Culpa Innata: Chaos Rising -- New Details and Features
#487084
04/10/09 02:29 PM
04/10/09 02:29 PM
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Joined: Feb 2000
Posts: 26,918 Stony Brook, New York, USA
Becky
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Momentum AS releases an updated information and features list for its widely anticipated sequel to Culpa Innata and the continued adventures of Phoenix WallisWelcome to the Resistance and the Dark World of... Culpa Innata: Chaos Rising Odessa, 2047
In Culpa Innata, gamers first met a young ambitious peace officer, Phoenix Wallis. While investigating the murder of a World Union citizen, Vassily Bogdanov, she not only identified the murderer, but also discovered a strange Virtual Reality (VR) device at the heart of a vast criminal enterprise. One that began in the vast reaches of the Rogue States, reaching deeply into the World Union.
At the end of Culpa 1, the success she had always craved was near. But life and events are rarely that simple. Faced with growing disillusions with the World Union, lingering questions about her past, and ultimately her future in this perfect society Phoenix arrives at a decisive point in her life. What of the mysterious Renovators and other strange events? And then there are the increasing nightmares, clouding her mind with unanswered questions about her past. What does it all mean?
Case closed? Not for this intrepid young woman.
Culpa Innata 2: Chaos Rising begins with Phoenix's journey to the heart of chaos and resistance, the Rogue States, armed by a deceptively simple mandate. Meet the Russian detective in charge of the case, take custody of the captured murderer and transport him to the World Union to face ultimate justice. But Phoenix is not the same young woman who started this investigation and what began in Adrianopolis follows a wild and unpredictable path to surprising conclusions.
Play as both Anatoly Pavlov, the cynical survivor of societal collapse and the disillusioned yet politically naive Phoenix Wallis. Deeply bound by mysterious events, Anatoly and Phoenix will encounter obstacles far more challenging than ever before, testing their courage, determination and wits as they seek the truth hidden beneath the worlds that they know. For new screenshots from the game, click here. At a Glance Game Features Include:• Two playable characters with over 60 unique additional interactive characters • Over 60 unique locations. • 3D engine with real time rendered cinematics, gameplay, character emotions. • Wide variety of plot logical challenges including: New & Unique Dialog-based, High Tech gadgetry, optional solves and Game-Wide integrated challenges • Intuitive dialog system, featuring player directed branching paths • Click and go character control, user-friendly mouse driven interface • Interactive smart cursor, dedicated exits & Detailed Interactive map • Gameplay Created Dynamic In Game Journal & Hints Guide • Non-linear gameplay and gamer freedom. • In-game choices affect a wide range of game events, character interactions, challenges and future outcomes, giving each player a unique experience • Detailed optional player activities & side quests • Environmental 3D audio and sound effects • Original sound track • Multiple Alternate Endings Additional Technical FeaturesDynamic Enhanced Cinematic Experience
• New Advanced player friendly camera movement / animation (cinematic) • In-game engine rendered cinematics for seamless graphics integration • 16-9, 4-3 resolution support (including laptops) Enhanced Character animation• Natural lip-sync with Language Independent Speech • Multi layered Facial Animation System • Realistic Facial Expression Animation • Cloth and Hair Animation, Motion Capture Character Animation • Hardware-accelerated Skinning and Blendshape Animation • State of the art human skin shading featuring: - Parallax Occlusion Mapping - Advanced Subsurface Scattering for Hair and Skin Shading Game Graphics Engine • LOD (Level of detail) for maximum performance. • Several point/spot lights and directional lights affect shaded objects and cast shadows. • High Dynamic Range rendering and post processing effects such as bloom and depth-of-field. • High quality real-time shadow rendering, using proprietary shadow map resolution-boost method. • Real-time, in game light shaft rendering with shadows & reflection rendering. • Transparency handling with alpha-blending and sorting.
Last edited by Becky; 04/10/09 02:30 PM.
