You
scurry across endless landscapes following waypoints and completing
objectives similar to those mentioned above. The use of stealth
is imperative and thus the landscapes have been designed for
you to take advantage of such abilities, grass, rock piles and
fog etc. That roughly outlines DF in its most simple form.
Realism
is not a pixel anymore
Apparently
the reason for using voxels in the first place was because they
allowed endless landscapes with dense grass and other environmental
features to be used. This obviously meant you had a much more
realistic environment to work with and one that fit the DF style
to a tee. The problem? They can render a lot and because of
that they are extremely slow - more so than polygons.
Sadly
in their rush to promote voxels, Novalogic neglected to take
into account the sheering rate of development in 3D acceleration.
As such DFLW is now a totally 3D game, that's right, no more
pixels! Of course the real test, whether you can walk to McDonald's
from Iraq, has yet to be accomplished under either engine.
The
new engine uses the latest in environmental technology to create
a world almost as extensive as its voxel ancestors. Extensive
or not, the improvement close up is colossal and you can see
even the smallest details at a distance of 1,000 meters, quite
a view. The actual viewing distance is likely to be somewhat
more (3,000?), yet past 1,000 things are expected to get misty.
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