Trials: evolution. [xbla]

Looks great ... really happy that the level sharing is getting the full treatment now, in particular on the server side. This is no longer a two-wheeled platformer, it's a Platform. :)
 
MS points… check…
Two new pad… check…
Yoga training… check…
Anxyoletic stock…check

I'm ready!! ^^
 
Really looking forward to this :) and its great that such a anticipated game is developed in a country from my part of the world (Finland, being one of the Nordic countries) :)
 
First paragraph of first preview (Eurogamer):

My head is spinning. RedLynx has built upon Trials Evolution's predecessors so comprehensively that it's now scraping the heavens. Trials has been expanded in every way possible - local multiplayer joins online multiplayer joins an extensive reworking of leaderboards - and it will continue to expand well after it's finally released, its creation mode promising to churn out more and more content until the servers are switched off.
SOLD!

Need a beta tester over the next month? I am free ;)

EDIT: The previews clearly show this... DL "game" ... is going to put to shame a TON of AAA titles this gen. This is really a new benchmark in features. The editor alone sounds *crazy*.
 
One of the online mags mentioned April 12th or so iirc (IGN has a ton of titles slated for March 31, i.e. end of Q1).

Oh oh oh new Trials Skill Challenged. I took pride in trying to best everyone on my friend's list on those. I think out of all of them (core+DLC) I am not in first in only 4 :devilish: Yeah, I am bragging so we can heat up the competition until T:E comes out.

 
More skill challenge videos:


Quick Summary:

Gas Problem: Get as far as you can on limited fuel. There was a gas stop at one point. This looks great as it really accents the best of the core of Trials: how good are you at efficiently using your throttle and timing your jumps, landings, etc.

Freestyler. The return of the skier! But not instead of one giant slalom jump there are lots of hills to gain speed on. Get points for distance traveled, extra points for flips.

Cruise Control. Your throttle is stuck full open and you have no breaks. Just like watching my 5 year old play! Should be another good challenge.

Icarus Factor. Kind of a cross between the skii challenges and brone breaking challenge from HD. You launch off a jump then fly (bail) as far as possible. The catch? Boards are tied to your arms so you can flap (triggers) to fly.

UFO. Your bike is attached to a UFO saucer. Quickly get to platforms (triggers for elevation, stick for steering). Essentially looks like getting good map mastery and throttle control is the key here.

Balance of Power. Ride as far as you can just with the triggers—no leaning (like one of the Ground Hog trials in Trials HD).

Sphere. Think marble Madness--literally. The game note indicates it is to show off you can make more than just racing tracks and games in the editor.

Ball of Steel. Your bike has a half pipe like contraption with a ball on top. You must navigate the course without the ball falling off.

Mr. Vertigo. In Trials HD you could use the Y button to grab. In this challenge there are a number if swings that you must time your grab/release to propel yourself forward.

Exploding Man. LOL Mr. Splosion man.

Looks like a solid sampling. I was wishing many of the originals would return with new courses. I liked the cart pull, bone breaker, hill climb challenges a lot. I tend to favor ones that relate more to the skills you need to race the bike (thankfully it looks like quite a few are just that: Gas Problem, Cruise Control, Balance of Power, Ball of Steel).

Trials: E is looking pretty amazing. The graphics are great (period) and the game looks super big. Full host of courses, skill challenges, new editor and sharing tools, two multiplayer modes, and just a lot of the same great, polished core gameplay cranked to 11. The only negative I can see is the wait!

Edit: Ok, a negative I can think of: I have not seen the ability to change lanes ;) That would make for some crazy courses, especially in MP if certain lanes were faster but MUCH more challenging.
 
sebbbi, how can we pre-order on the Xbox 360? We can't? Then release [strike]your game[/strike] the best XBLA game ever so we can throw money at you! Why are you making this so hard? ;)

(Would you like me to remove the links from the stolen build?)
 
sebbbi, how can we pre-order on the Xbox 360? We can't? Then release [strike]your game[/strike] the best XBLA game ever so we can throw money at you! Why are you making this so hard? ;)

(Would you like me to remove the links from the stolen build?)

