Hard mode has less QTE?
It is far from being a QTE fest. For example melee are not QTE.
Hard mode has less QTE?
Can we stop the game comparisons (AC:U vs TO) and focus on the game here.
If you want to make a comparison beard, go ahead, but this is a game discussion beard actually with a beard to discuss now.
Lots of masturbatory fluff in that analysis.Excellent summary of the technology and why it's the king in graphics currently.
Lots of masturbatory fluff in that analysis.
I'm very tempted. Such a pretty game.Excellent summary of the technology and why it's the king in graphics currently.
Excellent summary of the technology and why it's the king in graphics currently.
You're wrong, shadows do have penumbra in this game.Lots of masturbatory fluff in that analysis.
Missing shadows in some direct lighting situations. Particles like that of the smoke grenade don't seem to receive any lighting.Also basic explosions drop the framerate substantially though only for a small amount of time. He really oversells the dynamic reflections since they only take into account the shape of the character but not the color at all so they end up looking very simple. No mention of the ever present blur either.
Shadows don't really have variable penumbra. The reason why they look blurrier at a distance is because the shadow map is covering a larger area.
I really didn't expect the game would be so much QTE and cutscenes filled (which really disappoints me). I always thought (wrongly apparently) the scenes shown in the previews were selected because they had particularly high amount of non-interactive cinematic elements.
Because a good deal of negativity on this game was precisely because the game wasn't interactive enough: too much hand holding (mandatory QTE and long cutscenes).
But there is hope for a better reviewed sequel, but only if they remove all (or almost all) the non-interactive elements from their game because otherwise the reviewers will still entirely negatively highlight the intrusive QTEs and custcenes of the... moviegame.
Dark just said the exact same thing as NX Gamer. I didn't see anything about variable penumbra in the DF article. As I said in reponse to NX gamer, when the shadow casting light is close to its target shadows are sharp because the shadowmap covers a small area, when it's far from its target it's blurry because it covers a larger area. Here are a couple of screenshots I took with the Crysis level editor to show off this:You're wrong, shadows do have penumbra in this game.
Confirmed by Dark (from Digitalfoundry) as well