MarkMacD said:Say what you want about Doom 3's gameplay and character design (lord knows I have), but I think the lighting is definitely tops, both technically and artistically.
In fact the weaknesses of those first two aspects only reinforce for me how well done the lighting is. The tense atmosphere is almost entirely due to lighting and light effects (with some help from sound)--passages of pure darkness, lit only by your flashlight or the glow of an imp fireball? Following the sentry robot's headlight as it moved ahead of you, or the glow of that tube as it was transported down the hall? Almost all my favorite memories of the game have to do with lighting--it's very rare I can say that.
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I mean, come -on-, look at that shit!![]()
Splinter Cell, Silent Hill, and a few of the REs are other good canidates.
Shin Johnpv said:there is nothing amazing about the lighting in any of the pictures you posted
I disagree - the type of tech has been used in games a long time before D3, on platforms with more limited hw, and still the designers managed to get more out of it.I think its a little harsh to penalize Doom 3's lighting artistically since its breaking completely new ground on a technical level. Holding it to standards as creative as mapped lighting where developers have been required for years to make artistic choices to get the most out of the model isn't a good comparison. The art has to catch up to the tech first.
hukasmokincaterpillar said:I think its a little harsh to penalize Doom 3's lighting artistically since its breaking completely new ground on a technical level. Holding it to standards as creative as mapped lighting where developers have been required for years to make artistic choices to get the most out of the model isn't a good comparison. The art has to catch up to the tech first. In this case the tech has overwhelming merit though since it'll pave the way. Its a "first talkies" type milestone for videogame development.
To be fair I do think iD did do some nifty things from a design point, the aformentioned robot leading the way with its multi-directional high beam through the pitch black maintenence level being one. Simple but effective.
And yeah, screen shots are hardly going to do much justice to the quality of lighting in any game. Let alone one thats completely real time.![]()
SH2 shadows were cast from one light source for performance reasons - similar to why D3 shipped with non-shadowcasting projectile light sources. XBox Doom3 has a much lower number of shadowcasting lightsources then PC counterpart too.However, shadows could only be cast from ONE light source (the flashlight).