 
Inversion. A map where the world moves ala Inception.

[gt]727799[/gt]

Homage to Limbo!

[gt]727797[/gt]
 
I played this today at GDC (suckers! :p). It was as awesome as you all think it is :)

Graphics were nice although a few of the settings were a bit "bland" (particularly the desert-like ones). That may of course have been the intention, particularly for the 4-player levels which are already quite "busy" just with the other players. Also I was playing on a really poorly calibrated monitor/TV (gamma was waaaay off). Some flickering from small geometry but hard to avoid on current consoles. Would love to see a PC version with some high res + MSAA :) Shadows looked great for the most part, with the odd view that hit a semi-nasty cascade resolution (particularly when the camera zooms out). Again, that's sort of the reality of current gen consoles though so it is to be expected.

Gameplay was awesome of course. Lots of crazy stuff happening in single player including one wacky level where you're driving on a box that is floating in water or something so gravity is constantly shifting :S Didn't get a chance to try a ton of levels, but there's definitely a lot of variation both in environments and gameplay in just the ones that I played. 4-player was a blast for a "party mode" style of thing, although I doubt it's anything to be taken seriously from a competitive standpoint.

Awesome work as always sebbbi and team. Can't wait to get this one at home! :D
 
I played this today at GDC (suckers! :p). It was as awesome as you all think it is :)
Nice to hear you liked it :)
Some flickering from small geometry but hard to avoid on current consoles. Would love to see a PC version with some high res + MSAA :)
FXAA is pretty bad for far away geometry, as the details get smaller and there's more and more edge pixels and subpixel sized geometry. But MSAA with deferred shading is pretty much out of the question, unless you want to go 30 fps + really sub HD resolution (good example is Alan Wake with 4xMSAA and 960x540). We really wanted to achieve solid 60 fps, so MSAA was out of the question from the beginning. For a long time we didn't have any antialiasing solution, but when I got FXAA to run at 0.8 ms (with some branching tricks) it was added. It is surely better than no antialiasing at all, but definitely not something that I would be happy in using in next gen titles (when anything better is possible).

Temporal antialiasing (reprojection) techniques work pretty well for far away geometry as perspective projection distortion gets smaller (less occluded surfaces from frame to frame). Temporal techniques work very well with 60 fps rendering (smaller time step = frames are more similar to each other = more surface pixels that can be reprojected without problems). I did some experimentation with temporal techniques during the project (and during Trials HD project), but I didn't have time to get any production quality results yet. An antialiasing algorithm that weights temporal component more for far away geometry and spatial component more for near geometry would likely work very well (and wouldn't require huge amount of per frame / per pixel subpixel data).
Shadows looked great for the most part, with the odd view that hit a semi-nasty cascade resolution (particularly when the camera zooms out). Again, that's sort of the reality of current gen consoles though so it is to be expected.
Yes... our SDSM-esque technique doesn't help that much with the worst case performance. If you have something really close to the camera (but only blocking the view partially) and still see far away (2 kilometers) in the distance, the shadow min/max fitting will have to allocate area for the whole range (we don't have processing power to generate a histogram and find the Z gaps). The limited 16 bit range in the shadow map channels does not help either. With that low precision, the variance calculation results in some occasional (but visible) graining. And the graining differs from cascade to cascade, so it's easier to spot the cascade seams.
 
Temporal antialiasing (reprojection) techniques work pretty well for far away geometry as perspective projection distortion gets smaller (less occluded surfaces from frame to frame). Temporal techniques work very well with 60 fps rendering (smaller time step = frames are more similar to each other = more surface pixels that can be reprojected without problems). I did some experimentation with temporal techniques during the project (and during Trials HD project), but I didn't have time to get any production quality results yet. An antialiasing algorithm that weights temporal component more for far away geometry and spatial component more for near geometry would likely work very well (and wouldn't require huge amount of per frame / per pixel subpixel data).

That sounds very cool. Is it a development time, console-resource, or "just plain hard" problem to create such a solution?
 
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