SolidQ
Member
Yep, Red Faction have is good physicswe had more impressive physics systems running on fucking ps3s and x360s than many modern games
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Yep, Red Faction have is good physicswe had more impressive physics systems running on fucking ps3s and x360s than many modern games
This comment is totally insane, but of course to be expected, some can't handle the fact Nintendo have made such an awesome game on weaker hardware.Ummmm no sweatie, this is basically like Far Cry 3, I see no meaningful difference, Nintendo fanboys are just losing their shit because it's the first open world game they've played, play a real gayme like Elden Bing
"Puzzle" may not have been the best word but games that trust the player to take advantage of physics off the top of my head... Kerbal space program, human fall flat, little big planet, portal, rainbow six siege. Really just titles that allow players to accomplish the objective (whatever it may be) in whatever way makes the most sense to them. What I love about the early stages of the TOTK community is that people are literally going through the game solving a good amount of challenges by building extremely long bridges JUST because they canWhat other physics based puzzle games? Honest question.
Yet some games with an even bigger budget, more developers and an equal amount of time, get released as a buggy broken mess.......Modern Game Developers are just ass
they have a predictable formula and anything outside of that formula "shouldn't be possible"
TOK is literally Garry Mods meets Zelda
If you have 100 mill + budget with 1000 developers, and a 5 year timeline id be shocked if the game isn't amazing
Yet some games with an even bigger budget, more developers and an equal amount of time, get released as a buggy broken mess.......
Worth pointing out that ToTK uses Havok too.Basically, devs are lost when you remove their havok plugin or internal copycat.
Anyone surprised?
They're driven by marketing to have the best graphics and cinematic experience! Who the fuck cares about physics right? We paid for the Havok license right? Fucking use it! I hear gamers love ragdoll.
and a Q&A department that is one of the most thorough in the business.
I had not finished posting my comment, and hit the post button in error.You can tells by some of the replies why Nintendo called this masterpieces Tears of the Kingdom
Well, they sure missed a lot of duplication glitches. I can't think of a game in recent memory that has more exploits than Tears of the Kingdom.
And god bless it for that. I have 260k in Rupees.
Right. I love nuts and bolts, genuinely. But the difference in the level of simulation between the two is like grand canyon sized. You've picked this because it involves sticking bits together to make a vehicle. Do you remember how hard it was in nuts and bolts to make something that would actually drive?Nuts and Bolts was actually a 360 game. You could do this stuff way back then.
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Banjo-Kazooie: Nuts & Bolts - Wikipedia
en.wikipedia.org
Right. I love nuts and bolts, genuinely. But the difference in the level of simulation between the two is like grand canyon sized. You've picked this because it involves sticking bits together to make a vehicle. Do you remember how hard it was in nuts and bolts to make something that would actually drive?
Then what about all the other simulation going on? What about the interaction between fire, wind and water? What about the fact that certain materials are conductors? What about the temperature simulation? What about heat and updraft? Buoyancy? You can drop things on the floor in Totk and watch the wind blow them away.
Then what about the fact that you can exploit any one of these systems at any time in any area of the massive open world to get where you want to be or do what you want to do?
And then, what about the fact that you can attempt an infinite number of solutions and they will most likely work without the usual physics glitches?
Other games have done some of these things individually but it's never been put together in one world and made so user accessible before.
Ignoring your undying devotion to Nintendo and the shrine you built made with of Miyomoto's discarded hair you bought on eBay, I agree with this completely.I wants to see other game developers tries deeper gameplay systems like TOTK and Kojima in MGSV
tired of this shallow crud with good graphics get right outta town with that
Attempting to outsmart the compiler has worked in roughly no scenarios in the past decade and somehow I doubt the lack of a for each loop, dedicated types for durations, and compile-time constants is increasing runtime performance.And people thought I was crazy when I talk about C assembly. Yes, you can make mountains out of mole hills; modern day developers are softer than marshmallows. And it's not even funny. David Jaffe, my apologies.
It's almost like Nintendo has ( and always has had) some of the best designers and coders in the entire videogame industry, and a Q&A department that is one of the most thorough in the business.