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Re: Culpa Innata: Chaos Rising -- New Details and Features
[Re: venus]
#487140
04/10/09 04:03 PM
04/10/09 04:03 PM
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Joined: Jul 2005
Posts: 23,997 UK
Rushes
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Thanks, Becky! I'm excited about this one.
"Bleat, Watson -- unmitigated bleat!" ~ Sherlock Holmes
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Re: Culpa Innata: Chaos Rising -- New Details and Features
[Re: Rushes]
#487143
04/10/09 04:07 PM
04/10/09 04:07 PM
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Joined: Nov 1999
Posts: 10,323
gatorlaw
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Awww Becky Thanks for the rapid posting And check your inbox - something special for GB It was already planned, but first I had to get a google mails sent to world wide press (and then maybe eat) fooood, is so good.
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Re: Culpa Innata: Chaos Rising -- New Details and Features
[Re: gatorlaw]
#487202
04/10/09 05:46 PM
04/10/09 05:46 PM
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Joined: Feb 2000
Posts: 26,918 Stony Brook, New York, USA
Becky
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Note: If you check the screenshots again here, you'll notice a new exclusive screenshot showing Phoenix talking to Nadya Rakhmanova, the manager of a bar in Odessa called the "Bandit Queen." Nadya is ...quite close with Anatoly as their paths crossed on many levels since the economic collapse of world governments and order. She also takes an opposite (and immediate) dislike to Phoenix, and Nadya will always be right there and in Phoenix's face at any given opportunity. But of course her story and inner self are far more complex as will be discovered in the game.
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Re: Culpa Innata: Chaos Rising -- New Details and Features
[Re: Becky]
#487361
04/11/09 12:13 AM
04/11/09 12:13 AM
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Joined: Mar 2009
Posts: 8,379 Arcadia (twin world of Stark)
venus
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Thanks, Becky! It will be interesting to see how the interaction with Nadya will differ depending on which character the player is controlling. Also, the characters' faces look even better than they did in Culpa 1.
Interrogator: [True or false?] All mangoes are golden. Nothing golden is cheap. Conclusion - all mangoes are cheap.
Helena: Where are these mangoes?
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Re: Culpa Innata: Chaos Rising -- New Details and Features
[Re: pussycat221]
#487633
04/11/09 01:29 PM
04/11/09 01:29 PM
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Joined: Dec 2008
Posts: 114
pamella
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I am really looking forward to this one. Thanks so much for the update becky.
The person who said that money doesn't buy happiness didn't know where to go shopping.
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Re: Culpa Innata: Chaos Rising -- New Details and Features
[Re: smulan]
#487927
04/12/09 07:20 AM
04/12/09 07:20 AM
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Joined: Nov 2007
Posts: 1,827 land gal just wanna have fun
Sherryah
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OH I am so excited, I really enjoyed Culpa Innata, and looking forward to Chaos Rising. Can anyone tell me if we still get to play dress up with our character? I enjoyed that but she really needs more of a wardrobe. Will she have more clothes to choose from? As a woman I found it so much fun in a game where the character doesn't wear the same clothes through the entire game. One other comment to the game designers, I suggest you let her eat once in a while instead of just sitting at a table. Also seeing her sleep would be nice also. Poor woman.
