Original Man
Member
This is why I love sony. Looks amazing
PDF slides and associated media are now online for this.Digital Dragons 2016 − Michał Olejnik: Rendering and Post-Processing Pipeline of Bound
https://youtu.be/lFE2zsdsEq4
Couple more I found on Twitter.
Bound
Bound is an innovative 3D platformer game with dynamic procedural environments inspired by the works of the demoscene. Procedural aspects of the game environment enabled solutions to some of the hardest problems of VR gaming.
Michael Staniszewski, Plastic
The developer's peculiar experiments with narrative don't end there, either. The world--the abstract part, that is--changes over the course of the game depending on the order in which you complete levels. You won't complete levels in any particular order; rather, each will require you to go back and play it again as you progress through the game. Staniszewski showed me how one level will be bright, alive, and full of enemies if you play it at the beginning of the game, but dark, rainy, and dead if played toward the end. He again refused to explain how this will play into the narrative, stating that Bound centers around players uncovering these secrets during gameplay.
This changing world also directly affects the second audience that Plastic is targeting: experienced players of platformers. Bound's platforming seemed simple and straightforward to me on my playthrough of the demo, and I completed the level with ease. But then Staniszewski took over, stepped up into the first room that I came across in my demo, and wall-jumped up to a path I didn't even know existed. He proceeded to show me a challenging and wildly different path through the level, one that was technically shorter but much more difficult than mine. And then he showed me another path, and another.
There are dozens upon dozens of ways through the levels in Bound--so many, in fact, that Staniszewski doesn't actually know of all of them. In addition, many paths only open up if you play a level later in the game, when the Fears disperse or when the game's environment is structured in a certain way. The developer has even built in a speedrunning mode into the game to encourage the speedrunning community to find the quickest path through the levels--which sounds like it'll take quite a bit of time.
Very exciting. Glad to see the devs designed a complex platformer within the beautiful visual/animations showcase
If I hadn't already preordered, that would have probably sealed the deal for me
Evolving levels and experienced platformer gameplay from Gamespot's hands-on: http://www.gamespot.com/articles/ps...d-a-huge-my/1100-6442195/?ftag=GSS-05-10aaa0b
Direct-feed photomode footage: https://twitter.com/plasticdemo/status/760131176497553408
Plastic have made DOZENS of their screenshots and photomode wallpapers available in lossless PNG format and GIFs and a 4K artwork.
https://plasticdemo.imgur.com
Who's got the OT?
You need to be quick On uk psn if you want to get it £2 cheaper the preorder discount ends tonight. Noticed this carries the vr logo too didn't know that. Looks something very different.
Would like to play this.
Doesn anyone knows is PC version planned at all or this will stay PS4 exclusive? Thanks
Hmmmmmm, I don't want to play this until I get my PSVR headset, but there's a 20% pre-order sale which includes a dynamic theme... What to do, what to do?
Anyone think it'll get a bigger discount before mid-Oct?
Hmmmmmm, I don't want to play this until I get my PSVR headset, but there's a 20% pre-order sale which includes a dynamic theme... What to do, what to do?
Anyone think it'll get a bigger discount before mid-Oct?