I thought this was a pretty good video.
it's the billion and 1 little details throughout every scene that just blows my mind, from the authentic look and feel to the open world to all the incidental clutter that fills every nook and cranny, the abundance of wildlife, the random encounters, the background NPCs all doing realistic looking shit... how!? how do we go from the lifeless world of Cyberpunk to this!? are R* really that good, are they really able to pull off ingame in real time what most developers cant pull of in a prerendered cutscene.. i dunno man, i need to see actual 100% gameplay, this shit is too good, brings back memories of the Killzone2 video
It's time for this new benchmark, a new standard - after an entire generation has been conditioned to mediocrity and the established "greats" are resting on their "strengths" instead of wanting to be innovative. I guess that would require money, time and the leisure to do it.How? By spending an unholy amount of money, employing an insane amount of people and working for 10+ years on it.
It's astounding what they are doing, but it comes at a price.
That would be nice, but I think that won't happen in a broad sense and the expectation is unrealistic and bad for consumers and companies alike.It's time for this new benchmark, a new standard - after an entire generation has been conditioned to mediocrity and the established "greats" are resting on their "strengths" instead of wanting to be innovative. I guess that would require money, time and the leisure to do it.
Not going happen with modern lazy devs, they were already moaning about Baldurs Gate 3 not being a realistic target.It's time for this new benchmark, a new standard - after an entire generation has been conditioned to mediocrity and the established "greats" are resting on their "strengths" instead of wanting to be innovative. I guess that would require money, time and the leisure to do it.
Talentit's the billion and 1 little details throughout every scene that just blows my mind, from the authentic look and feel to the open world to all the incidental clutter that fills every nook and cranny, the abundance of wildlife, the random encounters, the background NPCs all doing realistic looking shit... how!? how do we go from the lifeless world of Cyberpunk to this!? are R* really that good, are they really able to pull off ingame in real time what most developers cant pull of in a prerendered cutscene.. i dunno man, i need to see actual 100% gameplay, this shit is too good, brings back memories of the Killzone2 video
Would you rather take 5 immaculate R* megaprojects every year or 300+ games we are seeing right now? I know which ones I'd rather play for 100s of ours.How? By spending an unholy amount of money, employing an insane amount of people and working for 10+ years on it.
It's astounding what they are doing, but it comes at a price.
People already forgot how detailed Cyberpunk2077 was, smh.That would be nice, but I think that won't happen in a broad sense and the expectation is unrealistic and bad for consumers and companies alike.
If every game takes this long and is this expensive to make, with it come higher game prices and very infrequent releases. GTA simply is an outlier and can afford such a luxury due to popularity and brand name alone.
Add to that companies trying to playing it safe because their investment upfront is gigantic, this will hurt creative game ideas.
That's why AA games need to make a big comeback: Less development time, less budget, more creativity and passion.
I have no doubt that's why Clair Obscure: Expedition 33 is such a hit.
Yup, after what Rockstar pulled off with GTA V on PS360, this looks like the correct technological progression 2 consoles generations later. Game is going to blow us away.How? By spending an unholy amount of money, employing an insane amount of people and working for 10+ years on it.
It's astounding what they are doing, but it comes at a price.
Did you forget how CDPR basically "faked" their 2077 gameplay reveal trailer by stuffing in extra people and background effects only for them to be gone and/or scaled way back in the initial release.it's the billion and 1 little details throughout every scene that just blows my mind, from the authentic look and feel to the open world to all the incidental clutter that fills every nook and cranny, the abundance of wildlife, the random encounters, the background NPCs all doing realistic looking shit... how!? how do we go from the lifeless world of Cyberpunk to this!? are R* really that good, are they really able to pull off ingame in real time what most developers cant pull of in a prerendered cutscene.. i dunno man, i need to see actual 100% gameplay, this shit is too good, brings back memories of the Killzone2 video
No question about it - I'm a big fan of that too, and I'm not saying that every game needs to be a GTA VI. But leading industry giants like Assassin's Creed, CoD, and Battlefield have been resting on what they've built for years. Sure, you can do that - but after Intergalactic and GTA VI, even the mainstream audience will start to notice how far behind they are. That doesn't mean I don't value AA games just as much. I just expect more from the leading IPs, and Rockstar, at least from a technical standpoint, seems to be delivering on that.That would be nice, but I think that won't happen in a broad sense and the expectation is unrealistic and bad for consumers and companies alike.
