I saw no slowdowns, at least nothing noticeable. Make sure the video is buffered, it will stutter if not. Jump to about 40% (just before "Community Watch") mark to see tons of guys.
I rewatched the same sequenze several times and I dont see how anyone can miss the low 10's framerate at that point uness one dont know really what framerate is. The video was downloaded both SD and HD by the way. :smile:
Where, at what point in the video? Apparently others missed it, you are the only one pointing it out. I don't know how 10-15 creatures in a alley could stress their engine, have you played the Manchester Cathedral level in R1?
Well, that video isn't as big as the frame it opens suggests. Is there a HD version?
Nevermind...
http://www.gametrailers.com/gametrailerstv_player.php?ep=19&ch=1&sd=0
still lots of time for Insomniac.
You must have played a different copy to me then95% of that footage seems to be from R1.
Got no time to pinpoint it for you in the video but if you cant see it then there is no need either since I would waste my time
They got 5-6 months, i guess "lots of time" is very relative
Correct me if I'm wrong, but I got the imprssion that developers working on games are fairly specialized beasts. I find it hard to believe that with fixed pool of developers with various strengths, shifting resources between gameplay and gfx is possible.They started with gameplay first, so graphics development may lag. There is also no hit animation for the monsters yet. It looks like they have added more enemy variety.
Correct me if I'm wrong, but I got the imprssion that developers working on games are fairly specialized beasts. I find it hard to believe that with fixed pool of developers with various strengths, shifting resources between gameplay and gfx is possible.
On the other hand: it's still looking like Resistance. I found the first one extremely uninspired in terms of art style and so far I haven't seen anything fresh in this limited footage of R2. Forest environments are cool but they make R2 look even more like WW2 shooter.
Staggered development though. You can be working on two projects at a time with a two year development cycle, but offset releases by a year.Well...it's Insomniac. They put a game a year...so 5-6months could be called half their dev time
Staggered development though. You can be working on two projects at a time with a two year development cycle, but offset releases by a year.
I don't doubt Insomniac will attain high targets regardless. And whether they do or don't, there's absolutely no point now trying to comment on the quality of the release title and second guess what they can/will achieve. Analysis of WIP builds has to remain firmly in the objective consideration of what's being achieved - 'I like the shadowing/lighting, good texture engine, etc.' 'I think the texturing needs work, what is that thing they do with the shadowing that makes it blocky? Why's it dithered? etc.'
(these comments are indivcative of the sort of discussion to be had with any WIP game, and aren't observations of RFoM2.)
The thing is, it may never catch up as a result of gameplay first rule.They started with gameplay first, so graphics development may lag.
They changed health system. They had the perfect balance between rechargeable health and health packs to restore segments for Rfom. And now you can only carry 2 weapons. Unless there are plenty different weapons lying around we won't be able to experiment as much as in Rfom. They maybe changing things to be more like CoD4, but they should not loose sight of what made Rfom so great in the first place. James Stevenson on gaf said we should have faith in them, but I like to try it before I believe it.