How about a new Wii tech discussion thread? (Games Analysis)

Check out this 15 minute walkthrough of the first level of Red Steel 2:

http://uk.wii.ign.com/dor/objects/8.../rsteel2devwalk.html;jsessionid=96cq55alh3r08

It looks way above anything else on Wii to my eyes and they've managed to pull off some high quality motion blur it seems which I've never seen in a Wii or GCN. I don't know how much of it is the stylised art and rendering but its very impressive all the same. A must watch.

Edit: Even though the cursor is on screen and the director alludes to it being real time, on reflection I think its look pretty obvious that the beginning is not realtime, there's just too much of a leap betweeen it and the gameplay shown later. They had me fooled for a while but, yeah, ignore my previous enthusiasm. Its still nice looking nontheless and according to comments coming from the Ubi conference the game is 60fps to boot.
 
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Edit: Even though the cursor is on screen and the director alludes to it being real time, on reflection I think its look pretty obvious that the beginning is not realtime, there's just too much of a leap betweeen it and the gameplay shown later. They had me fooled for a while but, yeah, ignore my previous enthusiasm. Its still nice looking nontheless and according to comments coming from the Ubi conference the game is 60fps to boot.
What are you talking about? The wranggling section is indeed realtime (there's some aliasing opposed to the cutscene segments). It's the intros/outros that are prerendered.
 
What are you talking about? The wranggling section is indeed realtime (there's some aliasing opposed to the cutscene segments). It's the intros/outros that are prerendered.

Actually it looks like you're right, any explanation for the dip in quality between that section and when the player takes full control then? 30fps for the intro, 60fps for gameplay perhaps?


High quality 480p version of the video here (sans commentary):

http://ve3d.ign.com/videos/play/517...009-Fifteen-Minute-Gameplay-Movie/Flash-Video
 
Actually it looks like you're right, any explanation for the dip in quality between that section and when the player takes full control then? 30fps for the intro, 60fps for gameplay perhaps?

Gameplay is indeed in solid 60fps.
[gt]50174[/gt]
 
Shot from the new Metroid game:

2hqxoi9.jpg


Pretty impressive for a 60fps Wii game.

Trailer here:

http://www.giantbomb.com/metroid-other-m-trailer/17-755/

The general graphical standard on Wii definitely seems to have seen a shift in quality lately if you ask me.
 
Silent Hill was running up to 60fps in places, including in the snow with the flashlight on. One thing that was really cool was that the falling snow flakes actually land on surfaces and the ground. I'm used to just seeing snow particles as a 2D animated curtain with no real interaction with the world.

Dead Space: Extraction looked at least as good as an Xbox 1 game, with some nice dynamic lighting and bump mapping on the NPCs. Despite being an on-rails shooter, it manages to feel like Dead Space with the weapons and tactics you employ to fight the necromorphs.
 
Wow! That Silent Hill video totally floored me. I thought the game looked as good as RE4 from the screens, but seeing all the cool effects being used in the game really puts it a step above RE4. The shadows really look amazing. My only beef is that the lighting on the enemies are a bit flat. I hope they can add some EMBM to make them look wet and gross.

BTW, some new screens for Gladiator's up.

gladiator-011-noscale.jpg


Forget Doom 3, what do you guys think High Voltage making a fairly accurate port of Soul Calibur 4 on the Wii? Gladiator sure is impressive, but I don't know how big the arenas are in SC4. I only played SC2 on GC.
 
The Darkside Chronicles is showing off some incredible animation and effects. I think Cavia really nailed it.
[gt]50717[/gt]
 
Wow! That Silent Hill video totally floored me. I thought the game looked as good as RE4 from the screens, but seeing all the cool effects being used in the game really puts it a step above RE4. The shadows really look amazing. My only beef is that the lighting on the enemies are a bit flat. I hope they can add some EMBM to make them look wet and gross.
I spotted a little bit of emboss bump mapping on the front of a dumpster, but it was subtle and the grain filter could have been obscuring it if it was on any other surfaces. I was just really impressed with the framerate and the shadows. I know this game is supposed to involve psychological horror, and there were times when I was jumping at the sight of my shadow.
 
