with my sword!"
Who is online
Users browsing this forum: No registered users and 31 guests











