They're going through with that vertical slice concept? Oh dear...
No. They are using what they learned by producing the vertical slice for the production of the full game.
As you do.
They're going through with that vertical slice concept? Oh dear...
Basically the game is entering full production.
You would have thought it would either be close to or in full production since it's announcement. It's been a year, did they start pre-production after the announcement I wonder.
So Ninja Theory don't know what "afresh" means
Exactly.A lot of games are pre-alpha a year from release.
Furthermore, pre-alpha means you haven't reached alpha. So pre-alpha is a correct denomination for something that is 2 weeks, 3 months or 4 years in its dev cycle, or anywhere in between.
Pre-alpha isn't being warped, it is, again, misconception from gamers on the internet who think they've got all figured out and "pre-alpha" footage cannot be qualitative or beautiful or polished but has to be ugly whiteboxes with no anims, bad lighting and half features missing. When it can be anywhere in-between.
A year for pre-production isn't out of the ordinary, and yes they did start pre-production before the announcement since they had stuff like concept art, a debut trailer, timelines, basic prototypes etc.You would have thought it would either be close to or in full production since it's announcement. It's been a year, did they start pre-production after the announcement I wonder.
^I'm not sure if they're even planning on having more than one enemy on-screen at a time. They're definitely going more for fewer, more meaningful encounters than for hordes of enemies constantly assaulting you.
I'm not sure I get it. Why not make another Vertical Slice that feels good before moving on to production?
How do I do that?Please quote those pictures they're HUGGGGE
How do I do that?
Whoops! We caused a bit of confusion today with the following tweet:
Ordinarily, the development process is undertaken under a veil of secrecy and both the public and press are hidden away from progress until the last 3 months of development. Whereas we are showing how things develop from the very beginning, and the process we go through to final game.
So here is where we are at:
Way back, I covered the broad phases of production we work by:
- Concept Phase The idea behind the game with supporting art.
- Prototype Phase Experimenting with game mechanics, art styles, processes.
- Vertical Slice A small section or two of the game that brings together the prototypes into a demo that looks like a finished game (but obviously isnt a finished game).
- Consolidation We take a month out to simply plan the approach, scope and build the pipelines needed to make the full game.
- Production Phase This is where we put our heads down and make the bulk of the game. By the end of this, the whole game is playable from start to finish. We have just begun this phase.
- Polish This is where we nail down the story, VO, cutscenes, as well as playtesting the hell out of the game to give the best possible experience.
- Mastering Bug-fixing, optimization, platform compliance.
The vertical slice is an industry-wide practice that serves to explore ideas and test them out to see if the game you have designed on paper works in practice. Once a vertical slice is complete, we take time out to consolidate our findings and plan the rest of production.
We have completed our consolidation phase and just begun production of the game proper. So what happens to the vertical slice once you start production?
You throw it away. Always.
There are hundreds of questions that really can only answered by actually building it and testing your assumptions. But if there is one assumption you can bank on, its that your assumptions will mostly be wrong.
So you start a vertical slice accepting that what you build will not make it into the final game but that the knowledge you gain will allow you to make the game.
Right now, we all in full production on all fronts and will probably cover the areas we are tackling in the next diary or two but heres a few highlights of what we are doing:
Rebuilding and extending combat the combat in the VS was focused on areas which were new ground for us such as directional combat and the ground-based injured combat. We are now rebuilding the combat engine to better handle future expansion into a broader set of combat actions and deepening the system we had prototyped thus far.
Rebuilding and Improving Senua While the opening cinematic of the VS showed we could create our own performance capture set up and shoot in it, we think we can do better with the actual Senua model. She is the heart and soul of the game and we felt she wasnt quite as believable as we intended. We have experimented with some innovative scanning technologies and new improved facial systems as well as remodeling and retexturing her in far more detail.
Improved World In the VS the atmosphere and world you navigate in was one of the highlights. So we feel we can invest further in this area and make more of it. We are now building large chunks of the game with this in mind working on both grey-box gameplay levels and much improved art style maps.
Why wouldn't they show a game in open development early, why wouldn't people understand that what's being shown is a work in progress?
Part of the point of the project was to be as open as possible about development so others could learn from it.
What was in the original tweet? They must have phrased it oddly for us all to think they meant they were re-starting production altogether.
Tameem can't seem to grasp the feel of good gameplay, whether it's level/mission design, button assignment or character movelist.Shiiiiiiit.
I played this when I visited the studio and I really liked what I got to do - granted it was an early build but it was solid: felt like Soul Calibur's battling in a Dark Souls kinda format
Man, I hope this still goes ahead. Love the studio, and I think Tameem is a really smart and forward-thinking guy
DmC kinda disproves this claim, that also implies that Tameem is making games all by himself. Which is quite far from the reality. It's also quite hard to claim that they couldn't grasp good gameplay or level design when we've barely seen both, especially when you're replying to a positive impression.Tameem can't seem to grasp the feel of good gameplay, whether it's level/mission design, button assignment or character movelist.
