Aren't the controls more responsive? That'll change slightly the experience, if BP have changed the notion of realism to make it more gamer palatable.
There's a difference between more realistic and more detailed
The PS3 game was only a remaster. Controls, character handling and camera were basically the same than on PS2, responsiveness was a bit more consistent thanks to the locked 30fps, but that's it.Which are you comparing this second remake to, the original PS2 game or to the first remake on PS3?
That's a gif from a resetera member who added the bloom in post.However it's faithful to the original in design or not, when you have something like this on the PS4 how can anyone complain?
That's true. In a previous post I linked to a presentation from Team ICO that stated that the unresponsive controls where in fact a deliberate decision.Aren't the controls more responsive? That'll change slightly the experience, if BP have changed the notion of realism to make it more gamer palatable.
The original game has a realistic core and some surrealist elements, like the weird purple clouds or the lack of a sun but not of sunlight or the high amount of bloom that gives it a dreamy feel. Ultimately my criticism has been the same since the beginning: the aesthetic design doesn't conform to that of Team ICO's games. Whether it's the lighting or the color palette or the environment it has a much different look from the original and it cannot be explained simply by "it's due to better tech".Really I do not understand your logic. Sometimes you make me feel as if you are trying to find fault on the project in general because you got biased against it from earlier discussions
On one hand you complain that the game fails to convey the "surrealism" of the original and on the other hand, when we get past this discussion, you find fault that the game doesn't seem "realistic" enough.
I doubt they made high input lag on purpose. Like coding:That's a gif from a resetera member who added the bloom in post.
That's true. In a previous post I linked to a presentation from Team ICO that stated that the unresponsive controls where in fact a deliberate decision.
The original game has a realistic core and some surrealist elements, like the weird purple clouds or the lack of a sun but not of sunlight or the high amount of bloom that gives it a dreamy feel. Ultimately my criticism has been the same since the beginning: the aesthetic design doesn't conform to that of Team ICO's games. Whether it's the lighting or the color palette or the environment it has a much different look from the original and it cannot be explained simply by "it's due to better tech".
Nah:I doubt they made high input lag on purpose. Like coding:
input_from_user();
wait(200ms);
do_things_with_input();
Also the erratic camera in some moment can't be on purpose. It would be stupid to do such a thing. Yes the character is weak and clumsy, but why would the camera be badly designed on purpose ? It's way more likely that Ueda explained those problems by saying it was a creative decision. How convenient.
The heavy boom, blur and super brightness were a necessity because the PS2 hardware was too limited for displaying such a big open world. They had to hide the empty world by cheap post effects.
It's like the mustache of Mario that exists only because the NES was too limited to display a fully detailed mouth.
Closer in terms of asset fidelity, not in terms of aesthetic design which is the point I'm arguing.Why do you continue with TLG (especially the CG trailer) ? It is closer to the SOTC remake... and i'm not the only one who noticed such an obvious thing : https://www.resetera.com/posts/4147706/
Not to mention that the TLG engine wasn't optimized for this gen. Let's not forget that this game sarted as a PS3 project... their engine is simply underpforming and yet the result is still closer to the BP work.
And even with CG, they can't produce a result that is too different from the real game.
Also :
It is obvious that their ambitions were severely limited by the PS2 hardware...
The unresponsive controls are as much an error as the original tank controls were so in the old RE games. In other words, they're not. They're part of the design and work just fine.As I said they could have used a little more fog and bloom to make it more dramatic looking but the typical PlayStation 2 time errors like camera and control problems should be avoided as much as possible. I complained about that in The Last Guardian. Why I cannot understand is the fact that so many people defended the high Input lag of Killzone 2. In my opinion the single player was terrible to play while I liked the multiplayer which had a lower lag.
I still see plenty of bloom and fog, just not to the same extent. I’m not completely against the new look based on the YouTube comparison I finally watched. I imagine there's a damn slider the dev has in their engine to change the volume of each effect and it won’t be exposed to the end user. Lol
The PS3 game was only a remaster. Controls, character handling and camera were basically the same than on PS2, responsiveness was a bit more consistent thanks to the locked 30fps, but that's it.
Closer in terms of asset fidelity, not in terms of aesthetic design which is the point I'm arguing.
Let's take a look at what I actually said:Both are correlated... you said yourself that the remake had too much details... and this is precisely the case in TLG.
And TLG is not the best example because they obviously had trouble with the performances.
It would be interesting to see what the ICO Team would do with a strong engine and a real technical expertise on current gen consoles.
Also, you should take a comparison at the same framerate :
Closer in terms of asset fidelity, not in terms of aesthetic design which is the point I'm arguing.
The unresponsive controls are as much an error as the original tank controls were so in the old RE games. In other words, they're not. They're part of the design and work just fine.
Low contrast, overexposed and bloomy VS high contrast, not overexposed and also not bloomy (except for the sun, which doesn't even exist in the original).
Since they put a slider to control the amount of motion blur in the game they should have put a slider for bloom as well. Not so much to control the intensity but rather the brightness threshold, meaning how bright do pixels need to be to contribute to the effect.
In other words, detail is fine so long as the results don't look completely artificial as is the case with the environments in the remake.
As for what Team ICO's games could look like with way better tech, I guess something like TLG's CG trailer, with a beautiful, carefully designed color palette and lots of bloom.
Also, note that the remake has more atmosphere variations :
The original game is much more monotonous. So, according to the location, it can be closer or further to the original game.
I think the mechanics are different. The original has a weight to the characters, it seems, like LAIR's dragon. This makes it 'ungamey'. The new one is more gamey but less realistic as a result, and so plays more responsively. It sounds like Ueda's original vision has been rejected in favour of something more palatable to the current audience. Or BP didn't really notice it was a necessary part of the experience.Thats why I asked, because the PS3 is able to provide smoother/more fluid results, but we still dont know what Shifty was asking or comparing, the original Ps2 game to the Ps4, or for a Ps3 to Ps4 comparison.
They're video games. The visual aesthetics matter. Obviously not to everybody though.I’m interested in the feel after all these posts. I don’t think the feel of the game requires over exposure to capture the beautiful experience.
Movies? Perhaps visuals encompass most of the aesthetic. Games? You have to engage with them.
Just looking at the preview frame on the video you posted, the two screens look different for sure but I’m not sure they not don’t capture the feel of the game.
EDIT: I think you’re stuck on is it exactly like the original vs. does it capture the feel of the original. The washed out look from the original could be improved while keeping or increasing the mood of the original.
There's no contradiction. What I said is that the game has both a realistic core and some surrealist elements. It's not one or the other.In my opinion, you make constant contradictions. You can't say that the remake look completely artificial and that it has lost all sense of surrealism at the same time.
Which picture looks less artificial ? :
Is this picture less artificial than the STOC remake ? :
1) It is obvious that the remake has a more realistic look than the original game.
2) It is obvious that the CG trailer has a more realistic look than than the PS2/PS3 version of SOTC.
3) It is obvious that the CG trailer has similar details than the SOTC remake and so the same sens of realism according to your own criterias.
And unless you speak about some specific rocks, they tend to not have the flat look seen in the PS2 version in the real world :
So closer to the SOTC remake... something that certainly inspired BP seeing how similar they are.
Another example :
Also, note that the remake has more atmosphere variations :
The original game is much more monotonous. So, according to the location, it can be closer or further to the original game.
Anyway, since we repeat the same thing over and over, it's very probable that i won't continue the discussion.