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#26 | |
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Senior Member
Join Date: Mar 2010
Posts: 1,283
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#27 |
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Member
Join Date: Oct 2005
Posts: 226
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Mixed feeling after watchnig two different videos. While the texturing, the scale and the butter smooth 60 fps animation are AMAZING, the lighting, the modeling (the weapons and the ennemies) and the lack of effects (post-processing, dust...I don't know) are average...
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#28 |
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Senior Member
Join Date: Dec 2009
Location: netherlands
Posts: 1,454
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It looks really good for a 60fps game and it's graphics are like a little nudge below the top 30 fps games imo. It's make me more interested what they can do with doom4 running 30 fps and more corridor like gameplay. Not sure if i get it right but having smaller level doesnt you can put more details on the mega textures?
Just hope they can get the ps 3 version to work good. |
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#29 |
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Senior Member
Join Date: Mar 2007
Posts: 1,146
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#30 | |
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Regular
Join Date: Jun 2004
Posts: 6,871
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#31 | |
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Iron "BEAST" Man
Join Date: Mar 2007
Location: NGC2264
Posts: 8,383
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But anyway I dont see why MT would limit shadow use or method. |
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#32 |
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Iron "BEAST" Man
Join Date: Mar 2007
Location: NGC2264
Posts: 8,383
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#33 |
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Junior Member
Join Date: Jan 2008
Posts: 40
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Well I think it looks fantastic. My jaw literally dropped when I saw the game in action. It's amazing that they can maintain 60fps.
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#34 |
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Senior Member
Join Date: Jan 2007
Posts: 2,551
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Looks great, especially considering the framerate. If it weren't for the framerate, though, I would be a lot less impressed. But considering it's 60fps, I think it looks great.
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#35 |
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member
Join Date: Feb 2002
Posts: 7,507
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I just love how they've dared to ignore the ironsighty industry trend and kept their old school fast-paced gunplay. But with a melee attack on top cause that's a really good invention. Oh and no "2 guns at one time" realism either.
With 60fps speed and the controller responsiveness it allows, they're pretty much in a league of their own in online multiplayer - noone else does it all or has enough time to catch up. If they don't f*** up, they're gonna seriously distrupt the online FPS gaming community. (Although there's a small chance that the fast paced gameplay will only work for really good and skilled players...)
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My opinions do not represent that of my employer blah blah etc. |
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#36 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,889
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I'm fairly convinced on the tech, but I feel that it's been used on the wrong type of game for me. I'm getting so tired of great tech being used for rendering ugliness in more detail! Also, right now they manage to have a lot of enemies looking exactly the same. In this environment, that stands out a little more than normally - other games have used nice things to randomise character looks a little and this game could really use some of that.
I'm also strangely getting a lot of Space Quest III vibes here, perhaps because the world does look a little plasticy, and am thinking that its story could probably be recreated in this planet effortlessly, but with the side effect of having a completely open world. Good tech though, and glad it's there. Another thing I'm now worried about though is that it is particularly useful for types of games that take forever to make, so it could take a really long time before we see something else using it. I'm hoping for Bethesda to do it first. From what I've seen in the video, it does seem that they may have solved some of their transparancy issues? (I saw some nice flowers, light effects) That's pretty important, if true. |
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#37 |
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member
Join Date: Feb 2002
Posts: 7,507
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They are randomizing enemies, I remember screenshots with mutant variations. We need a direct feed version...
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My opinions do not represent that of my employer blah blah etc. |
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#38 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,889
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#39 |
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member
Join Date: Feb 2002
Posts: 7,507
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They're the same bandit clan, so they should dress similarly. But don't tell me that you could make out their faces with this compression
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My opinions do not represent that of my employer blah blah etc. |
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#40 | |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,889
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Quote:
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#41 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,039
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I thought they were clones too, much like Borderlands.
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#42 |
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Senior Member
Join Date: Dec 2009
Location: netherlands
Posts: 1,454
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Coolest thing i heard about enemies/Ai was that different gang/tribes have different Ai behavior. The G4 enemies could climb walls and use other things like waterpipes and stuff to approach the player. The talk about a gadget heavy gang/clan of bandits hope we get more info on Gamescon in august. E3 this year was kinda lackluster for the core gamers because motion games were casual, nothing was shown about core implementation on a big scale except maybe that sorcerer(potential Harry potter game?)game.
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#43 |
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Senior Member
Join Date: Jan 2007
Posts: 2,551
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In the G4 video, he says that there are several different clans/enemies throughout the game. With that in mind, and from what we saw, it seems like there will be similar looking enemies on screen at any given time, but you will encounter several different enemy types.
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#44 |
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member
Join Date: Feb 2002
Posts: 7,507
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Scaling up and down character rigs and maintaining proper ground contact with their feet (no sliding) isn't easy. Would require a lot of runtime processing, IK, and so on.
They also need to keep the same skeleton for as many characters as they can to reuse animations and reduce memory consumption. So there isn't much room for variation in terms of proportions and general build. Fat people in Assassin games look silly because of this, and notice how there aren't any children either. What id can do is mix outfits and heads, and I still recall screenshots that had just that...
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My opinions do not represent that of my employer blah blah etc. |
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#45 | |
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Regular
Join Date: Mar 2007
Posts: 8,979
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Regards, SB |
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#46 | |
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Member
Join Date: Apr 2004
Location: Australia
Posts: 2,352
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Quote:
Anyway my beef with rage is pretty clear at this point, back in the days of Doom3 and half life 2, I've always favored the former greatly due to the lighting system even though the baked radiosity in HL2 looks quite nice as well. That's why I'm holding a grudge against id for going to that direction now. |
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#47 | |
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Senior Member
Join Date: Mar 2007
Posts: 1,146
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Quote:
Not casting shadows doesn't make the RAGE lighting non-realtime. For example, Doom 3's lighting was fully realtime, but not all lights casted shadows. |
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#48 | |
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Member
Join Date: May 2005
Posts: 378
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Not sure about the specialization players can have though, seems there are only 2 basicly, either heavy gunman, or stealth/spy. |
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#49 |
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Senior Member
Join Date: Mar 2009
Location: Europe
Posts: 2,647
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Best quality finds I can find so far:
http://www.gametrailers.com/video/e3-2010-rage/700655 I like how the buggys leave marks in the sand..gives me motorstorm vibes http://www.gametrailers.com/video/e3-2010-rage/700653
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I bid farewell with a rebel yell... |
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#50 |
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Naughty Boy!
Join Date: Mar 2009
Location: Liverpool
Posts: 2,980
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Looking at the videos I can't help but feel that this is one of those games which would completely benefit from MLAA due to its already smooth/painted look. With barely any cons, considering how the game is filled almost completely with big objects that won't cause the issue with sub pixels
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