That makes absolutely no sense to me.element said:which ones? the one about MGS4 visuals or the development platform stuff? MGS4 stuff has really been taken out of context. The point behind it was who is using the next gen power. Epic has impressed me from their last Xbox game to their first Xbox 360 game. It is a huge improvement. Kojima Productions is extremely talented and produces high quality games, but they have done it for so long at a certain level that their stuff doesn't impress me the way it used to. It is like having a surprised party every Friday, you just learn to expect it. I am more impressed by seeing something like Crytek doing Farcry and then showing off Crysis, because there is a huge difference. It is just my opinion.
I thought the player control animation was pretty nice looking. Now if you compare that to what we saw in the Naughty Dog Jungle game (we have no idea if that is what player controlled animation will look like), then Stranglehold it looks pretty lame.
element said:Ok, I just watched the LGC trailer of MGS4, and the particle effects are pretty run of the mill. They are not that impressive. bullet frags make pretty basic sparks, smoke is pretty basic, heat shimmer is to be expected. I'm downloading the huge 1 GB trailer right now. I'll see if there is anything in that one. Lost Planet has the best looking particle effects so far.
sorry if it comes off like fact. I don't intend it too.
MickeyKnox said:Epic made an engine that looks "ok"
MickeyKnox said:And yet you rag on Kojima's team because they can make a game whose engine is not nearly as complex as the big western ones but still manages to pack the same wow factor?
I'm completely serious. It looks "ok." If by the mid life of this generation UE3 is still gets OMGHOLYSHIT!!!!111111 reactions this will be the worst turn around for visuals since the standardization of 3d gaming.Chris_C said:And there's the flip side to saying MGS4 looks like it could be a PS2 game.
EDIT: Whoops.
Yeah Lost Plant owns this pixelated joke.Chris_C said:Lost Planet does have some really nice particle effects. Take a look at the dust in the streets of the gameplay trailer, things like blood spray and the leaves and newspapers flying through the streets as well. I think everything comes together pretty nicely.
mckmas8808 said:They say MGS2 or MGS3 look good because of the art, yet don't give credit to the technical side of things.
I personally would love to see devs move into more things like that, but outside of physics and AI I don't see many publishers willing to fund projects that depend on those to sell. I think the closest thing I have seen so far that fall into what you are describing is Alan Wake, but we haven't seen any gameplay yet, so I might have to take that one back.Element...I pose this question for you:
When will devs start putting more emphasis on the most important thing to make a visceral experience believable: animation, physics, simulation, ai, depth/detail of interaction....rather than just assets, textures, and lighting?
Focusing on assets, textures, and lighting is the recipe for the uncanny valley. We know this, so why isn't the recipe for making a game changing?
you will be highly disappointed because that is where every developer is going.I just see this:
MickeyKnox said:A low poly model looks like shit regardless of how you try to normal map it, to me it's like having a glaring neon sign pointing out the shit that looks completely off.
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mckmas8808 said:
**** that shit then. I wouldn't mind if UE3 was the minimum spec or even the default spec, but if it's the best looking thing out there in 5 years this will officially be the WORST gen ever.element said:I personally would love to see devs move into more things like that, but outside of physics and AI I don't see many publishers willing to fund projects that depend on those to sell. I think the closest thing I have seen so far that fall into what you are describing is Alan Wake, but we haven't seen any gameplay yet, so I might have to take that one back.
you will be highly disappointed because that is where every developer is going.
how did this turn into a western vs eastern debate?
If we wanted to go down that road we could talk about team size and the amount people are paid.
Gears of War development team size, about 45. MGS3 development team size, about 75. This is a last gen game, what will MGS4 team size be?
verts not polys. big difference.60,000 polygons in Snake's hair alone says absoluting f***ing not.
What is this style people keep talking about. When a dev team uses UE3 it doesn't automatically make their characters bald and have huge boots.UE3 doesn't fit Metal Gear Solids style.
Teams will improve the process, or use it in a much more limited fashion. I find it funny that every team you listed is a PS3 developer.**** that shit then. I wouldn't mind if UE3 was the minimum spec or even the default spec, but if it's the best looking thing out there in 5 years this will officially be the WORST gen ever.
But thankfully I can still look forward to Kojima, Level5, the SOTC team among others to continue on the path they have been on to delvier games that look great.
element said:What is this style people keep talking about. When a dev team uses UE3 it doesn't automatically make their characters bald and have huge boots.
Moderation Unlimited said:To some degree for me, devs being heavily reliant on normal-mapping (and many other shallow graphical effects that add nothing to gameplay) means that they (companies publishing and funding the game) don't really care about the depth of interactivity in games. Really, what they care about is flashes, sparks, and explosions...b-grade action movie stuff. And, for me at least, that really sucks as a design perspective.
Confidence Man said:Oh god.
it is all there. just depends on where the developer wants to go with it. UE3 is pretty open in allowing devs to explore the things you mentioned (they would probably have to do some heavy dev work on their own to get some of those things running on UE3, like the conversation system in Mass Effect), but many publishers see pushing games at an emotional level as too much of a risk.What about all the other elements of next-gen gameplay/visuals I keep referring to? Where do they fit in the scheme of what UE3 is optimized for/good at?
add another 10 to 15 if you include the engine team.And out of curiosity, is 45 people the number of people who worked on Gears alone or including the teams that built UE3 since its a proprietary engine?
