Capcom's Deep Down

Some things look decent to me and others could be better. Lighting and textures were good but AI and animation could be much better. When the character broke the vases/jugs overall I not very impressed, it looked like the same animation sequence used over and over.

Similarly the overall level design comes across as too repetitive; I'd like to see artist create a group of wall textures and then have 3 to 5 variations which could be used almost in a procedural way to give levels more variety and come across as less generic even when doing something as mundane as walking down a corridor.

Same thing goes for the enemies, the creatures were pretty boring - why can't characters have a range of characteristics in a particular class and games randomly assemble them based off a range of options. Almost like the range of options you see at the start of games like Skyrim were a variety of options are all there and randomly assembled to provide greater variety even if the actual hp and so forth are somewhat static. For example couldn't some of the enemies have longer hair or some scares on their arms and face or be fatter, taller or thinner and that way as the player the level would feel less baked and more real due to the variety.

This isn't specific to Deep Down either as I could say the same things about most games across both platforms, it just seems to me that in part for gaming to get more immersive the levels and interaction needs to find a better balance. It would be a shame if all the memory and processing power is limited to better resolution and higher res textures which get used over and over. We need the artist to be able to offer a range of enemies within a particular class that makes things less generic. Same goes for textures which make up the levels, more variety would go a long way towards keeping things interesting.

I know some are on record saying motion controls are what we need but personally I think more variety would go a long long way towards making things more interesting.

+1...I'd like to see the use of instancing for animations and creature designs. Those bears were identical both in looks and animation. I'd also like to see creature damage...doesn't have to be as extensive as cutting off limbs but at least cuts/gashes.
 
I think i saw wounds on them on the trailer. Can't watch now so can't be sure. Will never forget the tornado swirling the fire inside it. Next gen is finally arriving for me. Still not all that I hoped for, but to see that someone os bringing something that wasn't possible last gen is very exciting......maybe we will see it combned with other graphical goodness later in the gen.
 
To be fair, I felt the same about Airon's post, but he did say he'd wait to see TGS gameplay to see if it changes his opinion. He's seen the latest stuff, is bitterly disappointed, and said as much, which is fair enough. Now, if he feels the need to repeat this disappointment any more, having come to a conclusion, then he really does need therapy. It may be that odd behaviour of people where they find themselves watching something truly horrible, that they can't take their eyes away despite it being so offensive, and rather than spend his time, oh, I dunno, playing a game he does like, or reading about a game he does like, he's trapped watching this game he hates. If that's the case we really ought to pity the poor fellow, but hopefully it's not as extreme a situation as that. :yep2:

holy shit :LOL::love:

edit: looks like Sony is helping out with the game.. that tornado/fire stuff felt truly next-gen
 
Deep down inside me, I fear the game may be 720p:( since at no point has Ono mentioned 1080p and all the released shots being 720p.
 
Tornado "physics" seem to be prebaked? The spinning bricks don't seem to be dynamic but instead a prebaked animation?

It's possible they are demoing the (soon to be announced?) multi-platform version in that case. Because 600 gigaflop of extra compute power means that every single brick in a level can be dynamic
 
It's possible they are demoing the (soon to be announced?) multi-platform version in that case. Because 600 gigaflop of extra compute power means that every single brick in a level can be dynamic

I doubt the game engine is capable of dynamic destruction of entire environments. Go rewatch the techdemo when the guy shoots the arrow causing dynamic destruction. I don't see any of that in the gameplay footage....zero. The tornado inside the corridor thrown against the bear looked really low quality. If the physics were real the bear would've been spinning or at least physically moved...ie ragdoll physics. Seems this game is using a lot of smoke and mirrors to try and live up to the techdemo.
 
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I doubt the game engine is capable of dynamic destruction of entire environments. Go rewatch the techdemo when the guy shoots the arrow causing dynamic destruction. I don't see any of that in the gameplay footage....zero. The tornado inside the corridor thrown against the bear looked really low quality. If the physics were real the bear would've been spinning or at least physically moved...ie ragdoll physics. Seems this game is using a lot of smoke and mirrors.

Yes theres a lot of smoke a mirrors, mainly because the game probably still has 1 year of development yet, the fact that they are this far along already bodes pretty well imo.
 
Gif gift

http://a.pomf.se/1Jo8.gif

Not bad for a PS2 game.
...

That ! Adn those amzing shaders for skin. In 4 player co op , with all 4 casting different spells, at 60 fps ! Very un inpressive, I say, very un impressive :yep2: ! And its just the beginning. We still don't know how that monster whihc is made of water behaves. This game could have massive potential. If I can catch the Drogons fire in my tornado, can I combo my ice/fire spell with my friend's tornado ? Of course, if it is physics based.
 
Looks vey nice but not as good as the original. The fire also has some repetitive patterns which makes me suspicious that there are 2D elements in there
 
We get it, you don't like the game. Why do you feel the need to spend so much time talking about a game you don't like from a company you don't trust?

It think it's more like talking about a game they'll never play, developed by a company they don't trust, on a console they'll never own, made by a company they feel threatened by. But still voicing an opinion about it. In the UK they would be classed as a Daily Mail reader! :LOL:
 
That ! Adn those amzing shaders for skin. In 4 player co op , with all 4 casting different spells, at 60 fps !

Yeah, that was a surprise. I still question the choice of 60 though, after seeing the relatively slow combat.. not that I'm complaining of course. I like that they're able to achieve the kind of lighting and effects we're seeing so soon before launch.
 
If the animations are good, 60 fps would make it look more like watching people in a cave fighting monsters than watching a film about guys fighting monsters in caves.
 
I think they should have waited until later to start showing this game. The graphics look good, but the gameplay looks terrible. The tornado catching the fire was very cool, but the dragon is basically standing still and not moving at all. It's barely a game at all right now. Doesn't look fun to play.
 
Gotta agree, the fire looks great but if your main antagonists are going to be dragons, then you need better(and varied) dragons. Lots of time left to fix it though.
 
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