Basically, devs are lost when you remove their havok plugin or internal copycat.
Well, they sure missed a lot of duplication glitches. I can't think of a game in recent memory that has more exploits than Tears of the Kingdom.
Release 1.0 Cyberpunk might want to have a word with you. Or The Division (2)If you have a 100 mill + budget with access to 1000's of developers and a 5 year timeline id be shocked if the game isn't amazing
Other AAA devs on the most modern hardwares still haven't even catched up to what BOTW was doing.The game is obviously an achievement as far as design and art goes, but I wouldn't consider it a technical marvel. It looks and plays every bit as one would expect given the age and capabilities of this hardware.
no can do. just look at Spiderman 2 thread. lot of people already complaining about the visual not good enough XDI hope they're inspired by this and stop chasing cinematic experience for a fucking minute..
Other AAA devs on the most modern hardwares still haven't even catched up to what BOTW was doing.
For real, every other AAA game seems limited if you look beneath the surface. I'm not even exaggerating here.
It's really the physics. You don't even have to go into the insane building freedom. Just go into your inventory and drop a piece of gear or an item or apple or whatever in BOTW and TOTK and it's an actual object with physics. Drop it on an edge and it'll fall off, drop it on water and it'll sink or it'll float depending on the material, etc.
Skyrim is doing the physics though, a 2011 game, kinda sad to have to mention an old game like that. Assumably Starfield will have real inventory objects with physics too, but there is no world physics affecting them like in BOTW/TOTK where an object will blow away in the wind if lightweight and attract thunder if metallic and burn up or get roasted with fire etc. And in almost all other AAA games it'll just be some static polygon with an outline, sometimes an item is not even polygons but a flashing dot with a 2D picture. In most cases it's really just pretty surfaces with nothing affecting anything and with a million invisible walls stopping the gamer from seeing how empty or broken it all is behind that 4K hires ray-traced hyped up surface people like to use for platform warring to hype up their favorite plastic box.
To be fair there doesn't seems to be any(?) game that resemble and make use of the physics mechanics like Zelda do, so it is going to be very hard for folks who haven't play this game to visualize what TOTK players mean.Right. I love nuts and bolts, genuinely. But the difference in the level of simulation between the two is like grand canyon sized. You've picked this because it involves sticking bits together to make a vehicle. Do you remember how hard it was in nuts and bolts to make something that would actually drive?
Then what about all the other simulation going on? What about the interaction between fire, wind and water? What about the fact that certain materials are conductors? What about the temperature simulation? What about heat and updraft? Buoyancy? You can drop things on the floor in Totk and watch the wind blow them away.
Then what about the fact that you can exploit any one of these systems at any time in any area of the massive open world to get where you want to be or do what you want to do?
And then, what about the fact that you can attempt an infinite number of solutions and they will most likely work without the usual physics glitches?
Other games have done some of these things individually but it's never been put together in one world and made so user accessible before.
Actually, that was a XB360 game, I'm surprised it took another developer so long honestly.... Banjo Kazooie: Nuts and Bolts did something similar on the XBox One. No one really noticed...
Exactly.If Nintendo released LittleBigPlanet people would say it's the most innovative game ever.
Let me know when you can use Zelda's physics and game design to make a shooter, calculator or racing game
You weren't limited to the garage, but you were limited to parts you'd collected, you couldn't use items in the world you found lying around.To the people saying Nuts and Bolts is exactly the same, clearly not. Although it was a great early prototype.
Vehicle building was limited to the garage and vehicle parts (no ad-hoc creations on the fly), and the worlds were static, vast and dead with like 2 or 3 enemy types.
ActuallyEddieVanHelgen said it better
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TOK knew what it wanted and executed it flawlessly
Other Modern AAA games start out with a rough draft, then they just keep adding shit halfway through development.
The fucking salt around here.
It is an absolute masterpiece of game design. And so far in advance of some of the shit being produced on the other consoles that it's not even funny.
In order to build or add parts to your vehicle you had to be inside the garage.You weren't limited to the garage, but you were limited to parts you'd collected, you couldn't use items in the world you found lying around.
It is an absolute masterpiece of game design.