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Have you seen...Iron Fall [3DS]? First trailer - Tech Preview

I would say that Revelations character models look a bit better but I think its unfair to compare them until we get the final product, one thing I did like was the main character animations the movement from standard to cover looks really fluid, I always thought some of the Revelations animations were a bit stiff.
 
C'mon, it doesn't look quite as good as Revelations or Unit 13. It has more aliasing for starters. Unit 13 clearly has more polygons.

IronFall looks amazing as it is, let's not oversell it. Running at 60 fps though will be very refreshing to see, considering neither Mercenaries nor Revelations did. Not sure about Unit 13.

Congratulations to those guys, if I were Nintendo I'd be a bit embarrassed to put out so many games that don't look anywhere near as good as this despite having vastly larger teams.
 
C'mon, it doesn't look quite as good as Revelations or Unit 13. It has more aliasing for starters.

No, Revelations has tons of aliasing if you look at video/screenshots on your computer. It just isn't noticeable when it's actually being played on a 3DS screen.

Remember: all 3DS games look like crap when viewed on a normal monitor. The fact that this doesn't look like complete crap means it's going to look pretty awesome.
 
Does VDDev license their engines? Seems like it would be a waste to create such a technically impressive engine and then only release one game with it. Of course, being written in pure assembly, it may be a very difficult engine for third parties to use, depending on how it's structured internally...
 
No, Revelations has tons of aliasing if you look at video/screenshots on your computer. It just isn't noticeable when it's actually being played on a 3DS screen.

Remember: all 3DS games look like crap when viewed on a normal monitor. The fact that this doesn't look like complete crap means it's going to look pretty awesome.

Nah, Revelations has considerably less aliasing, you can even watch it stretched on your computer if you like and it still holds up:
http://youtu.be/mfqOz1uBH_A

Compares favorably =/ looking as good.

It's a very loose use of the term to describe the gulf between the two.
compare favorably to or with
be better than
do well in comparison with
compare favourably to (UK)
compare favourably with (UK)
be as good as
be up to the standard of
raise a candle to (slang)
be comparable to
be on a par with
compare to
compare with
bear comparison to

The game looks amazing but still far from Unit 13 in a number of respects.
 
The fact that this was all programmed in Assembly blows my mind.

I started learning that in college and just multiplying numbers is a pain compared to a high-level language. I don't want to imagine what must be like to do a full 3D engine/game. Amazing.
 
All the features in case anyone can't watch the trailer (there's a few spelling mistakes in the trailer)


BIG BANG Engine:
- 100% Assembly Language
- Custom Graphic Driver
- FPU Optimisations
- Speed Loading
- Up to 7 million polygons/second
- Dynamic Music...


Ok, it was ages since the last time I see a pps discussion. If I remember correctly, 7 mpps is a average number of polygon for a ps2 game, and its more than RE4 in that console, no? 64 characters in screen is more than 3 times what RE4 has, no?

Its a very impressive engine.
 
A really nice tech demo. Now, start hiring those artists ; )

Personal highlights: 256 bones per mesh allows for nice animations. The demonstrated bots might not show the advantages, but a well-modeled soft body would. Of course, good skinning does not grow on trees - you need those artists.

Pre-canned physical interactions are a nice shortcut to introduce some physical believability in an otherwise CPU-starved environment. Might bring to a unique-for-the 3ds game where physics happen on a large scale. We'll see.

And the cherry on the icing goes to .. 60 fps stereoscopic + bottom screen. Respect!
 
Just a gut feeling. I don't think they can pull of that level of detail in the game with 3D on at 60 fps. Seems to me also, that the dual rendering part of the demo is not runing on the 3DS. Hard to believe two completly differnt parts of the level are being rendered in both screens at 60 fps.

With that said, really impresive tech showcase. It would be a crime not to port one of the Metroid Prime games with this engine.
 