If every game takes this long and is this expensive to make, with it come higher game prices and very infrequent releases. GTA simply is an outlier and can afford such a luxury due to popularity and brand name alone.
Add to that companies trying to playing it safe because their investment upfront is gigantic, this will hurt creative game ideas.
That's why AA games need to make a big comeback: Less development time, less budget, more creativity and passion.
I have no doubt that's why Clair Obscure: Expedition 33 is such a hit.
I believe that if you have a massive team but lack capable leadership to coordinate things properly, you can pour endless amounts of money into a project and it still won't turn out good.Not going happen with modern lazy devs, they were already moaning about Baldurs Gate 3 not being a realistic target.
No question about it - I'm a big fan of that too, and I'm not saying that every game needs to be a GTA VI. But leading industry giants like Assassin's Creed, CoD, and Battlefield have been resting on what they've built for years. Sure, you can do that - but after Intergalactic and GTA VI, even the mainstream audience will start to notice how far behind they are. That doesn't mean I don't value AA games just as much. I just expect more from the leading IPs, and Rockstar, at least from a technical standpoint, seems to be delivering on that.
Would you rather take 5 immaculate R* megaprojects every year or 300+ games we are seeing right now? I know which ones I'd rather play for 100s of ours.
I guess it's just me then who would rather play only 5 new games each year [any combination of many other genres RPG, RTS, 4x, shooter, racing etc] with 1+ billion budgets each and 10+ year dev cycles that have best presentation, best gameplay and pushing tech in every area over 50 average games.Well, that depends on how much a person likes the IP of those megaprojects and the developers behind them. I, for my part, am not the biggest Rockstar fan, so in that case, I would not take 300+ or 5+ games, but 50+ games of higher quality. There is a middle ground. Quality is not necessarily tied to volume and dev time, but to scope (budget, game design, expectations) as well as leadership and company culture. The problem is we do get a lot of games at the moment that just lack vision and are bloated beyond belief, take too long to develop, and cost way too much money. That's why I'd prefer more AA games that actually play to their strengths, have a reasonable scope, and don't try to mimic all facets of AAA games. That's why Expedition 33 succeeded: It drips with passion, direction, purpose and leaves all the bloat behind. You can feel the devs were all in on this project and actually wanted to make it. You can feel the pride they take in their craft.
Don't get me wrong, I enjoy the mega projects, but there are only a few that justify the investment put into them from a quality point of view.
I thought this was a pretty good video.
Has anyone spotted a repeating NPC face in both trailers combined? It's like they are procedurally generating them!
Agreed! This has to be the best technical leap in fidelity within a generation. And to pull that off on base console hardware far exceeds my already unrealistic expectations.That's the crazy thing with this trailer, there's usually specific things I'm inclined to spot and think about, but because nearly everything is so cohesive and high quality, the thought of whether NPCs look the same hasn't even crossed my mind, this is the first time I'm finding myself just accepting the world put in front of me.
I can nit-pick and look for issues such as RT reflection noise/specular aliasing, DoF imprecision around hair and...well, that's just about it.
I didn't even think about facial animation for the first couple run throughs of the trailer, I can look at it specifically and see it may not be up there with the absolute peak in some very narrow, focused titles; but it's so fitting and just so for the world as a whole that I'm not actively questioning it. I'm actually getting a lot less uncanny valley here than even stuff like Hellblade II and I think the exceptional art style is what's making it so much more seamless.
I'm just overwhelmed with detail and pretty much everything in the frame is so well balanced that I have to actively look for stuff; and am otherwise inclined just to go with.