I think DOF is a godsend for next-gen. You can get away with lower detail models and textures and scrap AA if the graphics are to be blurred out.
Regards Kameo I took a peep at the army anim from E3 (gamestrailers.com). I'm sorry to say I was unimpressed. Yes, there were LOTS of monsters, but the simplicity of the animations...it look like a real-time strategy to me with uniform clusters of cloned troops running through an animation sequence at different intervals. And the 'riding through the army on a horse' got my goat (ignoring the impossibility of sucha feat!) as again it was very unrealistic the way monsters fell out the way.
Personally I'd rather confront 100 monsters at a go with all the trimmings of fluid and realistic animations, shading and so forth, than a battlefield of 5000 monsters with limited animation, detail, and where most of the time you're not going to see all those monsters. Switch to a cutscene engine for the 'army rushing over the hill' animation, and use a more detailed, fewer characters engine for close-up player combat.
NOTE: This is a commentary on what i'd prefer to see in relation to the existing WIP images. I'm in no way dishing Kameo as a game, nor suggesting these WIP images are indicative of final quality, nor making any claims about XB360's capabilities. Just voicing an opinion on how I'd like the game to develop in terms of visuals and where I'd place emphasis.
Regards Kameo I took a peep at the army anim from E3 (gamestrailers.com). I'm sorry to say I was unimpressed. Yes, there were LOTS of monsters, but the simplicity of the animations...it look like a real-time strategy to me with uniform clusters of cloned troops running through an animation sequence at different intervals. And the 'riding through the army on a horse' got my goat (ignoring the impossibility of sucha feat!) as again it was very unrealistic the way monsters fell out the way.
Personally I'd rather confront 100 monsters at a go with all the trimmings of fluid and realistic animations, shading and so forth, than a battlefield of 5000 monsters with limited animation, detail, and where most of the time you're not going to see all those monsters. Switch to a cutscene engine for the 'army rushing over the hill' animation, and use a more detailed, fewer characters engine for close-up player combat.
NOTE: This is a commentary on what i'd prefer to see in relation to the existing WIP images. I'm in no way dishing Kameo as a game, nor suggesting these WIP images are indicative of final quality, nor making any claims about XB360's capabilities. Just voicing an opinion on how I'd like the game to develop in terms of visuals and where I'd place emphasis.