* Level 3 timer fixed * Level 3 errors fixed *
Better Vehicle Physics * Maps editted * new sounds added * Game and light colours changed * high performance technique was applied * Game size optimized * Better graphic quality
Quinn Duffy, Game Director at Relic, explains how «True Sight» mechanics and
better vehicle physics offer players a real time strategy game like never before in Company of Heroes 2.
Not exact matches
Interesting stories,
good graphics, normal
physics and amazing visual damage for
vehicles.
It's so tough to accept the little bit of
good (decent graphics, OK number of cool
vehicles and tracks) that is mixed with so much that's wrong (
physics from hell, semi-broken control, insulting soundtrack) in a driving engine that, with proper care, could have been a contender instead of a bump on the road.
The three different types of cars have been precisely chosen to offer both a glimpse at the diverse motorsport disciplines available in the full game, as
well as the sublime
physics and handling of the in - game
vehicles.
But of course,
physics extends beyond just tire and brake temperatures, and Slightly Mad have done
well to ensure that each class and
vehicle feel unique too.
On the whole the gameplay is pretty enjoyable, with the cars controlling really quite
well and are a notch above what I would deem to be basic arcade
physics, the destruction of the
vehicles is
well done too, as they become worse for wear the more damage they take.
Pros: + Extremely immserive + Quite a few
vehicles to choose from as players unlock them + Punishingly realistic + Use of mud - based
physics are insanely
well done
The handling forgoes the floaty feel of some of the more recent WipEout games in favour of heavier
physics akin to WipEout 2097, but higher
vehicle classes included in the final game will feature faster, lighter craft with
better cornering capabilities.
Faster
vehicles can drift around corners, and the driving
physics overall are strong: all
vehicles handle
well even when flung over one of the city's many improvised ramps.
Well that's what Super Off - Road is all about but with glorious console quality graphics, real 3D
vehicle physics, high quality music and sounds, fully upgradeable
vehicles and stunning tracks to master.
The lifelike
physics of Cross Racing Championship 2005 allow you and your car to feel the full effects of every type of terrain, from bumpy dirt roads and dry river beds to speedy racetracks, and you'll need to adjust your driving style to each unique surface to ensure the
best performance from your
vehicle.
The three different types of cars have been precisely chosen to offer both a glimpse at the diverse motorsport disciplines available in the full game, as
well as the sublime
physics and handling of the in - game
vehicles.
Due to their size and dynamics, as
well as the basic principles of
physics, commercial trucks are more prone to accidents than other
vehicles.
The driving
physics also feel more arcade - y than fans of Grand Theft Auto IV will remember, with the hefty feel of that game's
vehicles replaced by zippy autos that all have
better cornering than a car manufactured in 1947 has any right to.