Is the game as shit as I expect it to be? Too soon?
Didn't people complain a lot about the Evil Within's black bars?
Hi, today is the 20th, I'm sending this from the future to warn you all. The game is not shit, but reviewers hated it, causing a rift in the gaming world.Is the game as shit as I expect it to be? Too soon?
Hi, today is the 20th, I'm sending this from the future to warn you all. The game is not shit, but reviewers hated it, causing a rift in the gaming world.
Terrible things will happen on the 18th when reviews come out, save the order, save the world.
I guess it's not going to be a revolutionary game
So I took the time to watch that 1-hour video...
This is a really good looking game, there's no doubt about it. But the whole thing feels actually weaker than the first hour of practically any AA third person shooting based game from the last generation, whether it's Uncharted or Gears of War or even Mass Effect. Sure, Galahad can knock pieces of furniture around when he hits them, but the number of closed doors is still as high as it was 5-10 years ago, and the number of enemies isn't any greater either. It's also frustrating even to watch that the game's more dangerous enemies are only more scary because of the limitations of the 3rd prerson camera controls - I've had more than enough of that, thank you.
I guess it's not going to be a revolutionary game, if there's any truly amazing gameplay then it's already hidden far too deep to make people care. The visuals may sell a lot of copies, but to be honest I wouldn't expect to get anything more than that. Like the intro, seriously, that's the best they could come up with?
Sounds good. Ok so can we start with your points? I'd like to probe you a bit.
"Sub-HD. 25% less pixels than 1080p."
Black bars are a design choice (or compromise, possibly to save mem. BW since they're using 4xMSAA). Given the game still has 1:1 pixel mapping on a 1080p res panel, is this really a legitimate downside? Especially given the AA method chosen and IQ results obtained?
"Blur, blur and more blur: http://a.pomf.se/pcsqzb.png"
A "softer" image, sure. But effects used are intended to emulate real camera lens effects, and in this regard they are pretty successful are they not?
I can accept that perfect IQ would be objectively better, provided that was the aim. But if the aim is to provide cinematic IQ, does The Order really fall short?
"Most lighting is baked. It's inconsistent as well as shown in my previous post"
Is baked lighting alone objectively worse? I was of the understanding that a good baked lighting system can be objectively superior to a GI approx. on the same HW? Eitherway, what are the specific areas in the lighting that you feel a GI-based system would have improved on? And given the use of GI system, what compromises would you have made to impliment it if you were RAD?
Ok so given your criticisms, which console game do you think currently beats The Order in the specific tedchnical areas mentioned (as well as others), also considering how all these graphical features add up to convincing "near-offline-CGI-like" visuals?
I'm not sure that you read that correctly; nobody is arguing that they're rendering a full 1920x1080 and then cropping it.You can't know that unless you know that they are rendering the final back buffer at a full 1080p and just making those 25% pixel colors black. I would be inclined to believe they aren't rendering full 1080p swap buffers.
Prophecy2K was referring to realtime GI.Baked "direct" lighting is old news.
I'm not sure that you read that correctly; nobody is arguing that they're rendering a full 1920x1080 and then cropping it.
The Order 1886 is hardly baking just direct lighting. No modern games that use pre-baked lightmaps are, that would be extremely bizarre.
The argument is that design was the "big" reason to do it, and performance gains were a happy secondary effect.So why the assumption the black bars were for design reasons instead of performance reasons.
Yes. You said "direct", though, so I thought that you were claiming that said lightmaps didn't have environmental bounced lighting baked into them.But it is using lightmaps in some areas.
The argument is that design was the "big" reason to do it, and performance gains were a happy secondary effect.
I guess I'm not really sure what you meant. Were you just commenting on the apparent lack of dynamic shadows (i.e. no dynamic occlusion of direct component of baked lighting)?
They did imply that they could hit full 1080P if they were to do away with 4*MSAA. And it's obvious that full 1080P no MSAA would take less bandwidth than what they have right now.
And I disagree this game isn't "far far from CGI- like visuals" it's pretty much the best example of CGI-like today (stress on the word "like" instead of jut CGI visuals)
And I disagree this game isn't "far far from CGI- like visuals" it's pretty much the best example of CGI-like today (stress on the word "like" instead of jut CGI visuals)