WhatsHisFace
Avenger
- Joined
- Nov 13, 2002
- Messages
- 39,016
- Reaction score
- 0
- Points
- 31
This has been bothering me for a while...
I don't know about this thing. It seems to do well enough, but in comparison to the newest version of the engine that Ubi used to use so endlessly, I don't know if it holds up.
For those of you who don't know what I'm talking about...
Ubisoft used the Unreal Engine last generation to great effect, they produced some of the Xbox's best visuals at the times of their games releases, and the versatility of the Unreal engine made sure all the games worked as they should.
This generation, Ubisoft's internal team Tiwak, who was supposed to make "Tork" for them last gen, which I don't think ever released, has made them a new engine, which has been so far used in Ghost Recon Advanced Warfighter, and will be used in Rainbow Six Vegas and Splinter Cell Double Agent. Possibly in Assassin's Creed, but I'm not sure, they definitely didn't make the PoPs on Unreal...
But anyways, it worked really well in GRAW, don't get me wrong. It was arguably the best looking Xbox360 game at the time, and since Gears of War isn't out yet it might still be, but it didn't have the SplinterCell 1 "GOOD HEAVENS THIS IS THE BEST LOOKING XBOX GAME YET" impact that drew the attention to Ubi's suddenly good product line to begin with.
I think the engine is still in really early stages too, since it's mainly supporting the GRAW style (like how people licensed Quake to make FPSs and not RPGs). Rainbow Six Vegas looks like a Ghost Recon expansion but played in the FPV, guns visible, and the addition of rappelling. SplinterCell doesn't quite have the SplinterCell look anymore with the dramatic shadows and the ****eful eyecandy... it's like they changed it around to compliment the engine.
As a side note, Ubisoft bought the Crytek 1 engine along with the Farcry IP, which powered Farcry. I don't really know where that's going but I'll assume they can move code around to do whatever works best.
Well anyways, that's the deal. Which would you have preferred they use, Unreal or Tiwak?
Tiwak:
Unreal:
I don't know about this thing. It seems to do well enough, but in comparison to the newest version of the engine that Ubi used to use so endlessly, I don't know if it holds up.
For those of you who don't know what I'm talking about...
Ubisoft used the Unreal Engine last generation to great effect, they produced some of the Xbox's best visuals at the times of their games releases, and the versatility of the Unreal engine made sure all the games worked as they should.
This generation, Ubisoft's internal team Tiwak, who was supposed to make "Tork" for them last gen, which I don't think ever released, has made them a new engine, which has been so far used in Ghost Recon Advanced Warfighter, and will be used in Rainbow Six Vegas and Splinter Cell Double Agent. Possibly in Assassin's Creed, but I'm not sure, they definitely didn't make the PoPs on Unreal...
But anyways, it worked really well in GRAW, don't get me wrong. It was arguably the best looking Xbox360 game at the time, and since Gears of War isn't out yet it might still be, but it didn't have the SplinterCell 1 "GOOD HEAVENS THIS IS THE BEST LOOKING XBOX GAME YET" impact that drew the attention to Ubi's suddenly good product line to begin with.
I think the engine is still in really early stages too, since it's mainly supporting the GRAW style (like how people licensed Quake to make FPSs and not RPGs). Rainbow Six Vegas looks like a Ghost Recon expansion but played in the FPV, guns visible, and the addition of rappelling. SplinterCell doesn't quite have the SplinterCell look anymore with the dramatic shadows and the ****eful eyecandy... it's like they changed it around to compliment the engine.
As a side note, Ubisoft bought the Crytek 1 engine along with the Farcry IP, which powered Farcry. I don't really know where that's going but I'll assume they can move code around to do whatever works best.
Well anyways, that's the deal. Which would you have preferred they use, Unreal or Tiwak?
Tiwak:
Unreal: