Splin­ter Cell: Chaos The­ory

XBox: The Official Magazine - - OXM INVESTIGATES -

For­mat Xbox | Re­lease 2005 Sam Fisher did for vir­tual shad­ows what Juras­sic Park did for CGI. Be­fore Splin­ter Cell, the in­ter­play be­tween light and dark was flat and un­con­vinc­ing. That all changed when the gruff Third Ech­e­lon agent en­tered the fray. Chaos The­ory uses an im­proved ver­sion of Un­real En­gine 2.5 to de­liver a gor­geous sneaker with shad­ows that con­vince to this day. Thanks to Xbox’s power ad­van­tage, Fisher’s sneak-’em-up boasted nor­mal map­ping, par­al­lax map­ping, and HDR light­ing – all so­phis­ti­cated vis­ual fea­tures for 2005. Chaos The­ory rep­re­sents the pin­na­cle of the orig­i­nal Xbox’s tech­ni­cal grunt.

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