That doesn't sound great. Hopefully it makes for a better game in the end, but it also sounds like a slippery slope that can end up in the game just being cancelled at some point.
People misunderstood the statement and interpreted it as a bad thing that they're throwing the vertical slice demo out. :/Wait what?
People misunderstood the statement and interpreted it as a bad thing that they're throwing the vertical slice demo out. :/
They really need to ditch the over the shoulder camera, it pretty much ruins the combat by itself
If not there should be something quite similar.So the combat we saw, is that staying?
https://www.youtube.com/watch?v=1y-YsBhZUDQ
I went back and watched this video again. In this footage it's not easy to see Senua jump back or combat roll. I like the ground combat though. I wonder what happens when there is more than one enemy on screen. I would look at God Hand and try to polish it gameplay wise.
I would imagine variety will come when it comes to upgrades, weapons, armors, earned special abilities etc. Hellblade is a great looking game.
I don't like the female narrator at the beginning, she sounds like a child. She seems very wise, yet the voice of a child seems contextually inappropriate. She might grow on me once I get some background info... Edit: I think Senua's voice is fine though.
DmC kinda disproves this claim, that also implies that Tameem is making games all by himself. Which is quite far from the reality. It's also quite hard to claim that they couldn't grasp good gameplay or level design when we've barely seen both, especially when you're replying to a positive impression.
They visited the studio once a month over a period of three years, in terms of development NT did the absolutely majority of the legwork for the game. People seriously need to stop trying to pass on the narrative that Itsuno and Capcom consulting once a month is the reason why the game turned out that way and that NT had nothing to do with the positives. And the footage is a vertical slice prototype that's basically a concept of the what the full game is supposed to achieve. Nothing there was final enough to give a good indication of the game's quality.Itsuno and Capcom oversaw DmC and still it was nothing close to DMC1, 3 & 4.
Look at the footage, the combat right now isn't even good enough to be called mediocre, they need to rework the combat before building a game around it.
They visited the studio once a month over a period of three years, in terms of development NT did the absolutely majority of the legwork for the game. People seriously need to stop trying to pass on the narrative that Itsuno and Capcom consulting once a month is the reason why the game turned out that way and that NT had nothing to do with the positives. And the footage is a vertical slice prototype that's basically a concept of the what the full game is supposed to achieve. Nothing there was final enough to give a good indication of the game's quality.
The purposeWhat is it trying to achieve? Because the vertical slice is pretentious crap (you don't need a 2 minute cutscene that doesn't tell you jack when you're trying to let people know what you do in your game) that has shit combat. It doesn't have to be final, it has to represent something meaningful, game mechanics that work, a variety of things you can do, combat that is engaging (which wasn't, things like how one would block or counter or backstep or dodge), that what they're building isn't total shit, and the vertical slice basically failed to do that.
The vertical slice is an industry-wide practice that serves to explore ideas and test them out to see if the game you have designed on paper works in practice. Once a vertical slice is complete, we take time out to consolidate our findings and plan the rest of production.
We have completed our consolidation phase and just begun production of the game proper. So what happens to the vertical slice once you start production?
You throw it away. Always.
Right now, we all in full production on all fronts and will probably cover the areas we are tackling in the next diary or two but here’s a few highlights of what we are doing:
Rebuilding and extending combat – the combat in the VS was focused on areas which were new ground for us such as directional combat and the ground-based injured combat. We are now rebuilding the combat engine to better handle future expansion into a broader set of combat actions and deepening the system we had prototyped thus far.
Rebuilding and Improving Senua – While the opening cinematic of the VS showed we could create our own performance capture set up and shoot in it, we think we can do better with the actual Senua model. She is the heart and soul of the game and we felt she wasn’t quite as believable as we intended. We have experimented with some innovative scanning technologies and new improved facial systems as well as remodeling and retexturing her in far more detail.
Improved World – In the VS the atmosphere and world you navigate in was one of the highlights. So we feel we can invest further in this area and make more of it. We are now building large chunks of the game with this in mind working on both grey-box gameplay levels and much improved art style maps.
Except it's neither visually interesting nor thought provoking, just pretentious, the long cutscene didn't provide much of a context for the gameplay which followed.The purpose
And people have seen and played the full vertical slice demo that is likely way more coherent than a b-roll. If game developers spent all of their dev time fleshing out every single one of the mechanics of a vertical slice than nothing would get done. And evidently you haven't read the thread because now that full production is starting the plan is this.
Nothing "pretentious" about that demo btw, that word gets misused way too often when something is visually interesting and thought provoking.
Itsuno and Capcom oversaw DmC and still it was nothing close to DMC1, 3 & 4.
Look at the footage, the combat right now isn't even good enough to be called mediocre, they need to rework the combat before building a game around it.
Except it's neither visually interesting nor thought provoking, just pretentious, the long cutscene didn't provide much of a context for the gameplay which followed.
Nothing worked in that vertical slice, even the most basic combat mechanics weren't particularly sound, didn't look fun at all either, so wtf are they going to be fleshing out in full production? If you're testing out whether what you have done so far is shit or not, keep it internal and in this case they should go back to prototyping, they don't even have the basics down.
