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The most insane detail you have seen in a game

Ragdoll? Insane detail?

Loot in Zelda must be blowing people's mind as well.

To be fair, it's not common to see this outside of Rockstar's game. As much as how Doom looks amazing, it looks stupid when I'm sliding after blowing my self up and dying and having no physics .The other game I know that has is MGS4.
 

Hobbes211

Member
I stole the cup of an inconsequential NPC whose very existence is only to make a town feel like it is more real and they tried to ghost me for it with hired thugs. Also, that same vengeful NPC has an entire family of inconsequential NPCs that also serve no purpose to the story of the game except for me to revisit the wrongs inflicted on me at an exponential level (if that even happens). I mean, that has to be some kind of high level, if not insane.

That's actually pretty poor attention to detail. That's just the games logic for being caught stealing applying the same punishment regardless of the item you stole. And then the inconsequential deaths and no reaction from the NPC furthers the poor attention to detail. I don't think there's a Bethesda game where attention to detail is really relevant. Even the ants people keep mentioning doesn't really count. They're a 2D line of ants that move on a preset path, and you literally can do nothing to interact with them.
 

Zexen

Member
Seeing players' first-person helmet HUDs on their character models.
starcitizen_2017_01_1o5k8j.png
Yeah, the fact that HUDs are "physically" rendered in the game is pretty neat.

 

Waaghals

Member
Normally, threads like this seem to focus on the game the poster liked the best, rather than the best example of whatever they are talking about. (I may myself be an example of this).

I opened this thread assuming it would be rather underwhelming.

Well, I was wrong. That is remarkable attention to detail.

The MGS2 ice cube thing is in the same category.
 

Anarion07

Member
Painting guy in Uncharted 4's Madagascar market.

U4paint.gif


It unpaints after a fairly short loop, but better than nothing! Next step - Shenmue daily walking routines for every NPC! Speaking of NPC's, they're remarkably high quality, down to the cloth texture, despite their high number in the market.

Uncharted 4 NPC grimace from flashlight pointed in face. One of the instances where gameplay facial animation matches up very well to cutscenes.

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.

You also got the one where they shoot the rubble and it creates a little avalanche in the sliding section?
 

Crossing Eden

Hello, my name is Yves Guillemot, Vivendi S.A.'s Employee of the Month!
Npcs in AC:Unity hold hands, (and quite a lot of objects), if you split them apart by running in between they will look for each other in the crowd and go back to holding hands before continuing on with their day.
 

Hoo-doo

Banned
The absurd amount of detail in a car in Forza. I think it's totally unrivaled in the fact that you can open the car up and explore (other games have detailed engines on cars where the engine is visible through glass, but not many have a "car explorer" AFAIK) and see so much detail in its components.
Q1FpVOc.jpg


The PBR on them is amazing too. You can really see that the "M Power" engine cover is a plastic-y material while the rest are various metals.

Am I alone in thinking that the geometry here really isn't that spectacular? The lighting also looks flat.

I mean, it's impressive that they went the lengths to actually model this stuff but it doesn't really drop my jaw compared to other games in this thread.
 
that Dead Rising / DR4 comparison vid brought to my attention several impressive details, at least for a 360 launch title, most notably the accurate reflections on the Servbot helmet's surface. Not necessary in the least, but still really cool.
 
Splinter Cell 1, the way those rubbery plastic flaps that you were able to walk through. It's a small detail that now isn't as impressive but was amazing back in the day
Heck yea! I did the same thing. Also I played around with the lighting engine a ton too, casting shadows all over the place. I had never seen anything quite like it before on consoles.
 
In MGS3, when you drop into the really dark cave after fighting Ocelot, your eyesight will eventually adjust to the darkness and you'll be able to see everything pretty clearly.
 

Fisty

Member
MGS3 boss fight with the Pain.

Smoke grenades disorient and calms bees

White camo/face paint make bees less aggressive towards you.

You can throw a food item, Hornets Nest, from your inventory to capture the bullet bees, which makes the Hornets Nest "very tasty" and refills much more stamina
 

Hoo-doo

Banned
This guy, too cool for Zelda.

He could have worded it less like a prick, but he's not wrong in that it's not really considered 'insane detail'. It's pretty standard.

It might be new to the Zelda franchise and that's exciting in itself, but the euphoria engine has been doing vastly more impressive ragdolls and animations ever since the PS3/360 days.
 

Breakaway

Member
In Superman Returns, I always loved how the sound becomes more distorted the longer you fly and go through stages of increased speed. Eventually, it goes silent after Superman breaks the sound barrier a third or fourth time. While the game wasn't great, they really nailed that aspect of the character.
 

zoukka

Member
The Zelda ragdoll isn't anything new, but ragdoll physics combined with canned animations for player character hit reactions isn't very common. I mean we had Euphoria in GTAIV and it looked amazing and the next time I saw it in good usage was Max Payne 3.

