The Order: 1886

That's what made The Last of Us so great IMO: when you are introduced to clickers (I played on the "hard" setting), they kill you as soon as they touch you, you see a 2 second scene of Joel having his throat ripped out and you are dead and start again. This process repeated itself a few times for me, until I was moving super carefully, sneaking even, completely horrified of the clicker.

They established without a cutscene or QTE that a clicker may never touch you.

With the order, it does seem like they are a little bit too heavy on the QTE's :(
 
The button prompt was just to activate a cutscene.....and they revealed the main enemy giving him space in gameplay rather than just showing a cutscene and you guys are going on with lengthy theories !
Half of a COD campaign is akin to this(just L1+R1), Uncharted has dozens of such segments (most in 3), even LOU, and yet we buy them by millions. This is no different from any on rails shooting segment. Even Sunset Overdrive seems to have taken complete control of ur aiming, and frankly that worries me more as that seems to happen all the time during gameplay.
The game is showing impeccable atmosphere and characterisation and a flair for visual composition unparalleled in games and doing its best to keep every cutscene 'playable' not turning ur gameplay into cutscenes, as u guys a re portraying it as.

Thats how I see it, thats how they seem to be showcasing it.
 
Very Uncharted, in every way. I also expect the same as Uncharted, with a solo player first game, and then multiplayer in sequels. Worth noting that all cutscenes are realtime in engine. In terms of rendering, that's pretty impressive, as the cutscenes get pretty photorealistic. I think the right tool on a network of a few fast PCs could produce cinematic quality that would be good enough for most viewers. Certainly cheaper TV effects.
 
Very Uncharted, in every way.

So far no sign of free-climbing/parkour ability/traversal though which is what set UC apart form the rest of the TPS that focus only on ground combat

I personally don't like the fact that in Blacksight mode the scene goes black & white.
 
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The button prompt was just to activate a cutscene.....and they revealed the main enemy giving him space in gameplay rather than just showing a cutscene and you guys are going on with lengthy theories !
Half of a COD campaign is akin to this(just L1+R1), Uncharted has dozens of such segments (most in 3), even LOU, and yet we buy them by millions. This is no different from any on rails shooting segment. Even Sunset Overdrive seems to have taken complete control of ur aiming, and frankly that worries me more as that seems to happen all the time during gameplay.
The game is showing impeccable atmosphere and characterisation and a flair for visual composition unparalleled in games and doing its best to keep every cutscene 'playable' not turning ur gameplay into cutscenes, as u guys a re portraying it as.

Thats how I see it, thats how they seem to be showcasing it.

I agree 100% with this post.
 
I think with any game with high cinematic production values there's always a balance in revealing too much that it spoils the games and no longer feels fresh when you play it (especially when its an established genre game like a TPS), and too little where what you show is either percieved by many as looking boring and samey, or misinterpreted due to the little footage shown being taken out of context and engendering many often inaccurate assumptions.

I think RAD isn't particularly getting this balance right with the reveal of this game. And I think that the perception being built is that the game lacks gameplay, or even that RAD doesn't have enough confidence in their gameplay design to show it off.

For me I think they need to sit down and Identify the strengths and differentiators with their gameplay and focus on those. With the reveal of the thermite rifle and the black sight it seems like the non-conventional weapons and black water abilities are what will fundamentally set this game apart as a unique TPS in its own right. All they really needed to do then is design a section of gameplay that shows the use of some of these to show them off and I think people would have been alot more receptive to the game.
 
In terms of rendering, that's pretty impressive, as the cutscenes get pretty photorealistic. I think the right tool on a network of a few fast PCs could produce cinematic quality that would be good enough for most viewers. Certainly cheaper TV effects.

Getting stuff into a game engine in a state that allows for fast rendering requires a huge extra effort, preparations and baking and transferring and all. This has a huge extra cost in man-hours and delays the actual rendering a lot. Iterations increase these additional costs and also get significantly delayed.

