The Order: 1886

Going with the steampunk kinda theme, it could be an oldtime guage or here's a novel idea, how about having the indicator on the actual weapon.
 
Since when have firearms had an ammo counter on them? Let the player count their shots like a real gunman. :yep2:

I actually do it, no kidding.
After playing any shooter for a while I can actually tell when the mag in my gun is nearly empty instinctively without even looking at the HUD.
I tun HUD off in Killzone for instance and I actually learned to get a feel of how many bullets I have left in my mag and I count bullets for pistols and sniper rifles.
Also GG implemented some neat audio cues that help you tell when the mag of certain guns is nearly empty.
In Arma the last bullets are traces so even without HUD you can tell how many bullets you have left in the mag.

Not having any way to tell how many bullets/mag/nades you have left is for crazy players like me and it's not good game design but HUD can be replaced with audio/video cues or haptic feedback.

Oh and ammo counters exist in real life.
 
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These seem to be screens from Gameinformer, not scans. But I am not sure as they do have very low quality.

The shot where the woman is kneeling down and we have supremely amazing realtime shadows: Look at her coat resting on the ground . Thats one dense mesh with very accurate cloth physics , if that is realtime :oops: ! This seems to good to be true. This is the first game to give me a CG vibe from the whole image. The whole image feels so coherrent and glued together, like in movies. no distinction between character and environments. There are still signs that clearly shout "videogame"(especially low res ground textures) but in some areas, this game is going to make us rub our eyes. If they can control aliasing, that is, which I doubt as these settings lead to a lot of "shiny metals in dark environment " scenarios which will make hiding aliasing very difficult.

This is what I call fabulous art direction. Where tech is actually used to push art, not just to impress. Totally unexpected from RAD.
 
It's hard for me to tell from the scans if RAD is using it but I find that film grain does marvel to "hide" imperfections also in this case a very mild film grain would enhance the "movie like" look/feel.
Also I really love the lighting; there's this softness in it that simply is so much more pleasant for my eyes.
 
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This is the first game to give me a CG vibe from the whole image.

Screw only that image, the entire E3 trailer could pass as the expensive CGI from the past generation of consoles [if very minor shimmering and aliasing is removed].
 
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I think people will dismiss this title as being a second or third generation title.
What they need to do is release a short 5-10 minute playable teaser at launch. That way nobody can argue about PS4's power. The stores can have this running as a demonstration.
 
^ Aliasing on that gun was also pretty nasty in the E3 reveal trailer.

Also on the lamp on the table in the second image in my post. Aliasing will be very hard to hide with metals in dark environments. I hope they do everything to minimise it.

also, theres news that everything including tables, chairs, etc is modelled with soft body physics so when they break they break/bend they do like real wood/metal etc. This, along with all the cloth physics and those super soft shadows from flashlights.

Also look at the woman's coat, it looks like real cloth! I just hope they can actually deliver so much awesomeness in one game. I mean it has to run with all of it together :eek:!
 
I think I'm the only one who doesn't care about shader aliasing from post AA. Really, it's such a small artifact that can be totally overlooked especially in the heat of a battle or hidden with motion blur. Look at the big picture people, I would prioritize gpu resources on decent AF, post AA and other effects than a blatant 4xmsaa. You are more than likely to maintain a healthy 1080p buffer too without the multi-sampling.
But man oh man the lighting and soft cloth effect in this game look gurrrrd:).
 
And the fire particle effects.

"hi, 1886 industries speaking, how can I help you?"
-"gomenasai, this is the developuh of deepuh downu"
"oh hello, why are you calling?"
-"we wantu helpu withu fire effect, deska?"
"yeah sure, what are you proposing?"
-"use the fluid based fire simulation, I will email it to you"
"okay thanks a lot!"
 
Okay, this is looking very impressive. Seems like they decided to trade off number of enemies vs. image quality and it pays back pretty well. Very, very nice stuff.
 
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