Interview with Ritual Entertainment

Chris D

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SiNEpisodes.net is reporting that Ritual fansite, Ritualistic have conducted an interview with some developers from Ritual Entertainment. More appropriately, the interview goes into detail about their feelings of working with Valve and also some changes they've made so far to the Source engine:
Ritualistic.com: Any hard feelings at Ritual about working with Valve? SiN was, after all, in direct competition with Half-Life when it came out in 1998.
[br]
Ritual Entertainment: On the contrary - after working with Valve on Condition Zero and Counter-Strike for the Xbox, we’ve built quite a good relationship with them. The Valve guys are actually huge fans of SiN, so being able to work with them on this game, as ironic as it may seem, is a great opportunity for us and the franchise.
To catch the full interview then get yourself over to Ritualistic now.
 
“Quit looking at those magazines and get back to the mission.”

:thumbs:
 
Looks good to me but there's something I don't like in the screenshots, they used materials and models from HL2... I mean, they should have original content, I hope it will look like SiN and not like HL2.
 
I didn't really see many materials from HL2... The only model I saw resembling one in HL2 was the barrels. Let's face it though, a barrel is a barrel, right?
 
Its good to see so many companies interested in using the source engine, but there is something about the game engine that just makes me cringe when I see some of screenshots. I think its a combination of the mappers incompetence in some of the screenshots of SiN, and the engines inability to produce dynamic shaodws on everything...

Does anyone know if SiN will include HDR?

Sad to say, but I beleive the Unreal 3.0 engine will sell to more 3rd party companies than source, just because of the fact that its so ahead of its time. When Source was unveiled, Unreal 3 had already been shown, and I think it ruined the source engine for me. The reason I stayed with HL1, and loved it so much, was because it had tons of amazing mods, mods that with source havent been released, or finished. Counter-Strike, Day of Defeat, TFC, NS are all unfinished or not even released for source....I'll give it time though...
 
Another model they used is the fences. I can see past a few models here and there though.

The only thing I do hope is that they get rid of storing all the files inside a .GCF. I'm sure that's what causes all the stuttering. They're treated like some mini HD and take ages to access causing a stutter when it has to load a new sound/content.
 
The glass is the same, when broken... I dunno if they can change that, but... It doesn't really matter all that much to me.

Looks gool.

Good+Cool.
 
StardogChampion said:
Another model they used is the fences. I can see past a few models here and there though.

The only thing I do hope is that they get rid of storing all the files inside a .GCF. I'm sure that's what causes all the stuttering. They're treated like some mini HD and take ages to access causing a stutter when it has to load a new sound/content.

Your sure, but your wrong.

Use +showbudget when stuttering is happening, you'll notice it aint the filesystem.
 
Interesting interview. Cant wait for sin, looks really fun.
 
I wish dose law enforcement vehicles were in NFS Hot Pursuit!
Freaking Awsome Design!
 
Chris_D said:
I didn't really see many materials from HL2... The only model I saw resembling one in HL2 was the barrels. Let's face it though, a barrel is a barrel, right?
Railings, burnt out car, gas cannisters, didn't spot the barrels myself though.

I'm sure they are placeholders anyway.
 
http://www.ritualistic.com/screens.php/sineps/SiN+Episodes+Screenshots/1/thumbs/050711_07.jpg

shitty monster design. literally, and figuratively.

i agree, from what ive heard about unreal 3, the pipeline is so much more refined to get content ingame, and with source its horrifically complicated (no exporters straight to engine, have to write those smd's convert all that). plus normal maps look poop, small view distances, limited map size, no dynamic light or self casting shadows, and the compiling time is immense for what you get out of a map.

theres nothing really revolutionary at all about the engine anymore, but the one thing you get if you make a game in source is all the diehard source fanbois that will buy it jsut to buy it cause its source. plus you get it plugged on steam all the time.

some of the screens look like they could be from a 2 year old game. Kinda a waste of time for a modern pc game. I could understand though if they were making a version for current consoles to be released with it
 
http://ue3.org/forums/index.php?

Nobody really mentioned UE3 here, but if you want to talk about an engine that won't be used in games untill next year and won't run on anything lower than a 6800. Please continue to troll.
 
yea, minimum requirements suck.

its like the lost coast I can't play worth a dayum on my machine according to the specs. and its still graphically underreaching :(

and jdefault said "Sad to say, but I beleive the Unreal 3.0 engine will sell to more 3rd party companies than source"

I was saying i think hes right. next gen consoled seem to all have this awsome look you can't really get with source. nobodies fault, it is an old engine, but i was totally amazed by BIA on the unreal engine, and all they accomplished. so maybe they cna fix it up
 
It dosent matter how many licensee's a company can sell, it's what the company can do with the tech to make a good game.

Valves makes games.
Epic "makes" games.
 
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