LA Noire...
Pa koliko videh LA noir je za dlaku bolji od HL2 🙂 barem po meni, jer face u LA deluju previse vestacki...cenim da je to zbog snimanja lica kamerama i nemogucnosti kamera da uhvate ostrije promene na licu... ipak su ima falili markeri. Dok je ovaj klip objasnio sto se tice detaljnosti 🙂
Motion, tj. face capture je najbitniji a grafika moze kasnije koliko hoce da se detaljise. Jednostavno, ovde su uhvaceni izrazi lica i pokreti misica koji u drugim igrama, pa i filmovima deluju neuverljivo, ma koliko detaljniji bili. Kao sto rekoh, mogu misliti sta bi bilo kad bi ova igra izasla za pc i imala moding comunity kao gta 4. U svakom slucaju odlicna tehnologija i nadam se da ce imati neku primenu na pc-u, bar se nadam za novog Maxu. 🙂
Motion, tj. face capture je najbitniji a grafika moze kasnije koliko hoce da se detaljise. Jednostavno, ovde su uhvaceni izrazi lica i pokreti misica koji u drugim igrama, pa i filmovima deluju neuverljivo, ma koliko detaljniji bili. Kao sto rekoh, mogu misliti sta bi bilo kad bi ova igra izasla za pc i imala moding comunity kao gta 4. U svakom slucaju odlicna tehnologija i nadam se da ce imati neku primenu na pc-u, bar se nadam za novog Maxu. 🙂
If the pay-to-own video game industry collapses in the next five years, do you know why it will be? It will be a combination of terrible business practices, out-of-control game development budgets, year-to-year sequels that are designed to be consumed like dish detergent, a total misunderstanding of the casual gaming demographic, and the use of motion controls and three-dimensional displays as a step sideways and not forward. It will not be because of used games.
They know it. And that’s why they’re after used video games. When your business model is collapsing, you control distribution. Whether it offers a better product or not, you control distribution.
What I personally don't like about all the multiplatform games and studios moving to where the money is better, is that priorities are shifting.
What used to be high on the list of things to get right? Ask valve they have explained it a hundred times over in interviews over the years.
Things like:
- solid netcode and hit detection
- intuitive yet feature rich interface
- tactile feedback (be it from the hit sound in quake 3, the headshot animation in cs, force feedback making steering loose if your wheels lose grip or whatever)
- removing as many small frustrations as possible through extensive QA testing (see how many frustrations you come across in portal, especially repeating ones, you can cut off your fingers and still count them on one hand).
-Making player models be easily recognisable and distinguishable and have a good contrast with their surroundings (think tf2 player models and color palette, cs models, quake 3 models, rtcw models and surroundings).
-Pixel perfect jumping accuracy in platformers
-no input lag in fps, racing games or platformers
Again, these have all moved to the very bottom of the scale.
Yet they are what makes a game truely effortless to play, and they are a prereq to enjoying it.
All of these have taken a backseat this gen to graphics, 'cool factor' and evening out the playing field so everyone can get a gold star and be a winner.
There is nothing wrong with change or evolution, but you can't lose sight of the basics while making these changes.
And games are suffering heavily from just that.
Crysis 2 is pretty much a golden example of this.
Super flashy graphics, yet it won't let you just bind a button to throw a grenade?
Net code and hit detection are a disaster; Input lag, mouse accel, mouse smoothing: you name it crysis has it.
Bad IQ,narrow fov and no contrast in background design means you are fighting the visuals to locate and track enemies rather than fighting the enemies themselves.
Akward as hell slide controls, delay on the super jump because you have to keep the button pressed down etc etc.
Crysis 2 is just one example, most halfway recent games have several problems out of the list.
There is a very good reason why cs still has 50.000 players on simultaneously at pretty much any time of day, all day, everyday.
It's not because people like the graphics or don't eventually get a bit bored of the game.
It's because there is still no alternative that gets all the basics right since what? ut2004?
I'm not necessarily blaming any of this on console gaming (makes little sense if psx games already nailed many of the basics and then ps2 ones massively improved on it).
But no matter the cause, devs need to get their priorities straight.
It seems Playstation users are getting very lucky this month. SystemLink exclusively revealed that God of War 4 had been listed on a resume only a week ago, and now it looks as if elusive title Adrift might join the PS3-only club.
The game has been in development for a number of years now, by a small 80-man team at DONTNOD Entertainment, who are hiring for an Animator on an 'AAA next gen title for a great publisher'. The game was apparently meant to be revealed at GDC 2009.
Parisian Dontnod has revealed new details about the unnamed IP it is creating alongside its current development Adrift.
[...]
Guilbert also described the title as "an action-adventure game set in the near future, extremely fun to play with a well-balanced gameplay and a breathtaking innovative technology". The new IP will be unveiled at GDC this year.
The studio, which now boasts around 80 employees, has been working on a futuristic action RPG for the past three years, codenamed 'Adrift', which was confirmed as a PS3-exclusive back in June last year.
Adrift is powered by Unreal Engine 3, described as a 'new IP' and has been shown behind-closed-doors at past events like GDC.
DONTNOD will be at E3 in Los Angeles from June 7th to June 9th. If you want to see us please send an email to [email protected] .
Analyzed one of our major AAA FPS brand for a reboot and established a creative vision that got validated by HQ.
Hitman: Absolution will be aimed at a wider audience than earlier, less forgiving entries in the franchise, developer IO Interactive has revealed.
Speaking in an interview with DigitalTrends this week, director Tore Blystad explained that the steep learning curve of previous titles in the series had limited their reach.
"The Hitman games of the past have been very hardcore," insisted Blystad. "Even though the fantasy of the Hitman universe has a very universal appeal, the games have been so difficult to play, that it's been more of an acquired taste.
"The biggest challenge that we had with this game was to make it much broader in every sense, so that it was easier to play and more accessible, but still retain a very strong, hardcore side as well. We don't want to alienate any of our fans who have been extremely loyal for so many years."
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