Zelda seems to have very cool settings in the physics engine, everything seems weighty and the animations are nice and snappy.
 
I don't want to contribute to derailing the thread but what's with the weird hostility towards Breath of The Wild? I haven't seen any other games get called out in this thread apart from it. Example wasn't any worse than the others imo.
 

MCN

Banned
I don't want to contribute to derailing the thread but what's with the weird hostility towards Breath of The Wild? I haven't seen any other games get called out in this thread apart from it. Example wasn't any worse than the others imo.

Any positivity towards Nintendo must be struck down, lest they become less doomed.
 

Boem

Member
The game is not out yet, but there was some 'controversy' among the fans when Ron Gilbert posted a screenshot of Thimbleweed park about the whether toilet paper rolls should be facing front or back (sounds like a Gaf thread).

The final game will now have a menu option that can toggle between over/under for toilet paper, so that everyone can choose for themselves what the sane option is.


You guys can post as many futuristic AAA physic tricks as you want, this is the stuff that really matters.

The press release was pretty gold as well:

 

HeySeuss

Member
I don't want to contribute to derailing the thread but what's with the weird hostility towards Breath of The Wild? I haven't seen any other games get called out in this thread apart from it. Example wasn't any worse than the others imo.

Yeah I think there are a bunch of people that have posted things missing the entire point of the thread, but for some reason Zelda seems to be being shit on more than anything.

But there are some things in Zelda BotW that would qualify for the intent of the post. For example, needing to equip a wooden sword during a storm so you don't get hit by lightning or not being able to climb a mountain in the rain.

Nintendo games have a ton of those types of attention to detail things that people don't really think about. The one in the OP is a pretty nice example.
 
MGS2's ice cubes melting a different speeds depending on how close they are to each other will always be my go to small detail in games.

Speaking of BotW, I like how recent gameplay has shown that clouds will leave shadows over the area you are in without turning the entire game world dark. A lot of open-world games have yet to actually add cloud shadows, so seeing this from Nintendo was a nice surprise.
 

GHerrsch

Neo Member
In the cafeteria in Quantum Break, you can see the pattern left from the floor being mopped when light reflects off of the tiles.

Quantum-Break-Act-1-Part-3-Library-Chase.jpg


Not the best pic, you can also see it here starting around 1:22.
 

jem0208

Member
That's actually pretty poor attention to detail. That's just the games logic for being caught stealing applying the same punishment regardless of the item you stole. And then the inconsequential deaths and no reaction from the NPC furthers the poor attention to detail. I don't think there's a Bethesda game where attention to detail is really relevant. Even the ants people keep mentioning doesn't really count. They're a 2D line of ants that move on a preset path, and you literally can do nothing to interact with them.
Bethesda games are absolutely loaded with neat little details.

There's a dungeon in Oblivion directly across the water just after escaping the sewers at the start of the game. Initially it looks like a standard elvish dungeon filled with generic bandits. However, you can find some notes lying around written by the bandit chief detailing different aspects of his crew, including a new guy who's a bit weird and it complaining about noises when he sleeps. There's also something about someone who's gone missing. If you go exploring further into the dungeon you'll find the guy the note mentions and a secret door. Which upon opening reveals a bunch of zombies. After fighting your way through a bunch of zombies you'll come up against a necromancer who, it turns out, had been using the bandits to experiment on.

None of this is a quest, it's just stuff you can find by exploring the world. And Bethesda's games are full of this stuff.

Bethesda may not have the graphical or technical details but their world building in second to none. It might not count in the context of this thread though...
 
Hmm, most recent thing that comes to my mind, Quantum Break. So, so crazy that game. Not in a position to post examples, but I love the level of detail associated with all the time manipulation in the game. Watching the things around you get destroyed and then watch as all the destruction reverses itself in a loop is amazing to see.
 
In Metroid Prime, the different weapons are presented on the visor by different hand gesture icons. Apparently, Samus changes the weapons of her hand canon using different hand gestures.

Well, she does indeed. If you use the X-Ray visor and aim at a dark spot, not only you can see her hand inside the cannon, you can even see her move her fingers and doing different gestures as you change weapons.


Jeez, I really need to hook up my Wii U and play the Trilogy.
 

BFIB

Member
Its very old school, but the first time I saw Sonic do the wait animation on the Genesis, it blew me away as a kid.
 

butzopower

proud of his butz
I think the point was that hitting the tree did extra damage as opposed to just ragdolling for the damage of the attack.

I don't think it does, looks like just a quarter heart damage.

Playing through DQ7, and the massive amount of side conversations you can have with your party if you go to the wrong area is crazy. Explains why the script is like 23 massive binders.
 
When Duke 3D came out, the level of interaction with the environment blew my mind. Opening cabinets, light switches, drink from drinking fountains/toilets, the whole list.

But then, this happened...I mean come on:

AjTHkN2.gif
 
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