Marius: Get your filthy hands off me
The animation here is cool, but this GIF shows off a big issue I had in the gameplay videos. Most enemies basically just stand around doing nothing. In the vid where they're in the grassy dark area, enemies literally just stood around with their axes in the air until one of them died, only then would they jig in to action, otherwise they stand around like dummies. Multiple enemies mean little in this game besides forming a queue style system for more one of one melee action.
Lmao at those guys waiting behind him patiently with their axes. Whats the point of fighting group enemies if they just come at you one by one?
Given the obvious JPEG compression, do you really think so? That says "video framegrab" to me...but perhaps you're right.Those screenshots come from console framebuffer.
Those screenshots come from console framebuffer.
And You have frameblending with TAA component, so it uses information from earlier frame to blend with current frame, so You dont see that transition on screenshots [because You only see one result, not two blended], but in real-time it decreases aliasing.
Also, You have ton of new material to count Start with framegrabs from the videos.
---
Again, show me game that does not uses this. Why are people complaining about things that are in every other games?
The animation here is cool, but this GIF shows off a big issue I had in the gameplay videos. Most enemies basically just stand around doing nothing. In the vid where they're in the grassy dark area, enemies literally just stood around with their axes in the air until one of them died, only then would they jig in to action, otherwise they stand around like dummies. Multiple enemies mean little in this game besides forming a queue style system for more one of one melee action.
The animation here is cool, but this GIF shows off a big issue I had in the gameplay videos. Most enemies basically just stand around doing nothing. In the vid where they're in the grassy dark area, enemies literally just stood around with their axes in the air until one of them died, only then would they jig in to action, otherwise they stand around like dummies. Multiple enemies mean little in this game besides forming a queue style system for more one of one melee action.
New gen, maybe new expectations? Every game that does this is pointed out for doing it so why this one be the exception?
Lmao at those guys waiting behind him patiently with their axes. Whats the point of fighting group enemies if they just come at you one by one?
Again, show me game that does not uses this. Why are people complaining about things that are in every other games?
it gets frustrating if you're in the middle of attacking and you get hit from behind
I have pretty damn good eye sight dude. Being polite as I can, are you sure you're not the one, who....might need help in that department? You realise several others have mentioned the aliasing too, and it's clear as day in the screenshots as well? Start the video again and as soon as the gameplay begins, look to the buildings in the distance, statues etc. You'll notice jaggies and shimmering. Overall the game still looks really clean though, mainly only occurs when things open up in terms of scale.
First you claim Ryse has character models and visuals far beyond those from the Sorcerer PS4 demo, and now you're not able to see the jaggies that are obviously there lol. I worry about you Senjutsu....
And again ... This is in every game. Batman, Uncharted, The Last of Us, God of War You name it.
You can have enemies attacking You in animation sequence, because animation do not have information about it.
Its more noticeable here, because animations are longer.
----------
The only way to fix that is by not using precanned animations for kills. There is no other way around it.
I don't need to use the videos, the screenshots are just fine despite the compression. I checked two shots, and my counts showed these shots to be 1600x900 upscaled to 1080p. If I'm right, these are--finally!--accurate depictions of the game's true appearance. It's too late tonight, but tomorrow I'll post the details to my thread.Also, You have ton of new material to count Start with framegrabs from the videos.
Yes, I'll say it again, and say it with no hesitation whatsoever that Ryse's digital actor performances with regards to facial realism and believability are more impressive looking overall than what's on display in Dark Sorcerer.
While that is true, would you really WANT all of those enemies attacking you at once?The animation here is cool, but this GIF shows off a big issue I had in the gameplay videos. Most enemies basically just stand around doing nothing. In the vid where they're in the grassy dark area, enemies literally just stood around with their axes in the air until one of them died, only then would they jig in to action, otherwise they stand around like dummies. Multiple enemies mean little in this game besides forming a queue style system for more one of one melee action.
While that is true, would you really WANT all of those enemies attacking you at once?
Given the obvious JPEG compression, do you really think so? That says "video framegrab" to me...but perhaps you're right.
Oh, and...
OLD VERSION
RELEASE VERSION
come onnnnnnnnn.....Ryse's facial animations look awesome....but come onnnnnnnn....
And again ... This is in every game. Batman, Uncharted, The Last of Us, God of War You name it.
You can have enemies attacking You in animation sequence, because animation do not have information about it.
Its more noticeable here, because animations are longer.
----------
The only way to fix that is by not using precanned animations for kills. There is no other way around it.
While that is true, would you really WANT all of those enemies attacking you at once?
But thats the whole point when your fighting a group of enemies. Whats the point of having grouped enemies if they just attack you one byone?
While that is true, would you really WANT all of those enemies attacking you at once?
No helmets in the new version. XB1 couldn't handle the scene with helmets on? Tsk tsk tsk what a downgrade.Oh, and...
OLD VERSION
RELEASE VERSION
actually its not the point, designers just want to make you feel empowered by having large groups but want to reducing any potential frustration points. if the game was designed to be brutally difficult like dark souls then yes enemies would attack relentlessly in groups. dark souls a great game but alot of its game mechanics only work in its own game.
The animation here is cool, but this GIF shows off a big issue I had in the gameplay videos. Most enemies basically just stand around doing nothing. In the vid where they're in the grassy dark area, enemies literally just stood around with their axes in the air until one of them died, only then would they jig in to action, otherwise they stand around like dummies.