The ability to render acceptable images at real time is not worth these trade offs, not even for cheap TV effects where quick turnarounds and flexibility are even more important. The studio wants to be able to just send the refreshed scene to the renderfarm ASAP and if the render times are long they can always buy more processors to speed it up.
With a game engine you can't skip the extra work and you can't speed it up either. Bake lightmaps, normals, visibility, whatever. Use the engine's editors only, deal with the limitations, and so on.

So no matter how good an engine's output is, the trade-offs to get it run in real time are usually too much for any kind of animation or VFX production.
 
Fair enough. I suppose the progress of processing power has made time to render a smallish piece of the cost now next to the massively increased complexity of generating the scene in the first place. I wonder if games will ever get to standards (eg. Mechanim) that will enable at least realtime storyboarding and content creation?
 
Yeah, the entire VFX industry has now officially completed the move to full raytracing with the release of Pixar's RenderMan 19. Noone wants to spend prep time on rendering shadow maps and point clouds and whatever and finetuning billions of knobs and all... Artist time is expensive compared to the hardware.

Still, there are uses for realtime stuff as well, actually there's a 100% mocap movie made in India that looks like it's made in a game engine ;) although in the wrong way...
 
Cannot shake the feeling that this is going to be a very unfortunate big budget dud for Sony. Sure,iIt's very pretty (what isn't thse days?), but according to just about every preview I've read so far, it's also not exciting to play whatsoever (which is also excatly what it looks like to me).
 
Not from a single cinematic! There's nothing to suggest the rest of the game is on-rails. Other gameplay clips show proper shooting, although very confined in narrow alleys.

I just hope that there isn't too much of that "taking control away from the player" bullshiz.

You can have setpieces, but atleast make me feel like i'm interacting with the game and affecting events. When i shoot someone, i want to do damage, and i want to actually move around and make choices, not just have something play out in a predefined segment that might as well not be player controlled at all.

TLOU struck a good balance between gameplay and cut-scenes and i hope this game can do the same.

I don't know how it'll turn out though
 
Cannot shake the feeling that this is going to be a very unfortunate big budget dud for Sony. Sure,iIt's very pretty (what isn't thse days?), but according to just about every preview I've read so far, it's also not exciting to play whatsoever (which is also excatly what it looks like to me).

I thought Ready at Dawn was a small team? So I would imagine the budget shouldnt be to big.
 
I believe around a hundred people work on the game. Now that's nowhere near R* or Ubisoft numbers, but it's not exactly a small number either.
 
Cannot shake the feeling that this is going to be a very unfortunate big budget dud for Sony. Sure,iIt's very pretty (what isn't thse days?), but according to just about every preview I've read so far, it's also not exciting to play whatsoever (which is also excatly what it looks like to me).

Not sure if praise or mehness from the press has that big of an influence on how much a game sells actually. I think a big factor on this game will be if the videos look cool and if there is competition from other third-person shooters then. Journalists often play all games of a certain genre. Especially when we have a first next-gen version of a popular genre, it can do well regardless of being innovative.

Of course, this is a new IP and a relatively unknown developer, so we'll have to wait and see. But if the game looks next-gen enough, the story is decent to good, and it plays ok, not everyone will care if there's a lot of gameplay innovation.

It's a shame that it comes out in 2015 though, but it did sound like the game needed it (it wasn't running well enough technically before that, as I think I heard from guys like Playstation Nation that Drive Club initially really just wasn't looking and playing all that well late last/early this year).
 
So I carefully watched the footage a view times and wondered about the destruction of the environment.

I did spot some light destruction, (when he fired this rocket/bombs) but not fully fledged out as in BF Bad Company (since those games released, no other fps has reached this level imo).

I do wonder if destruction is going to be increased, I wonder if this is even possible in the short remaining time until release.
 
I think destruction is always a bit of a double edged sword. On one hand I really enjoy it when my actions have a strong effect on my surroundings. On the other hand this always makes the indestructible bits seem all the more jarring. "So long, you sweet, desolate apartment floor made of concrete, you!" is usually followed by "Geez, my enemy really does build the most formidable fences"
 
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