It's the cover of November's Game Informer issuewho or what is your source?
Graphics graphics graphics. Yawn. Not a single mention of an interesting gameplay mechanic. "It's all about the experience" (TM). That's AAAA for you I guess.
True next gen, not just upped resolution. It hasn't been used in any game yet. There's a PCcar game being developed which features this, it's a mod for CryEngine3. If used well, may basically change the way we play games.
[Everything in the world is rendered with soft body physics ]
WTF does that mean?
Graphics graphics graphics. Yawn. Not a single mention of an interesting gameplay mechanic. "It's all about the experience" (TM). That's AAAA for you I guess.
Lol, before I even say anything, graphics look absolutely stunning in the pictures, as in next-gen Gears of War good.
Gotdamn.
Adding more as I go along.
What is soft party physics? First time I am hearing this term! Need some visual examples
True next gen, not just upped resolution. It hasn't been used in any game yet. There's a PCcar game being developed which features this, it's a mod for CryEngine3. If used well, may basically change the way we play games.
What is soft party physics? First time I am hearing this term! Need some visual examples
What is soft party physics? First time I am hearing this term! Need some visual examples
Graphics graphics graphics. Yawn. Not a single mention of an interesting gameplay mechanic. "It's all about the experience" (TM). That's AAAA for you I guess.
Can't post scans mang :-/
gonna replay Daxter and both PSP GoWs searching for hints. brb.In concept since 2005
Look at the videos I posted and imagine that tech in a game that features explosive weapons and possibly some environmental manipulation weapons. Game changer.
Soft body physics! Can't wait.
I'm imagining a Building and a gun that fires a magnetic ball, deforms all of the metal supports and the building crumbles inwards....Next gen
antoniobanderas.gif
Hopefully Co-op campaign.
The game needs online coop.
Soft Body physic.
in Summary destruction, whole world of destruction.
Most anticipated PS4 game behind Infamous Second Son.
I'd throw the game my avatar is from in there, but I'm going in with low expectations.
It's the cover of November's Game Informer issue
Trailer graphics are what you can expect it to look like in-game
If the world really is rendered with softy body physics, then that alone is a very interesting gameplay mechanics. Just imagine a world where everything can be blown up or changed in some way due to it not being static. As FeiRR mentioned, it would be one of the first examples of something truly next-gen.
Look at the videos I posted and imagine that tech in a game that features explosive weapons and possibly some environmental manipulation weapons. Game changer.
Yeah, I hope the multiplayer component will be some type of co-op mode. That...would be quite delightful, indeed.
Ragdoll physics means it moves like a ragdoll, soft body means it moves like a soft body, it has weight, it's muscles have a physics collision when they interact.And how is this different from "ragdoll" physics?
Graphics graphics graphics. Yawn. Not a single mention of an interesting gameplay mechanic. "It's all about the experience" (TM). That's AAAA for you I guess.
Clouds and particles of dust float around lamp flames, subtely settling down on the camera lense
Yea...sure.
I would like nothing more than to eat my own words if this is true, but I simply doubt it.
Dat 2.40:1 aspect ratio = GFX secret sauce?
Why not? A single player game isn't worth $60 these days IMO. not a linear story driven one.Hopefully no multiplayer.
Weerasuriya went wild with Galahads weaponry, showing the destruction of fences, tables, and other items lying around a sterile, textureless environment. The idea was to show that little items act realistically. A wooden pail blown off of a table will roll around with its handle interrupting its movement; most games would treat this object like any other, or ignore your ability to interact with it completely. If he shot metal, it would dent instead of showing bullet holes. Glass, on the other hand, shatters. At one point, he threw one of Galahads grenades which look a great deal like World War II potato mashers into a box suspended in the air. It detonated into dynamic shrapnel that look like a far cry from a current-gen explosion.
The second demonstration showed an outdoor courtyard that looked a little rudimentary and simple, but may very well end up being in the final game in an updated form. Here, Weerasuriya showed similar features. The most interesting thing he talked about here was in relation to flags hanging around the courtyard. Each waved independently of one another; each looked different and unique not in design, but in movement. This is due to them reacting not to code that tells them to wave, but rather to in-engine wind physics. Little things like this sound minor and many of them are but its intriguing how all of these little things, when combined and taken together, could create an environment thats more real and more believable than the environments many games of the current generation take place in.
The first demo explains why there was so much emphasis of these moves to a truly dynamic engine. Ready at Dawn wants the players to be able to truly impact and change the gaming environment they find themselves within. An example for this was a grenade being thrown within a wooden box which exploded into splintered fragments. If a second grenade was thrown, these splinters would divide further as they are destroyed more and more.
Ru's second demonstration looked at the actual materials that made up objects in Order: 1886. Objects will break and change according to their material worth. A bronze bucket or metal wall will dent and leave markings when shot and a teddy bear (used for the purposes of the demo) will break into several pieces when it is shot at rapidly. The changes to the materials of the world will also depend on what ammo and weapons a user is experimenting with at the time.