Ooooooo! Any chance you can start a new thread so we can all pile on you with dozens of questions!?

On a more related note, what's up with the grain filter in Silent Hill? The first footage I saw didn't have that filter there. It was only the E3 demos that I saw them.
 
Ooooooo! Any chance you can start a new thread so we can all pile on you with dozens of quetions!?
I'll continue to lurk and post my observations in any ongoing discussions, and maybe start up some new ones once I'm doing with all my post-show work.
On a more related note, what's up with the grain filter in Silent Hill? The first footage I saw didn't have that filter there. It was only the E3 demos that I saw them.
It's a static filter that varies in intensity (and annoyingness). I think it might be a health indicator, because I wasn't even noticing it when I started my game, but for other people who seemed to be farther into the game, the effects were more pronounced. It's kind of like a worn-out VHS tape.
 
Little high on the AA, but it is a damn nice looking game. I wonder how well the frame rate holds up? I know the first game didn't have a very good frame rate.
 
Well I got a chance to play The Conduit for the first time today. All in all I'm very impressed but at the same time I feel resources and fillrate was wasted on certain aspects.

The first thing to grab my attention was the texture detail on most surfaces when seen up close. I think it's pretty obvious S3 Texture Compression is being used however at SD resolutions I think it's a waste. However it's not even visible unless you are very close to the surface like a wall for the rasterization process to even render it, so I don't think it's really much of a fillrate hit even in large scenes, though as far as memory goes, it could be viewed as being somewhat wasteful.

Second, I was very VERY surprised with how far they went with the water in certain areas. It looks fantastic when it's being run with a 3D wave channel. I flat out never expected to see something like that on the Wii. However the only part of the game with water to have this I've noticed so far, was at a lull point in the action, where there were no enemies about, only some kind of organic "mine" like weapons that had to be destroyed by the ASE device, but it was incredible seeing them explode and create real time 3D waves. It just blew me away. Other parts with water I've seen running what looked to be a 2D wave system (I assume this is used for parts where the CPU is alot more occupied with other tasks).

I really liked the music, very nicely done. It's nothing too special but certainly not jarring, and I actually enjoyed hearing it.

The gunplay is fun though the SCAR should've been fully automatic.

While the AI is simple, the proper design of the level coupled with good placement and scripting make the fights fun. Right now I'm at the part as you go up the steps to the Jefferson Memorial. It's proven to be quite a tough fight, but still lots of fun.


Some negatives:

As far as other things go, the geometry in the game is kind of lacking on some things, nothing terrible, but it's noticeable, especially on human enemies. There have been some framerate issues too.

I also feel that alot of energy was wasted on bloom lighting too. It's a cool effect used in demonstration, but over usage like HDR can be very annoying in practice.

Not sure about the average amount of CPU tax in the game, but some physics based objects to mess around with in the environment would be fun just for the hell of it.

Not enough different death animations. Some real time physics built into them would be cool too, but I understand the implication of it. However, seeing 4 enemies die in a row with the exact same death animation is somewhat ridiculous.

The game REALLY needs some anti-aliasing. Some scenes like the lobbies in the 2nd level are terribly jaggy.
Well so far that's just some of my opinions. The game is fun though overall, and I'm glad that someone at least wanted to try and push the system a good deal. Haven't tried it online though. As far as the whole Xbox vs. Wii thing, I think the texture resolutions on some surfaces seem to be better than anything I ever saw on an Xbox game and I never saw water with 3D wave tech on the Xbox or PS2 either, though the Xbox was a better machine at shaders I'm sure, and I think it's safe to say the Wii probably is superior in realtime with some graphics techniques, I can't see the Xbox doing Super Mario Galaxy at 60 fps. Just glad to see the Wii get pushed hard.

Anyone know if HV did a post mordem on the game yet? Also I'd like some more info on their CPU task managing.
 
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