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Posted: Sat, 24th Jan 2009 22:13 Post subject: |
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AKofC wrote: | No, not that one. Small child clippings on a bulletin board.
Has two squirrels on it as well. I think the sign said Welcome or something. |
check the spoiler, it's in there. It's a pin up of all the class members which is actually the dev team.
http://www.projectorigincommunity.com/forum/showthread.php?p=88708&posted=1#post88708
found some funny ones myself.
ITS PEANUT BUTTER JELLY TIME!!
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Posted: Sun, 25th Jan 2009 07:40 Post subject: |
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http://www.gametrailers.com/player/44751.html
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Xbox 360 Elite, PS2 Slim, Xbox
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Posted: Sun, 25th Jan 2009 16:53 Post subject: |
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Well, I thought the demo completely kicked ass. Will definitely pick this game up soon.
I only had two complaints. First, killing enemies in slo-mo doesn't seem to completely tear them apart like it did in the first one. In FEAR 1, the slo-mo violence was ridiculously over-the-top, but it seems a lot more subtle in this one. Aside from that, my only other issue is that you can't lean, which really sucks, because that was really useful in the first one for planning out attacks without being spotted.
Also, the power armor bit reminded me of SHOGO. Monolith seriously needs to make a sequel to that game; it's a forgotten masterpiece. SHOGO 2 should totally be their next project.
Correcting people since 2007 even if they're not wrong.
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Posted: Sun, 25th Jan 2009 17:23 Post subject: |
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That doorknob looks awesome.
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Posted: Sun, 25th Jan 2009 17:42 Post subject: |
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jackasshole wrote: | That doorknob looks awesome. |
You may be surprised to learn that, in actuality, we're not quite at a level of technological sophistication where developers can expect even enthusiast gamers to have PCs powerful enough for them to be able to dedicate 50,000 polygons to doorknobs so that they will appear to be perfectly rounded, just yet.
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LeoNatan
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Ispep
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Posted: Sun, 25th Jan 2009 19:07 Post subject: |
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It might be that the doorknob they modelled it on actually looked like that, because I can't say I've ever noticed problems with doorknobs not being rounded in previous games.
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Posted: Sun, 25th Jan 2009 19:11 Post subject: |
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It's clearly a design choice, a lowres doorknob wouldn't look like that.
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LeoNatan
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Posted: Sun, 25th Jan 2009 19:29 Post subject: |
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But even if it was by design, the design was such because of console restrictions, don't you agree? Because practically, such a door knob would hurt your hand if you try to use it for a few times.
Mister_s wrote: | It's clearly a design choice, a lowres doorknob wouldn't look like that. |
Well, every lower-res door knob I've seen has always had such a shape - an octagon (give or take a few sides/angles).
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Posted: Sun, 25th Jan 2009 19:41 Post subject: |
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I've played games om the Xbox360, but I never noticed lowres doorknobs because the system coudn't handle it. It's probably just how it was modelled.
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LeoNatan
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Posted: Sun, 25th Jan 2009 19:48 Post subject: |
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Well, I'm not sure about this one, but the last few console ports released had a lot of round objects (like tires, weapons & ironsights, rims, characters, etc) in blocky, low resolution models.
Take a look at a screen shot like this:
Spoiler: | |
Notice how round even the most insignificant details are. Now, I think I've made my opinion on Crysis quite clear, but graphically, it is made for PC only, with no memory limitations, and it shows it. There are no excuses for such low resolution objects on games other than the memory issues of consoles.
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Posted: Sun, 25th Jan 2009 19:54 Post subject: |
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Ah I see your point now. While I still doubt that doorknob is the result of lowres textures, I do think the game'll be limited by multiplatform availability. Not because consoles are crap, they're good in their own way, but just because the devs are lazy. Maybe I'm thinking too simplistic here, but how hard could it be to make some HR renderings for teh PC version alongside the console versions?
Hopefully it's a simple case of the demo lacking advanced graphical options which the final version will have it.