And again ... This is in every game. Batman, Uncharted, The Last of Us, God of War You name it.
You can have enemies attacking You in animation sequence, because animation do not have information about it. The only way to fix that is by not using precanned animations for kills. There is no other way around it.
I don't know dude, happens to some minor extent in some of these other games, but no where near the degree of Ryse. See examples here.
Batman.
http://www.youtube.com/watch?v=mbjOEVql8Eo&t=3m20s
Uncharted 3 (here they attack you at the same time, even grab you from behind whilst another beats in to you etc).
http://www.youtube.com/watch?v=fgwe7YTFRFo&t=4m40s
Yeap. Just have a quick react/counter option similar to Batman, Uncharted, Onimusha, GOW, NG, DMC etc.
Dark souls does it too. Backstab animations are times of being invulnerable and have other enemies look at you in awe, it's not really avoidable unless you are vulnerable at every single time which would be pretty ridiculous.
in DS2 you are vunerable during counter/backstabs im pretty sure. but the ai in dark souls is rather stupid they pretty much attack without the awareness of their surroundings, its why you can bait enemies into falling off ledges on their own or take empty swings when they're being blocked by another enemy. this is actually a much simpler ai than ones which deliberately attack one by one.
In related news, does anyone know a good host that can take a 25MB GIF?
I don't know dude, happens to some minor extent in some of these other games, but no where near the degree of Ryse. See examples here.
Batman.
http://www.youtube.com/watch?v=mbjOEVql8Eo&t=3m20s
Uncharted 3 (here they attack you at the same time, even grab you from behind whilst another beats in to you etc).
http://www.youtube.com/watch?v=fgwe7YTFRFo&t=4m40s
While that is true, would you really WANT all of those enemies attacking you at once?
I don't know dude, happens to some minor extent in some of these other games, but no where near the degree of Ryse. See examples here.
Batman.
http://www.youtube.com/watch?v=mbjOEVql8Eo&t=3m20s
Uncharted 3 (here they attack you at the same time, even grab you from behind whilst another beats in to you etc).
http://www.youtube.com/watch?v=fgwe7YTFRFo&t=4m40s
No helmets in the new version. XB1 couldn't handle the scene with helmets on? Tsk tsk tsk what a downgrade.
In a serious effort to nitpick the hell out of this game, people are literally bending over backwards to claim that Ryse is guilty of something that similar games somehow aren't? There's twitch gameplay footage from MP last week of multiple enemies attacking the player at once in parts, swarming the shit out of him, with archers occasionally creating issues. In moments where it isn't a direct simultaneous assault, there's times when they attack in such quick succession behind one another, that it might as well be simultaneous, because that's multiple attacks coming from multiple directions at a speed that's more challenging to defend against I've played enough of batman to know that enemies wait around and take their turns all the same. In fact, the previous batman games are more guilty of this than Ryse so far appears to be.
The variations only really enter when you have those larger berserk type enemies in the mix, as they don't really care or wait around while you're fighting other enemies. They will pick up and throw dead bodies at batman, they'll charge and run you and their allies over, etc. The enemies with guns will just plain shoot the crap out of you, and they don't take turns lol.
Gamersyde's mp footage at about 3 minutes in you see more than one enemy attack together. One attacks from the front, the other from behind. And twitch has well over an hour plus of MP from last week where it also happens there as well. Also, from gamersyde vid at 5:14, you see like 3 enemies all winding up their attacks from behind. But the twitch mp from last week is well over an hours worth. Plenty of times where enemies attack fast and are more or less working together on attacks, as opposed to watching the action go down all the time.
Don't bother leaping to the barricades, I posted the comparison simply because I remembered we'd seen that same scene before. No nefarious reason.What is this suppose to show exactly? Hopefully not a downgrade of some sort?
actually its not the point, designers just want to make you feel empowered by having large groups but want to reducing any potential frustration points. if the game was designed to be brutally difficult like dark souls then yes enemies would attack relentlessly in groups. dark souls a great game but alot of its game mechanics only work in its own game.
I think people are being more harsh on this game due to the way they showed it off first. qte feast and its stuck with it all this time. For me its a great looking launch title with standard combat weve seen alot of this gen heck people seemed to love it on batman and ass creed.
I plan to use grabs and screenshots. But I don't get what your second sentence is saying. Are you asking me to count blurry edges? Because Ryse has almost nothing but blurry edges. Upscaling, DOF, motion blur, static and temporal AA, and a usually distant protagonist--I'd be very shocked if I could find a single sharply aliased line!And use a video grabs, its the same quality as earlier footage.
Also count on not aliased edges, like You did earlier.
I'm not seeing the lack of 1080p crispness. This is one of those things that I think people try to see only because we know it isn't 1080p, not necessarily because it's obvious that it isn't.
It's more a lighting and camera position situation than it is a lack of crispness, imo.
I think what's being noticed is the filmic appearance that Crytek said they were going for from the start. From the videos I think they clearly nailed it.
How they've shown it though gives the impression that you just keep tapping A until all the awesome starts and stand back.
maybe a game design thing. it gets frustrating if you're in the middle of attacking and you get hit from behind its sort of a staple of dmc games where you get swarmed unlike this but lets face it the difficulty bar in mainstream games have fallen off a cliff. batman games do walk that thin line because they do typically attack you one by one but it doesnt feel that way.
Marius: Get your filthy hands off me
Are you kidding me?
Every game should have Cryengine Bokeh depth of field.EVERY GAME