Confidence-Man said:You don't control the camera at all. One stick is for movement (I presume), the other is somehow used in combat.
Denis Dyack: Although we are not going into detail in this regard we will say that we have designed a dynamic and responsive combat system that can only work in tandem with our dynamic camera system. We think that gamers will be very happy with how accessible and deep Too Human feels. Both analog sticks in combination with the triggers are the main controls the gamers will use.
Although we are not going into detail about the system at this time, we will say that cameras in the game will be very dynamic and intelligent. They will adjust contextually to what the player does at all times and the cinematography in Too Human will be on par with movies while being completely interactive and without compromising playability.
Powderkeg said:I beg to differ.
Denis Dyack said:Ever since Eternal Darkness we've strongly believed that you should not give the players control of the camera. I think Prince of Persia: Sands of Time did it too. And ICO. A lot of the research and development we've been doing has been in camera systems.
Laa-Yosh said:UE3 games start to look a bit too similar to me...
I think games looked too similar this gen even when they were using different engines. Most people just aren't going to create unique art styles. That hasn been true before and I don't know why it wouldn't be so now. I don't think UE3.0 is the source of the problem.Laa-Yosh said:UE3 games start to look a bit too similar to me...
Confidence-Man said:You're misinterpreting what he's saying. The camera is "dynamic and intelligent" adjusting contextually to what the player does on it's own. You have no control over it.
They will adjust contextually to what the player does at all times and the cinematography in Too Human will be on par with movies while being completely interactive and without compromising playability.
Powderkeg said:Again, from the interview:
Since when is a pre-determined and unchangable camera considered "completely interactive"?
Powderkeg said:Since when is a pre-determined and unchangable camera considered "completely interactive"?
Powderkeg said:Again, from the interview:
Since when is a pre-determined and unchangable camera considered "completely interactive"?
Dyack said:Although we are not going into detail about the system at this time, we will say that cameras in the game will be very dynamic and intelligent. They will adjust contextually to what the player does at all times and the cinematography in Too Human will be on par with movies while being completely interactive and without compromising playability.
pakotlar said:Why would it be called intelligent if the player controlled it? Even in games with fully interactive cameras, you do not control all aspects of the image, like zoom (for the most part), object opacity (when camera gets obstructed by solid objects), depth of field, focus, etc. From the tone of the interview it definetely sounds like the player will get to manipulate the camera, that it will be a "free" camera vs "fixed". I am guessing that it will be somewhat like Zelda: WW, where the camera was adjustable and had different reactions depending on the type of action. For instance L trigger activated a close 3rd person camera, while hitting up on control stick gave a free look. Regular camera was free look also, but did not control aim, etc.
scooby_dooby said:I agree, Fahreinheit (Indigo Prohpecy) did teh same thing.
However, I don't see how that would work in the middle of fast paced combat with out seriously impeding your fighting, and it means you would have only 2 triggers for actual fighting and that makes NO sense. The right thumbstick must be used for throwing moves in combination with the triggers.
So I'm gonna have to guess the camera is not controlled, it controls itself and becomes part of the fighting, I'm inviwsioning a very fast hack and slash like the trailer, where the camera moves around you as you kick serious ass...
p.s. It's possible the triggers control the camera, switching betwwin cinematic views, and the right thumbstick controls combat, i could buy that! I still think it would impede your fighting though, forcing you to 'manage' the camera, which doesn't sound like the system he's describing.