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LeoNatan
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Posted: Sun, 25th Jan 2009 20:08 Post subject: |
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Also, to emphasize how lazy the devs are, models are usually first done in high resolution (1m polygons), then converted to the lower res. counterparts. So they could make two low res. variations for consoles and PC, but hey, with people like Cedge, who blames it on the PC, why should they even bother, right?
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Posted: Sun, 25th Jan 2009 23:03 Post subject: |
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i blame consoles for this :
small maps (but at lest they finally designed them right and filled them with stuff)
blocky objects (console ram capability's)
not sharp low res textures (same as above)
bloom+blur (the console cure for no AA)
dumbing down the gameplay to simple 12 button mechanics (sometimes for some genres it works well for some it fails)
save fucking points/check points and no quick save (when developers became lazy pussies and made every game 4h long, "save game" became a not needed feature)
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Posted: Sun, 25th Jan 2009 23:25 Post subject: |
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Spiderman wrote: | i blame consoles for this :
small maps (but at lest they finally designed them right and filled them with stuff)
blocky objects (console ram capability's)
not sharp low res textures (same as above)
bloom+blur (the console cure for no AA)
dumbing down the gameplay to simple 12 button mechanics (sometimes for some genres it works well for some it fails)
save fucking points/check points and no quick save (when developers became lazy pussies and made every game 4h long, "save game" became a not needed feature) |
Why do fools always need something to lay blame on. Clearly it's the expansion of the gaming market as a whole and increased development costs that have made accessibility and broad appeal necessary for financial success in the majority of genres. But yeah, continue to over simplify everything if it makes the world easier for you to understand.
"Techniclly speaking, Beta-Manboi didnt inject Burberry_Massi with Benz, he injected him with liquid that had air bubbles in it, which caused benz." - House M.D
"Faith without logic is the same as knowledge without understanding; meaningless"
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Posted: Mon, 26th Jan 2009 00:02 Post subject: |
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i give this demo 7.5
sound 7
graphix 7
gameplay 7.5
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Posted: Mon, 26th Jan 2009 00:26 Post subject: |
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Spiderman wrote: | i blame consoles for this |
fuk dat
i blame piracy
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Weedo
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ixigia
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Threepwood
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Posted: Mon, 26th Jan 2009 14:10 Post subject: |
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The lean-fu is hard to master. You can lose balance and fall on your ass.
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LeoNatan
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Posted: Mon, 26th Jan 2009 14:16 Post subject: |
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Lean-fu? 
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Posted: Mon, 26th Jan 2009 15:06 Post subject: |
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I blame Spidey for saying bullshit : the 360 has hardware AA, at least all its games have FSAA 2X.
Kthxbye
Spiderman wrote: | i blame consoles for this :
small maps (but at lest they finally designed them right and filled them with stuff)
blocky objects (console ram capability's)
not sharp low res textures (same as above)
bloom+blur (the console cure for no AA)
dumbing down the gameplay to simple 12 button mechanics (sometimes for some genres it works well for some it fails)
save fucking points/check points and no quick save (when developers became lazy pussies and made every game 4h long, "save game" became a not needed feature) |
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LeoNatan
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Posted: Mon, 26th Jan 2009 15:09 Post subject: |
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cyclonefr wrote: | I blame Spidey for saying bullshit : the 360 has hardware AA, at least all its games have FSAA 2X. |
Not all games have AA. 
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lhzr
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Posted: Mon, 26th Jan 2009 15:10 Post subject: |
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multiplatform games usually get ported without improving stuff respective to the platform.
so if the 360 has aa, there's no need to implement it in the software, which means that when it gets ported it won't have aa on other platforms.
it's the dev's fault, not 360's, but there you go.
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Posted: Mon, 26th Jan 2009 15:37 Post subject: |
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Anti-aliasing MY ASS. The games I've seen are jaggy.
Cool gfx, but too bloom and JAGGY
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