Even the most cynical people will have to concede their preconceptions at the point where one of the devs himself chimes in.
They did in the past (not on Gaf, though), did not help
Even the most cynical people will have to concede their preconceptions at the point where one of the devs himself chimes in.
Sadly, this is incorrect
It seems that many would like some mod with higher res textures.
Anyway, i just looked in my steam folder... Is it possible that ENTIRE game is only 3GB [FMV's are ~4.5GB] ?!?!!?
I doubt it's mod friendly, then again it's only been available for 2 days.
Random, I downloaded D3Doverrider, doesn't seem to work right for me, the GUI never shows up. So I fiddled around with NvidiaInspector and realized it has both a vsync option and framerate limiter! I honestly never noticed the framerate limiter and I'm always in NvidiaInspector
I do wish that the cutscenes were re-rendered in at least 1080p. They're a blemish on an otherwise commendable PC port.
I was ecstatic when I read that they had to go with real time cutscenes for Night Springs due to XBLA size restrictions. The PC release for that will certainly benefit.
Oh okay, well if he doesn't know I think I'll just assume that it was an homage. There are a heap of places which remind me of Max Payne actually, though I think that's because of the brown-haired protagonist who can't stop commenting on his environment.
Oh okay, well if he doesn't know I think I'll just assume that it was an homage. There are a heap of places which remind me of Max Payne actually, though I think that's because of the brown-haired protagonist who can't stop commenting on his environment.
I was ecstatic when I read that they had to go with real time cutscenes for Night Springs due to XBLA size restrictions. The PC release for that will certainly benefit.
What is Night Springs?
What is Night Springs?
Short Bio: I'm one of the founders at RMD. Death Rally, Max Payne 1 and 2 were my babies . On Wake, I was the Creative Director on the project (and responsible for the original concept and direction with Sam), but after 13 years at RMD I built myself a partial exit and spent some time with the family back in 2009 or so. Got drawn back into the game industry pretty quickly and also contributed again when Wake 360 was shipping.I don't think Petri is at remedy any longer, I remember something about him going to Rovio ( if it's the same Petri )
This game is so much better with the HUD disabled. There is no minimap, so you have to find your way by following visual cues (usually a distant source of light, which is brilliant) rather than following the yellow dot. You have to check your ammo count manually, and your clip count isn't displayed, so if you don't pay attention you might run out of ammo at inopportune times. And of course, there is no unnecessary clutter getting in the way of the sexiness. All it needs is a way to check battery count, and it would be perfect.
Did you see that golden trophy?
it absolutely was. other homages include McCaffrey reading the two manuscript pages from Alan Wake's noir novel (the ones you get in Episode 2) in his Max Payne voice. a cute 'Mira was here' piece of graffiti in one of the bathrooms in one of the DLC episodes ('Mirrors are more fun than people' Mira from Address Unknown). Sam Lake pulls the face on a TV show.
i'm sure there are more.
Damn it, I wish that cut-scene Alan knew the things that jim-jam Alan knows from reading manuscript pages.
Golden trophy?
I'm keeping my eyes peeled
Start of episode 5 now. I'm likely to do a Nightmare run so I'll look for it then
You guys are missing the most significant connection: they have the same locked door sound effect.
Update from Markus:
Hey all,
Wanted to write a quick summary post here as we just don't have the time to respond to every post or thread here... otherwise we won't have time to actually look at fixing the problems
This is a non-exhaustive list of things we are looking at, and I can't promise that we can find a fix to all of these. But we hope to support Alan Wake PC the best we can.
* NVIDIA & Tree Flicker. We as well as NVIDIA are looking into this. Turning VSync On or using D3DOverrider as described in a thread here may alleviate the problem.
* Alt-tab crashes some folks have been seeing.
* Launch issues some folks have been having.
* Controller vibration not working (there is apparently a workaround that works for some - using keyboard to enable the vibration... odd, but if it works for now...)
* Mouse "acceleration" - there is no acceleration and feel this is how Alan Wake should feel like, but we can relate that some people want 1:1 directness in their controls, and aim to provide a mode/fix for those folks.
* Remembering camera side preference after cutscenes
* SLI - we'd love for NVIDIA users to get SLI as well. We know about what needs to be done but it's a bit larger task.
Longer term we will hope to look at things like improving Stereo3D, grass draw distance and offering Latam Spanish localization.
Thanks for the great support we've received and apologies for those who have had problems with the game!
//===
Latest here: http://forum.alanwake.com/showthread.php?t=7759
You guys are missing the most significant connection: they have the same locked door sound effect.
it is yeah, but it's not really important in this case. the lighting solution is compatible with MSAA. about all i'd want to throw at the game would be some tesselation on the models perhaps... but all the other effects look great. the api isn't really important unless it's holding you back in some way (no AA due to deferred lighting techniques which could be solved with DX11, for example).
You guys are missing the most significant connection: they have the same locked door sound effect.
What was not built around it? If anything, people argued that it was these restraints that made them reimagine the game as more linear instead of completely open world. Other than that, which is unchanged on PC, and lower resolution on console (with 4xMSAA though) they didn't skimp on anything in the X360 version. Framerate was fairly good too.
Hey, loving the game so far, but when the action really kicks up my fps goes straight down the toilet. My pc is around 4 years old, so I've got all the settings bottomed out (and it still looks pretty damn good). I thought I saw someone mention disabling motion blur to get more fps, but I don't see an option to do that in graphics menu. How does?
You guys are missing the most significant connection: they have the same locked door sound effect.
*rumble rumble*
* SLI - we'd love for NVIDIA users to get SLI as well. We know about what needs to be done but it's a bit larger task.
Add -noblur to the game's launch options in Steam.
So oddly satisfying. Just like the pill bottles sound from Max Payne.
Hmm... Don't really like the sound of that. I've been checking GMG all day waiting for them to get more keys, guess I'm back to waiting until Sli is working since that pretty well dashed my confidence of it for sure getting fixed. Still hopeful it will. But, I'll wait now.
Knowing zero about how shit works, I don't get why it's working for crossfire, but sli is fucked and may be too difficult to fix.
What are your specs? a 570 is enough to play 60 fps max settings at 1080p. SLI isn't really needed.
edit : also, fyi , according to this post - nvidia are already on the case.
Alan Wake is one case where a downsampled picture looks as good as a native one. I have no idea why, but I guess it has something to do with the proper integrated AA.