Close Privacy Overview This website uses cookies to improve your experience while you navigate through the website. Out of these cookies, the cookies that are categorized as necessary are stored on your browser as they are as essential for the working of basic functionalities of the website.
We also use third-party cookies that help us analyze and understand how you use this website. These cookies will be stored in your browser only with your consent.
You also have the option to opt-out of these cookies. But opting out of some of these cookies may have an effect on your browsing experience. Necessary Necessary. On windows XP I use magic disc its old but works for me. Alex 0 point.
Flyboy 0 point. The prison camps in POW are living environments full of suspicious guards on patrol, barbed wire fences, fellow POWs going about their business and time sensitive events you can take longer but lose points of each day your in camp. The daily routine, in order, includes morning roll call, breakfast, morning exercise, lunch, afternoon free time, dinner, evening roll call and lights out. They happen at the same time everyday and provide the structure for your activities since you'll be ditching meals and whatnot to accomplish tasks around the different prison camps.
Miss a roll call however, and you'd better be prepared for some serious sneaking since it puts the entire camp on alert. The in-game clock always lets you know where you should be at that moment and what your next "appointment" is going to be your mission is escape each camp. Used to play this on playstation2 and also on xbox. The game now 21 years old an it shows. The guards have vision cones just like the ones found in Metal Gear Solid and keeping track of these on your radar is imperative to your success.
As long as you're where you're supposed to be and doing what you're supposed to be doing there's no problem. The animation of the guards and prisoners is extremely stiff and unnatural as well.
They walk, they run and some of the aim and shoot, but nobody looks very realistic doing it. If I'm running away from a guard and run into a crowd of POWs, they'll help me out by mingling all around so that the guard loses me among the throng. The senses are matched by equally proficient levels of Al. Individual guards all have patrol routes that can be altered by acute enough players - we won't give away how , but can work together as teams if the alarm is raised.
It's only the most skilful players that will be able to do that though. Finding a good hiding place isn't easy either.
We try to make them sensible enough so that if a guard is told, "the POW has disappeared in this area, search it," then they'll see that the obvious places to search are in the cupboards and under the tables and so on. They won't do anything stupid like just walking around a room, looking at it, then leave.
Those fellow POWs mentioned earlier aren't simply dumb visual aids either. Each prisoner has their own Al level, and provides some function or another that Stone can exploit.
Minigames, such as gambling, can provide the player with currency that in turn can be used to pay for goods, services or even to act as decoys.
Although there are only three camps in the whole game, the varied nature of the missions and the plethora of ingame activities are expected to keep things interesting. Plus the three camps are all very varied in style and constantly have new areas opening up with each new mission.
Initial Stalag, boot camp-style huts and fences eventually give way to the imposing Castle Colditz, which immediately throws up gameplay challenges of its own.
It's a lot harder for the player to get away with things because there won't be as much space to run to and there are a lot more guards all over the place. It's a faithful recreation of the infamous castle, from the peeling wallpaper in the corridors to the ironwork railings on the balconies. Of course, that also includes the various tunnels and secret corridors that existed, not all of which were actually discovered by the Germans.
From a technical point of view, such enclosed locations does throw up the immediate question of camera placements, ruiner of many an otherwise fine game. What we're prototyping at the moment is a free-floating internal cam with its own Al that will figure out the best positions on the fly. But when rooms get quite small and poky it's almost impossible to do that so that's when we switch to the fixed cameras.
The drama is aided by the game's music. It's not just the Germans keeping tabs on you in POW, even the audio knows what you're doing. Some of you may remember LucasArts' old Monkey Island-era iMuse system - music that changed pitch, harmonics and tempo to match the on-screen action - but it's been a long time since anyone has really started experimenting with the technology in today's DirectX environments.
It's still a relatively unproven technology and there are only a few games that have done some okay things with it. But nothing particularly spectacular that's proved its potential or made as much use of it as Microsoft had hoped. That man was one Ciaran Walsh who, surrounded by a bank of mixing desks, MIDI keyboards, microphones and speakers, sits alone in his studio several doors down the street from the rest of the POW team, but is as integral a pan of the overall atmosphere of the game as the anists.
Wide Sounds is an offshoot of the main company, set up as an independent music studio specialising in something called interactive music. But we wanted to do something dynamic with it. So I came up with the concept of using lots of small component pieces of music and using the DirectMusic system to pull them all together and to extrapolate different variations of each piece, removing layers and changing the tempo to create different levels of intensity.
You can then take each of these small second chunks of music, tie them together as needed and create, say, ten or 20 minute pieces of music. Much like any decent movie score, only changing dynamically depending on what's happening on screen - light and airy strings when you're just getting up in the morning, through to dramatic chords when the hunt is on and the tension is high. Maintaining that tension is the key to the whole game. The player needs to constantly feel as though he's on the verge of being caught if the game is to succeed.
There is a precedent - games such as the Thief series. What Jones and his team at Wide Games is hoping to prove is that you can take the concept one step further and do away with the weapons aspect altogether.
Are they mad? Will they get away with it like James Coburn's fake Aussie of hope? Or will they, like Steve McQueen and his ill-fated motorcycle leap, end up on the twisty barbed wire of fate? We'll find out in June. Instead, it's a real-time adventure game set in POW camps, where you have to engineer a series of escapes and avert a German missile plot.
The gameplay mostly involves finding items, talking to NPCs and stealing stuff, with a bit of stealth thrown in for added tension. Needless to say, it can all get a bit dull, especially as the only weapons at your disposal are pebbles, and the most advanced stealth gadget available is a smudge of boot polish.
Sam Fisher would be beside himself. There is a certain B-grade charm to the game, but even this is smothered by a slapdash console conversion that bequeaths a woeful interface and numerous camera problems. All in all, we wouldn't waste our time. Prisoner of War is the newest game released by European game giant Codemasters.
You are faced with many individual missions in your overall attempt to escape from your German captors. Surprisingly enough, the game is not full of violence and blood as I had originally expected. Occasionally you get shot if you stray where you are not supposed to, but even then you usually live and you don't bleed all over the place. With the lack of blood and gore, you are forced to actually play a game of strategy and stealth as opposed to plowing your way through the enemy with guns blazing.
While the graphics and sound are nothing to do cartwheels over, they are adequate for the game, but do not use the Xbox's full potential by any means. The faces are a bit grainy and the 'mean? Krauts always seem to be smiling. Oddly enough they never really yell at you either.
0コメント