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Re: Culpa Innata: Chaos Rising -- New Details and Features
[Re: SkeeterUK]
#488083
04/12/09 01:20 PM
04/12/09 01:20 PM
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Joined: Nov 1999
Posts: 10,323
gatorlaw
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Adept Boomer
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Although we have all the HDR lighting, rendering effects (such as Bloom, depth of field)... Unfortunately bloom effects are over emphasized in still frame captures and so such effects were not activated for these in game grabs. The point of these new frames was to show some first looks at a few game environments. Same applies to particle/shader effects. Grabbing still frames within a 3D rendered game with rain falling, fog effects etc - well ... the results tend to look strange and represent the actual in game experience poorly. On a design side regarding HDR etc in general - many high end games have applied HDR lighting effects as a matter of rote and without finesse. Over use of Bloom can create a washed out appearance particularly where faces (and facial animation in specific) are critical to the gameplay and design. There were some scenes in a few recent console games where my retinas felt burned out. What’s worse is the wonderful level of detail that high resolution gaming can provide (which can be wonderful to have for an adventure or quest based game) is easily washed away in a flood of brightness. Bottom line is the amount of noticeable amounts of bloom is an artistic style and design choice, and should not just be used in all games, unless and to the extent that it really works within the game. On the other hand, since our new engine does employ the full array of HDR rendering and lighting as listed in our engine specs, a release of screens and materials that specifically highlight varied aspects of the new engine capacity and range will come. Later ... Seems like next wave of screens would be of more interest to yourself.
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Re: Culpa Innata: Chaos Rising -- New Details and Features
[Re: gatorlaw]
#488114
04/12/09 02:35 PM
04/12/09 02:35 PM
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Joined: Sep 2004
Posts: 1,393 United Kingdom
SkeeterUK
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Thanks for the reply gatorlaw. I know what you mean about bloom in games especially fps games they can be overly intense. The only game i really like that has great HDR and bloom is test drive unlimited if its anywhere near as nice and subtle but very noticeable as that game then i think i will enjoy the visual aspect of the game. I do look forward to seeing depth of field in a adventure game tho as i dont recall seeing one with it before. I like the DoF in mass effect and hope its like that. Especially the way it was when in conversation mode.
Last edited by SkeeterUK; 04/12/09 02:40 PM.
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Re: Culpa Innata: Chaos Rising -- New Details and Features
[Re: SkeeterUK]
#488132
04/12/09 03:19 PM
04/12/09 03:19 PM
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Joined: Nov 1999
Posts: 10,323
gatorlaw
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We are aiming high We may not break huge new ground in terms of mainstream gaming - but we are trying to raise the technical bar for what people can expect and get from adventure games. Every enhancement came with the proviso - does adding or employing it within the game build elevate the total gameplay experience and create the absorbing atmosphere we want for players as they travel through Chaos Rising. Hearing from gamers with a broad range of gaming preferences is great. Not everyone thinks about "depth of field" etc and how these can totally enhance the whole gameplay experience. On the other hand, since we are aiming for seamless integration (as much as possible)most gamers won't notice all the discrete design & engine assisted elements that create the whole of Chaos Rising. Still, during the development process informed encouragement is really sweet to read. Thanks Edit: Mass Effect was such a great game. (same for Bioshock) DoF and the approach to dialogues were a step off point for us (rather than replicate the game). We are doing some different things in Chaos Rising, our own things I could say from a design perspective. Will they work to stop that hard to get around feeling of disassociation in dialogues? We think so - time and gamers will tell us for a fact. It has been a huge design focus this last year. Looking at dialogues from all different ways and perspectives. And having two playable characters as part of the equation, etc. What more could be done with that, well we are seeing
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Re: Culpa Innata: Chaos Rising -- New Details and Features
[Re: Mary]
#488360
04/13/09 07:42 AM
04/13/09 07:42 AM
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Joined: Jan 2004
Posts: 83,343 In the Naughty Corner
BrownEyedTigre
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The Sassy Admin and PR Liaison
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In the Naughty Corner
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Usually, the specs are released when the game is closer to a release date. I don't believe there is a set requirement yet.
Don't feed the Trolls
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Re: Culpa Innata: Chaos Rising -- New Details and Features
[Re: BrownEyedTigre]
#488623
04/13/09 04:50 PM
04/13/09 04:50 PM
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Joined: Nov 1999
Posts: 3,669 New York
Mary
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Thanks, Ana! Didn't realize that, but makes sense.
The answer is....chocolate! Who cares what the question is.....
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