rabidrabbit said:
But with that single light, I don't think the shadows are that much off
I think he is talking about the ammo boxes behind the character as much as he is the character shadow (which is off too). Basically all the shadows are casting from the wall/electric panel direction, yet there is no light there.
That said, yes there are some flaws in the shots (some low AF in areas, low poly in others, flat lighting/shadowing in some scenes, some graphical bugs) but it is not super bad either.
- The
cieling has some very nicely detailed chipping paint, same
here
- There always seems to be a lot of detail on screen, be it electric sockets, lights, shafts, catwalks, etc
- The aliens are kind of unique and have
decent texturing, and have
nice scale in some places
- Objects in the
distance looks nice and clear
- The game looks to be
very busy at times
Sure, it may not be as cutting edge in gameplay as FarCry or Half-Life 2 were, relatively, when they were released in 2004 but then again few games are. The CoD games really made a niche for themselves with excellent scripting, pacing, and action and it seems this game follows something similar. And the graphical quality and style reminds me a lot of CoD2 on the Xbox 360, and we all know how well that game did (if you don't: it sold VERY well). And if E3 2005 footage is anything to go by, this game should have some REALLY intense battles, large monsters, and the particle effects already look pretty solid.
Graphically they have 3-4 months before they need to go gold. If they are following the path GRAW did (i.e. global feature implimentation) we could see some changes, for the better, in the next couple months.
But like I said before, FPS is a very loaded genre. Easy to get lost in the mix, especially for a newer franchise. Standing out in graphics or gameplay in a significant way is pretty important to separate yourself from the million versions of portware and B-level games.
rabid said:
Nooo, they're mostly under the character, as the light is above.
Slightly in front, as the light is behind.
The boxes I think cast an accurate enough shadow too, for a videogame.
The boxes are clearly casting a shadow away from the wall and there is no light on the wall. Even if the overhead light was over the near edge of the box the shadows should not be protruding into the light "spotlight".