Possumowner
Member
Definitely buying this,HDR as well.Loved the 1st
Isn't shadow warrior 2 using some sort of random level design? I dont think you'll get as tight of an experienceeas Doom because the game is designed to be different every time you play.
Yeah, the levels have preset "tiles" for story-related events and the procedural generation system fills in the surrounding blanks.
Was the first one like this as well?
Yeah, the levels have preset "tiles" for story-related events and the procedural generation system fills in the surrounding blanks.
We'll see how this game fares but, at this point, it just seems like Flying Wild Hog doesn't have the chops when it comes to level design.Nah, the original was entirely hand-crafted.
Hmm, I had forgotten about that.
I suppose it's all about my own expectations. I found the original to be fun but insanely shallow due to very poor level design. It was just a bunch of kill rooms.
Then I played Doom this year which showed how to bring an old school shooter back. It did have some "kill rooms" at points, no doubt, but the overall experience and design of the levels was pitch perfect.
From what I've played of SW2, you're dropped into these large, somewhat aimless areas where you can accept quests. You can walk to your car to transport to the area where the quest occurs (like the ship in Destiny) and then you walk around that area following a waypoint and shooting an insane number of enemies. Something about that whole process felt uninteresting to me as there was no real level progression, just an open ended map. It didn't feel crafted at all in the way that Doom is. It could have been a parking lot, a mall, an ancient forest, etc - the actual level design and look of the stage has no impact on the gameplay. Doom, on the other hand, built its challenges around the map - from scaling that massive tower, the figuring out how to get through the Foundry, all the way to some of the crazy platforming and combat you have to do while dealing with it.
I desperately hope I am completely wrong as I REALLY want this game to shine.
I doubt it's actually HDR. it's probably the same definition of HDR my iPhone says it does sometimes
edit: Nevermind, just read "HDR display". Nice job Devolver!
We'll see how this game fares but, at this point, it just seems like Flying Wild Hog doesn't have the chops when it comes to level design.
Hard Reset features some of the most boring level design of the last decade while Shadow Warrior is only a minor step up from that. It's just hallways and rooms with enemy spawners.
We'll see how this game fares but, at this point, it just seems like Flying Wild Hog doesn't have the chops when it comes to level design.
Hard Reset features some of the most boring level design of the last decade while Shadow Warrior is only a minor step up from that. It's just hallways and rooms with enemy spawners.
We'll see how this game fares but, at this point, it just seems like Flying Wild Hog doesn't have the chops when it comes to level design.
Hard Reset features some of the most boring level design of the last decade while Shadow Warrior is only a minor step up from that. It's just hallways and rooms with enemy spawners.
I'm sure this will be the best FPS this year.
We'll see how this game fares but, at this point, it just seems like Flying Wild Hog doesn't have the chops when it comes to level design.
Hard Reset features some of the most boring level design of the last decade while Shadow Warrior is only a minor step up from that. It's just hallways and rooms with enemy spawners.
Gears4 is hardly demanding.
It's more demanding that this title this. Hence the wording not as demanding as Gears. Also, Gears is a bit demanding depending on what level of graphical fidelity you're going for.
So, does anyone know how this uses Multi-res Shading? The only thing outside VR where I can imagine it making sense is surround gaming.
Will be interesting to see the performance/IQ impact when the game is released.There's a dev active on the steam forums that was answering a lot of technical related questions, might find out from him. Though with the game a day away he might be busy.
It requires some kind of Windows update to use it in UWP apps.Is HDR working? I tought it required some kind of windows update.....If it's working then what is Square Enix/Microsoft excuse to not bring it to their recent titles on PC?
I remember the guys telling me at E3 last year frustrating things from the first game - like double tapping a direction with the analog stick to pull off a move - would be handled differently this time. I think the game looks excellent, but the first one dragged on for too long, as well.
It's nothing like Doom, though. If anything, Painkiller is the standard it should be held to.
Not surprised....Thanks for the info! Though latest Deus Ex has HDR support on consoles and exclusive fullscreen on PC but still was not patched to support it right?It requires some kind of Windows update to use it in UWP apps.
Boring old Windows programs have been able to use it (in exclusive fullscreen mode) for a few months now.
Yes. HDR support is something which needs to be implemented by developers on a per-game basis. (Though really, if you already have it on consoles getting it to work on PC should be easy enough. I assume DX:MD doesn't have it due to the AMD affiliation)Not surprised....Thanks for the info! Though latest Deus Ex has HDR support on consoles and exclusive fullscreen on PC but still was not patched to support it right?
So, does anyone know how this uses Multi-res Shading? The only thing outside VR where I can imagine it making sense is surround gaming.
It's more demanding that this title this. Hence the wording not as demanding as Gears. Also, Gears is a bit demanding depending on what level of graphical fidelity you're going for.
It requires some kind of Windows update to use it in UWP apps.
Boring old Windows programs have been able to use it (in exclusive fullscreen mode) for a few months now.
Just because a game has those doesn't mean it does it well, or understand why it was in the games it takes those ideas from in the first place.We must have played a different Shadow Warrior, because mine had keycards, secrets, backtracking and some environmental puzzles. I really enjoyed it as a modern form of the old-school FPS.
How is Gears 4 more demanding than this?It's more demanding that this title this. Hence the wording not as demanding as Gears. Also, Gears is a bit demanding depending on what level of graphical fidelity you're going for.
You can learn about the HDR implementation in a dev blog: https://knarkowicz.wordpress.com/2016/08/31/hdr-display-first-steps/
And I will hopefully have a Multi-Res Shading article live tomorrow.
Shadow Warrior 2011 was exactly like Serious Sam in many ways (completely with its flaws) but Shadow Warrior 2 is nothing like that. It seems to be a completely different style of game in terms of progression.
Hmm, I had forgotten about that.
I suppose it's all about my own expectations. I found the original to be fun but insanely shallow due to very poor level design. It was just a bunch of kill rooms.
Then I played Doom this year which showed how to bring an old school shooter back. It did have some "kill rooms" at points, no doubt, but the overall experience and design of the levels was pitch perfect.
From what I've played of SW2, you're dropped into these large, somewhat aimless areas where you can accept quests. You can walk to your car to transport to the area where the quest occurs (like the ship in Destiny) and then you walk around that area following a waypoint and shooting an insane number of enemies. Something about that whole process felt uninteresting to me as there was no real level progression, just an open ended map. It didn't feel crafted at all in the way that Doom is. It could have been a parking lot, a mall, an ancient forest, etc - the actual level design and look of the stage has no impact on the gameplay. Doom, on the other hand, built its challenges around the map - from scaling that massive tower, the figuring out how to get through the Foundry, all the way to some of the crazy platforming and combat you have to do while dealing with it.
I desperately hope I am completely wrong as I REALLY want this game to shine.
Gears is just really well optimized. When I think of demanding games that still look amazing, I think of AC Syndicate or Far Cry 4. Those games could have definitely used more time optimizing, though.
I'm always blown away when titles like Gears 4, MGS V, GTA V, and Mad Max looks and play the way they do. It's like magic or something.
Just because something doesn't run super well doesn't mean it's poorly optimized. People throw this word around waaaaay too frequently.
So, does anyone know how this uses Multi-res Shading? The only thing outside VR where I can imagine it making sense is surround gaming.
Do we have the definitive word on to what extent the environments are procedurally generated? Or is it just procedurally generated missions/objectives/enemy placement?
Is HDR working? I tought it required some kind of windows update.....If it's working then what is Square Enix/Microsoft excuse to not bring it to their recent titles on PC?