Quantum Break [XO] (by Remedy) *large images*

I assume you did not play Uncharted 3 then. haha, I kid, but that game deserves the shout out.

I actually found uncharted 3 less impressive than uncharted 2

QB looks impressive but I'm skeptical about gameplay. I think bullet time is now way overused... The order is using it too.. How coinkydental.
 
Very impressive and again an exclusive game! Until 3rd party will only focus on PS4, XB1 and PC I think the most impressive game will come from 1rst and 2nd party on PS4 and Xb1!
 
I actually found uncharted 3 less impressive than uncharted 2

QB looks impressive but I'm skeptical about gameplay. I think bullet time is now way overused... The order is using it too.. How coinkydental.

Yes, how coincidental that the company that popularized bullet time and made one of the first high-profile third-person shooters would do it again.
 
I actually found uncharted 3 less impressive than uncharted 2

I mentioned it because of the Drake's drug trip section where the entire level geometry starts to woble and distort itself, similarly to what was happening in the gif posted.
 
I mentioned it because of the Drake's drug trip section where the entire level geometry starts to woble and distort itself, similarly to what was happening in the gif posted.

Yeah I figured that. That was actually the section of UC3 I disliked the most.
 
Oh come-on, seriously? I know its just a corridor, but damn what a technically impressive corridor! hahaha. The bg music was great too.
I just said it in the "cinematic games thread", every action game needs some downtime moments. Having sparse on-rails sections on a game to provide some sort of stress-emotinal curve is not intrinsically a bad thing if the game also offers enough "meaningful" gameplay throught the whole experience. On-rails is only bad if its all the game has to offer. I persnoally think putting me on a crazy level twisting moment is much more enjoyable than just making a longer cutscene. At least I get to do something, even if just pushing the analog foward. It'd be boring if it took long, but it's very short actually.
 
Oh come-on, seriously? I know its just a corridor, but damn what a technically impressive corridor! hahaha. The bg music was great too.
I just said it in the "cinematic games thread", every action game needs some downtime moments. Having sparse on-rails sections on a game to provide some sort of stress-emotinal curve is not intrinsically a bad thing if the game also offers enough "meaningful" gameplay throught the whole experience. On-rails is only bad if its all the game has to offer. I persnoally think putting me on a crazy level twisting moment is much more enjoyable than just making a longer cutscene. At least I get to do something, even if just pushing the analog foward. It'd be boring if it took long, but it's very short actually.

I think the palette used on that level messed with me.

Actually come to think of it, I found the tones found throughout the entire game to be over saturated. Maybe that's what I didn't like.

I just realized that I stopped playing TR abruptly and went straight to child of light... I literally forgot to start playing it again. So it could be a genre thing for me at the moment.
 
Remedy character names are always funny. Max Payne, Alan Wake, Jack Joyce, Paul Serene, Beth Wilder.... If you are used to Remedy by now this shouldn't come as a surprise.
Infact Serene and Wilder are a shout out to a poem in Alan Wake.
Its an identity of theirs and long may it continue.

Yes , also Jim Bravura .... :smile:
 
It's most likely a direct evolution of the Alan Wake engine. As far as I know that was deferred, but my memory is a bit hazy on that one.
 
It's most likely a direct evolution of the Alan Wake engine. As far as I know that was deferred, but my memory is a bit hazy on that one.

IIRC, it was a light pre-pass variant. Normals + Depth @ 4xMSAA @ 960x544 or 1120x576 <20MB. Markus Maki chimed in at some point about the latter resolution chosen for American Nightmare as it fit 2 tiles more closely.

Maybe they'll see fit to go with tiled forward...
 
Tell me about Remedy’s new Northlight engine.
Northlight is the name for our storytelling technology. It’s been a big effort. Looking back to earlier Remedy, obviously stories are a big focus. We have always built our own tech, starting with Max Payne and then in Alan Wake. It’s part of our core and natural evolution in that. But this time around we really focused on what makes a good interactive story. How can we push that forward? Part of it obviously being as ambitious as possible with the characters. Mo-cap with full faces, with surface capture, and 4D scanning, and how to get that into the engine and make it really, really good. Character lighting, lighting overall, obviously pushing it to the next-gen. At the same time figuring out different tools for level designers and how do you keep the story and character present even during the wildest, biggest action spectacles. It goes a lot to the audio and into the scripting and figuring out different ways to make sure that it’s happening and there is a lot camera work involved.
http://www.gameinformer.com/games/q...lake-talks-quantum-break-and-alan-wake-2.aspx
Re: Are These QB image(s) realtime ?, X1 able to pull this ? hard to believe,
The E3 trailer is running on a devkit powered by our brand new game engine Northlight. You can even see a glimpse of the engine logo at the beginning of Sam's and Ozz's twitch tv segment (starts at 31 min).

I'm not an expert, but I'd guess that a devkit more powerful than the actual console would be kinda silly.
http://community.remedygames.com/showpost.php?p=162656&postcount=7

Apparently it's a brand new engine according to the community mod.

iHr9WUX8LM5Cv.png


Max Payne 2 runs on the MAX-FX 2.0 and Alan Wake uses MAX-FX 3.0 along with Havok and Umbra Occlusion Booster[
 
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I'm sure it's got some carry over. THere's no way they'd remake their entire engine from scratch as well as all their tools. That said, it is a generational change, so there's probably significant changes.
 
Nearly every new engine is an updated version of an older engine. It typically makes little sense to throw out code that's taken many years to develop.
 
Uhmmmm. Could make sense (to throw it away) because of the very same reason. :p
 
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Nearly every new engine is an updated version of an older engine. It typically makes little sense to throw out code that's taken many years to develop.

Naughty Dog throw their PS2 engine and it was many trouble for them... This time they already said they updated the engine. Same thing for Ready at Dawn, if I remember well one interview it is the version 4.0 of your engine.
 
whats wrong with those names?

Max Payne sounds good.He brings and suffer maximum pain. Alan Wake up alan wake up. Now Jack Joys sounds like expensive car
 
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