Looks really great. I hope it doesn't end up being another Conduit situation though: good tech, poor design. I'll stay optimistic and that team definitely deserves kudos for getting so much out of the 3DS hardware.

We may be a dwindling populace (especially as consoles get more and more powerful,) but there are some people who enjoy technical accomplishments as a quality of a game that makes it worth a purchase. There are lots of games I enjoy on my DS or PSP that I just wouldn't enjoy as much on a new platform, because part of the experience is connecting with the technical artistry on display. It's like comparing a Ray Harryhausen stop-motion movie to a current ILM blockbuster, either can wow your senses but the context surrounding the accomplishments with older technology gives certain types of viewers an emotional connection to the material. You can see the hard work put up against the challenge, and that becomes an integral part in your enjoyment.

Where game designers go wrong (and I count The Conduit as one) is when they try to take that technical accomplishment and pretend that they have a AAA game on their hands just because they have an ace engine. Going big means you get compared to the big-leaguers, better to play to your strengths all around.

VD-DEV's own Cop:The Recruit was guilty of this too. (And part of the trouble there was that it was an open-world engine, which was amazing on DS... but then you've got to fill that world with gameplay and that's equally as tough as designing a blazing engine, as proven by countless GTA clones.) Previous games by Velez and Dubail have in my opinion mostly been good games on these great engines. They have had a lot of down time over the years (only one launched game over the entire run of DS?) and there is disappointing rushjob work in their portfolio, so it's tough to tell where their skills are in designing gameplay right now (my loved for Wacky Races GBC probably shouldn't be applied here...) Hopefully the team has play as in mind as graphics for Iron Fall that plays to their strengths as a small but determined team. (Like, I hope they aren't trying to shuck out just a "poor man's Gears" ala Shadowgun with all the mechanics of Gears but none of the variety and nothing creative to distinguish itself.) Even for those of us who love tech, there should be something here to be interesting besides the fact that it's on 3DS.

The biggest shocker to me is that this game has dual screen rendering on top of 3D AND 60fps at the same time.

Yeah, that part was CRAZY when they showed the second-screen rendering.
 
Just a gut feeling. I don't think they can pull of that level of detail in the game with 3D on at 60 fps. Seems to me also, that the dual rendering part of the demo is not runing on the 3DS. Hard to believe two completly differnt parts of the level are being rendered in both screens at 60 fps.

With that said, really impresive tech showcase. It would be a crime not to port one of the Metroid Prime games with this engine.

Except everything they showed was running on a 3DS, it says it right in the video.

There is no reason to doubt them considering their track record.
 
Just a gut feeling. I don't think they can pull of that level of detail in the game with 3D on at 60 fps. Seems to me also, that the dual rendering part of the demo is not runing on the 3DS. Hard to believe two completly differnt parts of the level are being rendered in both screens at 60 fps.

With that said, really impresive tech showcase. It would be a crime not to port one of the Metroid Prime games with this engine.
They confirmed 60FPS in 3D, what it's still up in the air is if 3D mode will have AA (like 2D mode).
 
I haven't heard of anyone writing a game in pure assembly since Chris Sawyer and Roller Coaster Tycoon, and it was already crazy back then. Sheesh.
 
They confirmed 60FPS in 3D, what it's still up in the air is if 3D mode will have AA (like 2D mode).

Here's what they said:
60 frames per seconds is our goal. Shooters offer better playing experience with this frame rate. With the engine we can reach 60 frames per second with and without stereoscopic view.

But if frame rate drops, we donÂ’t want to sacrifice the amount of IA, and graphics we have on screens just because of the stereoscopic view (sometimes we have to draw 3 screens, 1 for the left eye, 1 for the right eye, and 1 for the bottom screen where action will also take place sometimes. So maybe we will add a feature that allows, in REAL TIME, the player to switch from 60 FPS with the 3D slider pushed down, or 30 FPS with 3D slider pushed up (no need to go to some menu).
 
