RetroGameAudio
Neo Member
The rotoscoping in Out of This World / Another World (1991):
https://www.youtube.com/watch?v=VhGtYfpmxyY
https://www.youtube.com/watch?v=VhGtYfpmxyY
Indeed.
This was on the Gameboy Advance.
I haven't played Soul Reaver but if that's the case why does ND have the award?
Not in this case specifically.
That Dragonball tho
Now that is impressive.
The first Elite game was a few thousand kilobytes of code if I remember correctly. And the first Civilization game fit on a floppy disk - crazy, considering the depth and scope of the game.
Silent Hill 3 (PS2)
Always the 1st thing I think of.
The rotoscoping in Out of This World / Another World (1991):
https://www.youtube.com/watch?v=VhGtYfpmxyY
I haven't played Soul Reaver but if that's the case why does ND have the award?
Some of the stuff Metroid Prime did on the Gamecube was pretty insane, even small things like how the ripple effects when shooting and running through water weren't textures but the actual surface model of the water moving.
Red Zone on the Genesis/Mega Drive opens with this screen:
Yeah Prime blew me away. Also being able to zoom in on characters in Melee and see all the crazy details in their character models was wild.
Guinness can in fact, get things wrong. Soul Reaver hid some loading in game behind the door animations, the rest was done on the fly.
In fact, Eurogamer did a specific article highlighting this particular thing in reference to the DF video.
http://www.eurogamer.net/articles/digitalfoundry-2017-soul-reaver-legacy-of-kain-the-genesis-of-todays-open-world-epics
One of the most impressive discoveries while playing Soul Reaver is the seamless transition between environments, with no noticeable load times. Kudos to the developers for pulling it off.
Some of the stuff Metroid Prime did on the Gamecube was pretty insane, even small things like how the ripple effects when shooting and running through water weren't textures but the actual surface model of the water moving.
It was visually impressive but sadly tainted by the annoying loading times at door-entries.Oh man, Prime in 2002 was a technical wonder. Solid 60FPS, hi density geometry for each area to be loaded in, lighting, visual and beam effects, hell even seeing Samus's reflection in the visor in bright spots was cool as hell.
Horizon Zero Dawn. From the skin pores of character models...
...to the amazing detail of the environments...
...to the vast size of it all...
Always the 1st thing I think of.
Doing this:Eh. I feel this isn't in the spirit of the thread. Horizon is a graphical showpiece, sure, but it's what you expect first-party, AAA-budget PS4 games to look in 2017. Not to beat a dead horse, but Crysis's jungles looked as lush and even more alive than Horizon's in 2007. Is it actually doing something technical that barely any other game, if any at all, hasn't done?
I don't even know where to begin.
The first Elite game was a few thousand kilobytes of code if I remember correctly. And the first Civilization game fit on a floppy disk - crazy, considering the depth and scope of the game.
The rotoscoping in Out of This World / Another World (1991):
https://www.youtube.com/watch?v=VhGtYfpmxyY
Guinness can in fact, get things wrong. Soul Reaver hid some loading in game behind the door animations, the rest was done on the fly.
They forgot "Realtime Monstrously Inflated Ego".
The original Jak and Daxter was the first game with a seamless open world
Crysis is a graphical leap and achievement right? I mean it became a meme and is still used for benchmarking even years later.
Elite Dangerous is the first game I am aware of that recreates a realistic 1:1 scale simulation of the Milky Way. You can go from one end of the galaxy to the other moving from star system to star system.
Also one of the Rogue Squadron games on Gamecube as far as I know was the first game to use Displacement Mapping (essentially Tessellation from what I understand).
What's the technological achievement here? "Good Graphics"? Because there's been a ton of games with good graphics over the past few years.
Doing this:
...on "5+ year old laptop tech" is pretty impressive. (These are my shots on an original PS4, not Pro)
I particularly love the detail on each mech: the worn look, the tech, the articulation; all without goofy clipping or immersion breaking oddities like that.