In your opinion it's not visually interesting. Also here's a news flash, we didn't see the full cutscene. Do you not know what a b-roll is?Except it's neither visually interesting nor thought provoking, just pretentious, the long cutscene didn't provide much of a context for the gameplay which followed.
Nothing worked in that vertical slice, even the most basic combat mechanics weren't particularly sound, didn't look fun at all either, so wtf are they going to be fleshing out in full production? If you're testing out whether what you have done so far is shit or not, keep it internal and in this case they should go back to prototyping, they don't even have the basics down.
I really want to play this, I hope it goes well.
Despite being 'teh kiddie', Disney Infinity 3's jedi stuff is fun & fluid as heck.
Kinda wish they were given a big boys Star Wars game.
So the combat we saw, is that staying?
Are you saying there's more to the cutscene than the boring 2 minute waste of time that was the "b-roll" cutscene? Let's make this shit even longer.In your opinion it's not visually interesting. Also here's a news flash, we didn't see the full cutscene. Do you not know what a b-roll is?
I like how you're stating things about a game you've never played that is directly contradictory to impressions of those who have played it. Not to mention, they do have the basics down
-basic combat that can be expanded
-a good idea for storytelling with the environment, the performance capture, and how Senua reacts to things
-a good idea for the type of atmosphere they can achieve with UE4
Your entire argument seems to come from a misunderstanding of how a vertical slice is supposed to work and the fact that we've only seen a b-roll of a demo instead of the full one itself.
Cutscene: establishes tone more than anything and gives a good idea of how good their cheaper performance capture technology is. But ofc i'm sure we'd all love to sit through two minutes of exposition explaining everything because the plot is finished and this segment is from the full game. /s.Are you saying there's more to the cutscene than the boring 2 minute waste of time that was the "b-roll" cutscene? Let's make this shit even longer.
Let's look at the basics:
Cutscene: confusing mess, don't know wtf story you're trying to tell
Combat: clunky, no real variety in terms of combos, didn't show any kind of viable dodging mechanics, hit animations seemed off, no real counters or parries, same enemy over and over but they couldn't even show a different way of dealing with him
Level design: linear
So no, they didn't have anything down.
Not the best idea to go with full production when they need to go back to the drawing board and get SOMETHING right in a prototype.
Unless the purpose of the b-roll is the take the worst shit in the demo and put it all into one video, there's a very good chance this so-called "vertical slice" probably isn't very good.
I played this when I visited the studio and I really liked what I got to do - granted it was an early build but it was solid: felt like Soul Calibur's battling in a Dark Souls kinda format
The combat looked nothing like Soul Calibur or Dark Souls, that's like saying shit sort of looks like a cross between venison and steak.Cutscene: establishes tone more than anything and gives a good idea of how good their cheaper performance capture technology is. But ofc i'm sure we'd all love to sit through two minutes of exposition explaining everything because the plot is finished and this segment is from the full game. /s.
Combat:Completely unfinished and full of placeholder assets, again, it's to get a general feel for everything, you don't know anything about how it feels because you haven't played it, meanwhile, here's an impression from someone who has
All animations are unfinished placeholders.
Level design:is not linear, the game has exploration, to the point where in early testing phases people got frustrated since they got lost.
As it stands now, everything they have down right now is a solid base and was a good learning experience to move forward with the full game, otherwise, they wouldn't be moving forward with full production.
Yes, all they've had shown so far is WIP, do you honestly expect final assets to be made this early? Before full production? Here's what DmC looked like a year before release while the game was in full production. Compare that to how it looks in the final game, it's quite ugly, that's the point. Again you haven't played it, so how would you know what the combat feels like compared to those who have?The combat looked nothing like Soul Calibur or Dark Souls, that's like saying shit sort of looks like a cross between venison and steak.
Unless all they do is make fucking placeholders, the bones of the game just doesn't look very good, you can have textureless white box levels with "placeholder" enemies that show better gameplay than this.
Yes, it was."Afresh" is probably poor choice of words by Ninja Theory.
Dude it's a fucking promotion piece, wtf did you expect them to say?Yes, all they've had shown so far is WIP, do you honestly expect final assets to be made this early? Again you haven't played it, so how would you know what the combat feels like compared to those who have?
Here's more
Even at this early stage, Hellblade feels like a confident, exciting and ambitious take on a genre that has always felt at home on PlayStation.
. I only played a short section of Hellblade but it looked great, offering mystery and teeth-gritting fights. Combat is tough and tense, and has that same sense that one simple mistake can cost you your life that you find in the Dark Souls games. Theres no hack-and-slash button mash here; its an early build but seems to reward timing and precision, where you watch patterns to push the slim advantages that open up in your favour.
I enjoy the focus on one-on-one combat, which restricts the camera and brings it in tighter because you, as the player, don't have to protect ya neck worry about additional enemies coming in from all sides. In combat there is a quick evade, block (and parry), and a few strikes. Combat feels well weighted. A successful block still feels perilous, as it should with sword just inches away from killing out bangs on your own steel with force.