Moderation Unlimited said:Seriously, if you don't believe that then that means your happy with the current state of games right now. They really haven't evolved too much in a LONG TIME. Something needs to start...and if that means taking some emphasis off graphics, I'm all for it.
Funny how? I listed Japanese developers that have delivered quality and are showing signs of more to come, so what if they are working on PS3, Capcom will surely be bringing some good shit as can be seen from LP and their track record and I *hope* namco will come up with the goods.element said:verts not polys. big difference.
What is this style people keep talking about. When a dev team uses UE3 it doesn't automatically make their characters bald and have huge boots.
Teams will improve the process, or use it in a much more limited fashion. I find it funny that every team you listed is a PS3 developer.
element said:What is this style people keep talking about. When a dev team uses UE3 it doesn't automatically make their characters bald and have huge boots.
Teams will improve the process, or use it in a much more limited fashion. I find it funny that every team you listed is a PS3 developer.
Gears will not be the best looking game by next year. As I said in previous posts games like the Naughty Dog Jungle game will be amazing, and when more devs get used to what ever tools they are using, we will see improvement each quarter.
element said:but many publishers see pushing games at an emotional level as too much of a risk.
Confidence Man said:No, I don't believe that, because it's utter nonsense. And yeah, I'm pretty happy with the current state of games right now and in the near future.
Moderation Unlimited said:And there it is my friends, stagnation of an industry.
Moderation Unlimited said:you'd realize that what I mentioned is the reason for why casual gamers can't see a difference between this gen and last.
Yoboman said:No doubt PS2 has kept alot of developers back, esspecially Eastern ones who didn't get involved with Xbox. Eastern devs have a far, far larger learning curve to adapt to for next gen, so give them a break
Except for the whole thing with the being harder to make something look good on underpowered hardware and the much more similar nature of EE-->Cell, than Celeron--> 3 core Power PC.Yoboman said:No doubt PS2 has kept alot of developers back, esspecially Eastern ones who didn't get involved with Xbox. Eastern devs have a far, far larger learning curve to adapt to for next gen, so give them a break
Yeah, that was basically my point. Looking at the selection of PS3 games, the textures are generally alot weaker than they need to be. It seems to have just grown into an inherent design choice. Sooner or later the Japanese developers will take a grasp of better texturing, mapping and lighting techniques. There's also a plus in having worked with limitations though, thery are much stronger in animation and models in the vast majority of Japanese (and PS2 exclusive dev) games, I've noticed.MickeyKnox said:Except for the whole thing with the being harder to make something look good on underpowered hardware and the much more similar nature of EE-->Cell, than Celeron--> 3 core Power PC.
The biggest learning curve is in the fact that they actually get to have a real gpu to work with this time.
OverHeat said:we can do the same for gears lol
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Or tell him he's not allowed to play Warhammer 40,000 while working on the next game.CosmicGroinPull said:Wow, very nice. Give your environment artist a raise, Epic. And fire the character artist. Or make him stick to designing monsters.
I think it's a combination of that and a lot of place holder work being shown in the trailer, the team only got back from an on location shoot for textures and level design no long before the last trailer was shown.Yoboman said:Specifically with MGS4.. I think that the developers are still creating textures that look great from a topdown perspective. Considering MGS4 doesn't have that though, it's not going to look nearly as nice ingame. I hope they are placeholders.
That's good to hear. I'm positive the textures will improve, as they looked alot better in some spots at E3 but still spotty overall.MickeyKnox said:I think it's a combination of that and a lot of place holder work being shown in the trailer, the team only got back from an on location shoot for textures and level design no long before the last trailer was shown.
I'm also not expecting 2040x2040 textures on a system with 512 megs of total memory.
fortified_concept said:I never liked to many shader effects that's why maybe I completelly hate what Rare has done with PDZ for example.
Chris_C said:No, that was crappy art design.
Dude, MGS4 will look better on its current engine. Nothing against UE3.Doom_Bringer said:This in not a troll thread and I am bashing the visuals of MGS4 and neither should you! I mean can you guys even imagine what MGS4 would look like running on UE3? Anyone else think UE3 is perfect for creating the best next gen atmosphere? I mean the lighting, the graphics are so pretty, it will be very hard to top this! I mean even Bungie admitted to saying "oh GoW focuses on tight areas etc"...
I bet Kojima is playing this game right now cause he liked it a lot at E3! I wonder what kind of influence it will have over him? I mean Konami already licensed the UE3 engine for Coded Arms... How hard will it be to switch engine right now? The game looked pretty early at TGS! *Crosses fingures![]()
We should have a DoomBringer thread salvage team, with PMs automaticaly sent out whenever he hits the New Thread button.PuppetSlave said:This thread has really risen from the graveGood read last pages
Moderation Unlimited said:Looking at your post history, I see many of your posts have the flair of cynical disconnectedness from the varied state of others' opinions...in other words, you lack empathy and the ability to be constructively critical. Perhaps, you are socially inept...so I will try to avoid hanging on your words.
But it's certainly not utter nonsense. If you looked outside of your narrow point-of-view for a second, you'd realize that what I mentioned is the reason for why casual gamers can't see a difference between this gen and last.
To some degree for me, devs being heavily reliant on normal-mapping (and many other shallow graphical effects that add nothing to gameplay) means that they (companies publishing and funding the game) don't really care about the depth of interactivity in games. Really, what they care about is flashes, sparks, and explosions...b-grade action movie stuff. And, for me at least, that really sucks as a design perspective.