Can someone please rehost the 60fps video? Downloading from their site is super slow.

edit: nvm, just saw the link above
 
I wonder if the guys plan on tweaking the art a bit, it'd be nice to have some more colour if they can do it. Other than that it's amazing.
 
C'mon GAF, where the hell are the gifs? Killzone has them, Ironfall needs 'em too!

Probably cause there wasn't really any cool gameplay scenes. Mostly just environments. Good stuff, but nothing that screams "gif me!" That'll change in the future, hopefully.
 
Except everything they showed was running on a 3DS, it says it right in the video.

There is no reason to doubt them considering their track record.
That it says it, is not enough. And is there even a 3D video of the tech demo in youtube?
They confirmed 60FPS in 3D, what it's still up in the air is if 3D mode will have AA (like 2D mode).
If the actual game runs with that complexity at 60 FPS on 3D mode, these people should be instantly integrated to Nintendo R & D divisions no ifs and no buts.

Edit:
Here's what they said:
60 frames per seconds is our goal. Shooters offer better playing experience with this frame rate. With the engine we can reach 60 frames per second with and without stereoscopic view.

But if frame rate drops, we donÂ’t want to sacrifice the amount of IA, and graphics we have on screens just because of the stereoscopic view (sometimes we have to draw 3 screens, 1 for the left eye, 1 for the right eye, and 1 for the bottom screen where action will also take place sometimes. So maybe we will add a feature that allows, in REAL TIME, the player to switch from 60 FPS with the 3D slider pushed down, or 30 FPS with 3D slider pushed up (no need to go to some menu).
Just as i thought, still really impressive. Saw it again, 3DS deserves a Prime 1 port with this engine.
 
Touch screen gaming is alright but I'll never prefer it to any other method of FPS control until someone at Nintendo designs a stylus with a small clicking button on it or like a clicking touchpad sort of mechanism for the bottom screen

fuck L to shoot. Fuck it so hard
 
Unbothered.

Resident Evil Revelations and Monster Hunter 3/4 looks better in my opinion. More artistic too, and awesome games to boot.

With that said, Iron Fall is certainly a good looking game, running on a competent engine. Looks like Activision found their COD 3DS developer. Poor n-Space.
 
Seems poor art design is always going to be the bane of these small dev teams that seem to pull the most out of the hardware they work on. That engine is impressive though.
 
Unbothered.

Resident Evil Revelations and Monster Hunter 3/4 looks better in my opinion. More artistic too, and awesome games to boot.

With that said, Iron Fall is certainly a good looking game, running on a competent engine. Looks like Activision found their COD 3DS developer. Poor n-Space.

As much as I LOVE MH3U on the 3DS, 4 doesn't look good graphically. It's a muddled mess in manu places.

MH3U is beautiful on 3DS though. <3

I'd love a CoD FPS on this. 60fps 3D, pretty graphics, yes please.
 
Very impressive engine, but I'm really hoping the game turns out good. COP looked really good, but bland, and then the gameplay didn't seem to be very remarkable.

"To the metal", if you like; writing instructions directly in the form the CPU and GPU can comprehend. This is extremely fast - but also extremely difficult. A software house would ordinarily code in a high-level language like C then use a compiler to convert that into instructions the hardware can understand - easy to understand, easy to work with and build on - but comparatively slow.

As a slight example: Imagine you were telling a friend where to meet.

A high-level language program would be "Go to the city centre". A simple instruction, very easy to understand, but the process of converting it into direct instructions would require getting a map, finding the city centre, then finding a quick route to there, then following it.

A low-level language program would be "Go to the end of the road, turn left, travel for one and a half miles, turn right, stop at the fifth junction". Directly conveys what the listener needs to do, but requires more work from the person giving the instructions, and is a tricky program for someone else to use ("Wait, where am I coming from?")
Great explanation and example.
 
i am wondring if it gonna support the CPP or not
games like that better with second analog
i saw the problem in aiming when he first start to play the game, something wrong
this need second analog option
 
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