GRAW 2 is in development at Red Storm and Ubisoft Paris, and has been in development since GRAW was launched back in May. Gameinformer mentions that it easily eclipses its predecessor in terms of visuals, being on par if not rivalling Gears of War. Thanks to eso76 for the magazine writeup of the game that when written out stands for Tom Clancy’s Ghost Recon Advanced Warfighter 2. It will be released in the first three months of 2007. While no platforms have been announced, expect it to appear on PC, Xbox 360, and possibly PS3.
Here are some story details:
* GRAW 2 deals with the escalating turmoil just south of the US border.
* It all takes place over 72 hours.
* It will have way more varied locations including fighting through the mountains, forests, etc.
* What’s more is that the combat will be on both sides of the border, Mexico and the US apparently.
* The first section of GRAW 2 will take place around the Mexican City of Juarez, 2nd in a war torn urban Center, the final tasks players with repelling a full fledged invasion of US soil for control over El Paso Texas.
* In another demo the smoke cloud was forced away from a sudden explosion, and the light from the fire reflected off the particles in the cloud in real time.
The sequel will include the following graphical updates:
1. Dynamic Weather Conditions: Taking place in sandstorms to howling rain, with subtle details such as after a rain storm the mission area glistens with moisture and features standing pools of water on the streets. As well as wind and weather simulation.
2. Object Translucency: Which allows players to see through surfaces like leaves and fabrics under the right lighting circumstances.
3. God Rays: Also a technique that simulates the way light goes around a surface that blocks light. God Rays allow the player to see the limits of light, creating the hard edges rays of light often seen pouring through cathedral windows.
4. Smoke Effects Techniques called Depth Sprite in which smoke particles move over and around objects like an actual gas, eliminating the hard lines you see between clouds and surfaces you see in most games. The smoke also reacts to light and wind.
Demos were shown that showed the dynamics of the smoke. Such as a helicopter down draft that forced huge plumes of smoke away from the landing. To an explosion forcing away a smoke cloud with the light of the fire reflecting off the particles in the cloud in real time.
5. Improved particle effects that send debris flying in explosions and chips exploding off walls when struck by a bullet.