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jerking off to field goals
(07-12-2012, 07:12 PM)
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#103
Quote:
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Member
(07-12-2012, 07:13 PM)
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#104
The artstyle looks very similar to Bloody Good Time, but nobody remembers that game. RIP Outerlight :( |
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(07-12-2012, 07:26 PM)
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#118
Looks good to me, but with a style like this it'll be the animation quality that makes or breaks it.
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Member
(07-12-2012, 09:33 PM)
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#119
Considering they can't even get hands holding weapons right in 2 of those bullshots, I'm not expecting much. Zombie textures looks pretty bad too. I'm hoping the gameplay is great, love me some coop zombie base building. Played die2nite for a few months, was great.
Last edited by Lactose_Intolerant; 07-12-2012 at 09:35 PM.
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Member
(07-12-2012, 09:54 PM)
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#125
Probably not a big shock but according to Cliff's Twitter:
Quote:
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Member
(07-12-2012, 09:55 PM)
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#126
Will MS allow F2P on Live yet? |
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Completely full of experience
(07-12-2012, 09:59 PM)
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#131
Naw, still some years away. Try again maybe, 2016 (prehaps even longer)?
Last edited by JordanN; 07-12-2012 at 10:54 PM.
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Member
(07-12-2012, 10:02 PM)
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#136
I will say I like developers chasing a more artistic approach to games over the uber realistic trend most continue down.
It really does wonders for mitigating that feeling of the uncanny valley during the games entire story and often times does a better job of immersion. |
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Member
(07-12-2012, 10:03 PM)
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#137
Looks and sounds pretty great. So weird that it's PC exclusive, I think that guarantees it is F2P or it would be on the nextgen systems. Nice to see Epic back in the PC fold. Maybe consoles are dying sooner than people think if a company like Epic is releasing PC and iOS exclusives. Must want to get more of the type of money Infinity Blade brings them in.
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Member
(07-12-2012, 10:05 PM)
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#138
Seriously this is one of my most anticipated games right now.
I love the concept of it. The survival aspect of Minecraft was always my favorite part, it just felt underdeveloped. If the survival aspect of this is the focus, and they do it well, with a better building/crafting system than Minecraft, then I am there Day 1. Also, this has to be PC exclusive or next gen. There is no way current consoles could run a game like this with the intricate building they have talked about. |
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Member
(07-12-2012, 10:05 PM)
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#139
After the lava knight demo, this looks fantastic. Love the art direction. To think this is just the first iteration of UE. If we know one thing, it is that Epic will continually upgrade UE4 like they did with UE3. Can't wait to see this in motion. Pertaining to UE3 screen vs UE4, it looks like the real time shadows are better. Also, no more (or few iotas of) pre-baked shadows mean much more time saving for development. And let's not forget the bokeh. UE3 could never do proper bokeh. It always had a problem with edge detection in the foreground (in fact, most of the titles this generation have the same issue. It could be down to DX9). UE4 comprehensively solves this issue and is now on par with CryEngine in that regard.
Last edited by i-Lo; 07-12-2012 at 10:09 PM.
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Member
(07-12-2012, 10:06 PM)
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#142
I don't really think Fortnite is a game that is going to flex UE4's muscles. I think it's the game Epic's artists want to make coupled with already successful concepts. It'll probably have great lighting, and some fancy particles but it's driven by the art not the tools. And I think Gears probably was too, way back when what it did wasn't done to death. |
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Completely full of experience
(07-12-2012, 10:06 PM)
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#143
Depends. How many games have light that decays/intensifies? Toy story also had some impressive material effects. Like the copper on the R/C car actually reflects light as according to its properties.
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jerking off to field goals
(07-12-2012, 10:11 PM)
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#145
AA seems to be the #1 bottleneck blocking graphics like that. It's always fucking AA/jaggies that's the problem, am I right? I'm not sure the smoothness of that pic and other CG movies will be achieved unless there's some revolutionary new solution to needing AA.
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Member
(07-12-2012, 10:13 PM)
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#148
Then there's that whole problem of ray-tracing.
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Member
(07-12-2012, 10:15 PM)
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#150
Too true. You look at the textures and stuff of that pic and it's nothing impressive. The modeling like on the bed post is perfectly round but that can be achieved with more polygon pushing power and tessellation. The smoothness however, man, even those supersampled screens with tons of AA you see in the PC screenshot thread don't come close to it.
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