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Thread: Weapon design and you: how to avoid sci-fi samery

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  1. #11
    Slightly Insane JackalStomper's Avatar
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    Re: Weapon design and you: how to avoid sci-fi samery

    Using Halo 1, or any game from then or earlier, is a poor example to compare to newer generation games. Most of the time the lack of greeble is from hardware constraints rather than artistic design. When games from older times have the bonus of coming with the concept art illustrations you can see that they are usually just as noisy and complicated as they are in current games today.

    Quote Originally Posted by t3h m00kz View Post
    I feel I should remind you the design of most of those weapons were carried over from Unreal Championship 2. the rocket launcher, flak, and shock rifle were up-resed.

    seriously. go look at some screenshots. they're nearly identical.
    Never played the UC games. Just Unreal, UT2K4, and UT3.

    That wasn't quite my point though, it was more providing an argument as to why they can get away with crazy weapon designs.
    Last edited by JackalStomper; March 5th, 2012 at 10:57 PM.
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