Insane Metal
Member
When can I play this beauty?
I've kicked that object before, along with other folks here, and have never seen it land like that directly on the table. Well done.
Also, stop leaking the game, please.
I do appreciate you guys keeping it all in a single thread, however, and using thetags appropriately.spoiler
Also:10 more days!
When can I play this beauty?
10 days.When can I play this beauty?
Doubt it just that one guy.Have the review copies been released already? Weird that one guy in Europe has it already.
because the player, of course.
Shit player or shit combat? Hmmmmmmmmm
I didn't think it looked like much fun, either. Fast, mobile enemy against sluggish player character in a cramped space. I'm hopeful playing is believing, though.
Shit player or shit combat? Hmmmmmmmmm
That's what I'm talking about!King Kong-style pls !
I am seeing what appears to be a lot of baked indirect lighting in some scenes. I knew the game would of course used baked indirect (like nearly all games), but that surprises me a bit.
Yeah, that didn't look fun at all.I think it was at least equally the fault of the game. The lycans kept attacking him from off-screen at first, with no chance to evade (no prompt appeared) and no way to counter. Only when he started cheesing the fight by camping in a corner did he start killing the things.
Yeah, cramped space plus cramped perspective plus enemies coming out of nowhere...
Yeah, that didn't look fun at all.
Either the sensitivity needs to be upped or the control scheme isn't meant for this. He turns so slow.
Just seems like a bad combo all around. The level was kinda cramped and the Lycans look super fast.Either the sensitivity needs to be upped or the control scheme isn't meant for this. He turns so slow.
Not sure what people expect here.Lycan fight looked fine to me. Sure a bit frustrating, but also a bit intense and amusing. Reminds me of Dog Soldiers a little.
The best way is to use hip fire, which is often neglected in TPS games. You can see he uses it a bit during the fight and the turn rate is much higher.
I died so many times in Uncharted 1 against the zombies until I realised I could hip fire the shotgun.
I think it was at least equally the fault of the game. The lycans kept attacking him from off-screen at first, with no chance to evade (no prompt appeared) and no way to counter. Only when he started cheesing the fight by camping in a corner did he start killing the things.
Yeah, cramped space plus cramped perspective plus enemies coming out of nowhere...
Not sure what people expect here.
The lycan isnt just going to stay at a distance and let you win.
Not sure what people expect here.
The lycan isnt just going to stay at a distance and let you win.
There is no night and day cycle. It would probably be too expensive to model the same complexity of lighting using a fully dynamic approach.
Yeah its not the guy backed into the same corner again and again the area was bigger.just watched the lycan fight. the area is not as cramped as you guy are making it out to be, as well the guy keeps running in the opposite direction that he was attacked.
just watched the lycan fight. the area is not as cramped as you guy are making it out to be, as well the guy keeps running in the opposite direction that he was attacked.
My quote should say direct lighting, not indirect lighting. I mistyped.
Liked baked shadows and stuff.
Its not the guy backed into the same corner again and again the area was bigger.
Sorry I was agreeing with you.You have me confused, the area is plenty big but the player is making simple errors.
Sorry I was agreeing with you.
tank controls vs cramped place + super fast enemy = not fun.
He continuously had an x prompt when the Lycans charged at him, I suspect he was just fucking up and not hitting it properly. Even when they were offscreen, you see the prompt show up briefly before they attack.
Ah okay, thanks for clarifying. Do you know what type of lighting solution they are using?
I think the issue is that he seems to be more fighting with the controls than the enemies. I think this game may require high sensitivity settings for any battle like this. When he dives out of the way he has trouble turning quickly enough to engage.
Really looks like it was the player. The guy does not do anything about making sure he has an overview (moving from corner to corner in a strategic way) and he seems to miss the contextual action (dogde roll) nearly all the time.
Strategy seems to the same as it is for Stalkers in DS2. Dodge being a standard button rather than contextual would clear up any frustration.
Even if it is controls he is making the same mistakes over and over again. when the ww strikes the game highlighted the specific direction he was attacked but he continued to run into the same corner.
I don't know exactly how control layout looks like but if I were him, I would keep pressing dodge button or whatever button it was to roll until those lycans were in my sight.I think the issue is that he seems to be more fighting with the controls than the enemies. I think this game may require high sensitivity settings for any battle like this. When he dives out of the way he has trouble turning quickly enough to engage.
I don't know exactly how control layout looks like but if I were him, I would keep pressing dodge button or whatever button it was to roll until those lycans were in my sight.
I think this is a common response of many persons (including me) when being attacked from unknown direction. When I play any multiplayer shooter and being hit when running, I will just keep running straight forward or make a sharp turn to find cover as after all, finding a place to hide still give me more chances to survive than turning around and facing enemies whose weapons are being aimed directly at me the whole time.Not to mention he always seems to be facing the wrong way and even when you can tell the Lycan is behind him he doesn't turn around to face it.
Just seems kind of incompetent
Not really. He had plenty of time (2-3 second windows) and just didn't seem to attempt it for most of the first several tries.
Real time direct lighting and shadows in pretty much most scenes, cube map image based lighting for local indirect specular stuff, dynamic characters use this weird reflection system showed first in Remember Me. Other than that I have no specific idea. The indirect lighting from the sun while they are inside or under ledges appears baked, but it is hard to tell from this video, it could just be really great IBL placement,
But the one thing that wasn't hard to tell was baked shadows and stuff when he is in a few of the court yards. You can tell because character shadows start getting odd as well as the baked shadows being really diffuse instead of sharp like the real time ones.
All in all I think the lighting in the game is good though. Just wish I could see some native footage.