AC Unity interiors...nothing has topped the amount of details they put into the era.
Platinum has a blog post detailing the angelic writing on Sapientia, one of the bosses in Bayonetta. The "no step" on the wings gets me, since there's no way you'd ever be able to see that in the actual game.
Bayonetta in general has a lot of angelic / demonic writing on stuff, and all of it translates into something. Even the ones that just appear briefly, like the angelic / demonic magic circles. The witches' Umbrian Watches also have their names and birth dates inscribed on them.
Also, this might be commonly known, but all of the angelic / demonic language in the games is actually Enochian, which is an invented "angelic" language from the 16th century.
What's with the shitty trolling regarding Zelda? Who cares what other people find impressive.
There's a codec call in MGS3 where the team wants Snake to quit the mission when you eat enough mushrooms and trip out in the conversations.
The metroid one and a lot of examples in here are pretty neat, but the ice cube one doesn't really get me.
It's very common practice to have cleanup with destructible objects. The most common methods out there are fading away, scaling to 0, or just making it disappear hoping the player is looking way. Keep in mind someone spent probably a few hours to days on working all the breakables in MGS2, and when they got to the ice they made a clever choice to use the scaling method very slowly since it sort of makes it look like it's melting.
It's not like Kojima and all had a meeting on realism and subversive ideas and decided to put a bucket of ice in the game that specifically had cubes explode out and melt when shot.
At least that's my guess.
What kind of fake ass wears glasses with no prescription?
Due to the high hardware requirements for proper order-independent transparency, Ignis's glasses end up replacing the depth information in the area that they cover so that the glasses themselves would not be out of focus. The result is that any background behind the glasses is unblurred even if rest of the background is.
Ok, now that's borderline crazy. I mean I played through UC4 with my share button getting plenty of usage and me just staring at the scenery, but chest hair with physics. GTFO.Fucking chest hair in UC4 reacting to wind
Why care what other people find unimpressive? Opinions, my man!
I mean it's not out yet, but all the physics stuff in the new zelda, including lightning being attracted by metal and stuff..
Quantum? Do you mean Quantum Break? Then yea..But it isn't open world. If you somehow mean Zelda then no it cannot even come close to matching up to lighting seen in current gen open world games like AC Unity, Farcry Primal, Division, Watch Dogs 2, even MGSV has a ridiculous lighting model despite being cross gen, Horizon looks pretty damn amazing too. Then there are non open world current gen games.Even then I bet Quantum crushes everything when it comes to Lighting systems.
I mean, I've posted the image a few times before (Nintendo vs other open world games) but the funny thing is after the Swiitch reveal its become reality.
I really like its artstyle tho.
TOWERS!?
Brb calling Ubisoft lawyers. Clearly a breach of IP and Copyrights.
Forgot to add GTAV there. The fact that engines make "cooling" sound after driving them and parking is crazy detail to me.
You can also get Snake to masturbate while looking at them.
Quantum? Do you mean Quantum Break? Then yea..But it isn't open world. If you somehow mean Zelda then no it cannot even come close to matching up to lighting seen in current gen open world games like AC Unity, Farcry Primal, Division, Watch Dogs 2, even MGSV has a ridiculous lighting model despite being cross gen, Horizon looks pretty damn amazing too. Then there are non open world current gen games.
Zelda has a great art style and it's doing a lot for the power it has but its lighting model is closer to last gen games than it is to current gen. I'd say GTAV's lighting model is roughly on par with it.
I should buy Metroid Prime Trilogy :0
The metroid one and a lot of examples in here are pretty neat, but the ice cube one doesn't really get me.
It's very common practice to have cleanup with destructible objects. The most common methods out there are fading away, scaling to 0, or just making it disappear hoping the player is looking way. Keep in mind someone spent probably a few hours to days on working all the breakables in MGS2, and when they got to the ice they made a clever choice to use the scaling method very slowly since it sort of makes it look like it's melting.
It's not like Kojima and all had a meeting on realism and subversive ideas and decided to put a bucket of ice in the game that specifically had cubes explode out and melt when shot.
At least that's my guess.
I'd say nose against cheek in Uncharted 4.
Also Uncharted 4 - the sooty spot left on the tunnel ceilings (and other objects) when you hold the flame torch underneath for a while.
I remember cubemap eye reflections being highlighted at least as far back as Oddworld: Munch's Oddysee before the original Xbox launched.The eyes in Project Diva Future Tone are reflective. If you look at them up close you can see a reflection of the stage.
I spent way too much time shooting out gas tanks in GTAV, leaving a gasoline trail, then igniting it.
Your car won't explode if the tank empties, too.
I mean it's not out yet, but all the physics stuff in the new zelda, including lightning being attracted by metal and stuff..
Uncharted 4 NPC grimace from flashlight pointed in face. One of the instances where gameplay facial animation matches up very well to cutscenes.
Oh the snow on the car windows in The Division is pretty hot too:
Can't believe this hasn't been posted yet.
He does. He states in the game he really doesn't need the glasses. He wants them to see the world even better. It seemed like a joke that gladio states but Ignis never refutes it. Also there is a tech reason for the effect in game.
Due to the high hardware requirements for proper order-independent transparency, Ignis's glasses end up replacing the depth information in the area that they cover so that the glasses themselves would not be out of focus. The result is that any background behind the glasses is unblurred even if rest of the background is.
Melting ice cubes in Metal Gear Solid 2