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HOTD4 screens

bloke

Member
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+ other stuff from Sega's Summer Private Show here
http://www.watch.impress.co.jp/game/index.htm
 
Identizombies have taken over video games!

Can't wait for this one... I can almost play HOTD3 with my eyes closed now.
 
Some effects and it would look better, why there's shadowing on the main characters but none of the zombies is kinda weird.
 
Not bad. I'm sure it looks better in motion. But I'm always in the HotD minority. For instance, I LOVED THIS.

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whoever oked releasing screens this early needs to be taken to a woodshed.

the game has like another 4 months production time on it at least... there is no need to show this now.
 
I'm most bummed out about the sub machine gun controller. I preferred the hand cannons used in 1 and 2, hated the shotgun for 3.

I think it's becoming clear that developers are going to need to focus on model variation when there are OMG HUNDREDS OF CHARACTERS ON SCREEN! A row of mohawked zombies with the exact same tattoos and clothes makes it look like a musical is about to occur.
 
Geek said:
A row of mohawked zombies with the exact same tattoos and clothes makes it look like a musical is about the occur.
House of the Dead 4: Oklahoma

I agree with you, by the way. I'd rather have fewer characters that are varied and better modelled. Many next gen games seem to use the excuse of having hundreds of models on screen at once to get away with those models being the same quality that we already have this generation.
 
Geek said:
I think it's becoming clear that developers are going to need to focus on model variation when there are OMG HUNDREDS OF CHARACTERS ON SCREEN! A row of mohawked zombies with the exact same tattoos and clothes makes it look like a musical is about the occur.

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:lol :lol :lol
 
LOOKS MUCH BETTER THAN ALL THE PS3 DEMOS COMBINED, POWERVR POWERVR POWERVR!! /deadmeat

Looks like pewp. Go Sega go.
 
hm. texturing and polycount are really disappointing imo, this isn't looking very good. I remember HotD 2+3 blowing me away graphically when they were released, but this is rather dissappointing. Possesion-level at best. Dead Rising looks a lot better.
 
I hope this is running on some kind of PowerVR board...

...cause it means the X360 and PS3 shouldn't have any problem running ports of this :P

Looks like it could be fun even though the graphics are meh.
 
I thought this was one of the early next gen demos that wowed attendees who saw the HoTD4 video? I don't get it this doesn't look that hot.
 
It seems as though most of the haters have become far too accustomed to doctored screenshots. The game will certainly display more in motion, and is still incomplete.

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Babelfish's version of events:

The zombie of enormous number invades with new baseplate "Lindbergh" adoption! "HOD4" As for the frame which treats the vivid zombie the series title where in the wide enormous picture also force to future does the zombie sufficiently several Sega exists, but even among those most the fact that it is measure "the house of the dead (HOD)" probably is the series. With previous production "HOD3" the baseplate "Chihiro" which designates the Xbox architecture which was cooperated with the Microsoft corporation as the base was used, but with up-to-date work "HOD4", the next generation CG board "Lindbergh (Lindbergh)" you use. When the 62inch wide picture is used for the cabinet, furthermore ガンコントローラ is modified by sub-machinegun specification, increases force the consideration which lightens the fatigue of the arm when playing simultaneously has done. Work of this winter is planned. As for the frame which treats the zombie to everywhere, the arrangement which 2P is called to 1P and the right to the left. ガンコントローラ is stored by with also the attache case and we are mounted in the dent of the styrol make the high way, optical axis detection is thought that the infrared ray terminal which surrounds around displaying roundly is utilized. In addition, also system of リロード changed. Past "from the picture the bore the そ is directed", that it is not the system, リロード, "the gun is shaken", that リ it reached the point where it is loaded. The operation which "shakes this gun" is not the case that is utilized in only リロード. It can make "ガチャプレイ" escaping when it is caught in the enemy. Until is indicated to the picture before "DANGER" indication is cut off, gauge extends to "SUCCESS" at the point in time when it is restrained to the enemy it continues to shake the gun. If it succeeds, it is the no damage, but when it fails, it can give the penalty such that receives attack, is detruded in the enemy. To tell the truth image was screened at the closed theater which calls "NEXT LEVEL" this title, "Electronic Entertainment Expo (E3) in 2005". Becoming in "HOD4," as for evolution of the image aspect, abundance of the appearance possible character and fine of the model not only, Sega it seems, it is gathered and summarized in the "ぬ め り impression" and "expression of light". A more vivid zombie forming the crowd, visual it attacks probably is a suitable impact. The game system, system of stage selection has become modification. It was designed in such a way that "it goes to the right, or goes to the left?" that the choices are indicated with a certain scene. In addition, in the feel which you play, with the influence to which the gun has become the sub-machinegun, keeps pulling the trigger with the van van bullet comes out, while (the number of cartridges 30 departure or more increase), as for attack power the impression which decreases somewhat. Coupled with the modification of リロード, feeling extremely it became easy. However, aiming for the weak point securely, unless it keeps ramming down, it is bitten after all and/or (the similar) pulling っ it scratches the fact that it is 1 mistake with this until now. In addition, also the grenade is set to the sub weapon. If you use intend with crowded zone and the like, it seems that the effect is high, but that effect has reached the point where it appears even in message of the character. In the ボスキャラ game, attack of the enemy is cancelled even reached the point where the yellow gauge which "cancellation gauge" it should call is indicated. In order for this entirely to become yellow, if attack is applied, it seems that attack of the enemy 1 is batched is cancelled.

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The next-gen demo in Sega's E3 theater definitely was using HoTD4 content (I recognize all of the screens), but I have to say it looked 100x better. Not sure why this looks like crap...maybe what we were shown was what a port of HoTD4 would look like on 360 or PS3.
 
fugimax said:
The next-gen demo in Sega's E3 theater definitely was using HoTD4 content (I recognize all of the screens), but I have to say it looked 100x better. Not sure why this looks like crap...maybe what we were shown was what a port of HoTD4 would look like on 360 or PS3.

You have to bear in mind that the zombie models number in their hundreds in some of the scenes. They look like they display some nice technical effects and that displaying said effects places and exponential burden of the system.

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Would it KILL these mofo's to make a 4 player lightgun game for once? I beat VC3 at D&B on Wednesday with some friends and we had to keep switching up every 2 credits while the other person worked the pedal. We kept saying how much better it would be with more players but I guess that never crosses a developers mind when making games like this.

And yes the graphics are a big "WTF?".
 
Mrbob said:
I thought this was one of the early next gen demos that wowed attendees who saw the HoTD4 video? I don't get it this doesn't look that hot.

as has been mentioned, you can certainly see far more flaws in this game in screenshots as opposed to the game actually running with camera cuts and so forth. also, IMO, the hotd4 footage was by far the least impressive of the new stuff shown. in fact, i wasnt even really impressed by it till it showed a few scenes with TONS of zombies. the rest looks very similar to hotd3 to me
 
Didn't 1UP have impressions the other day that said this looked truly next-gen? Were they smoking something, or was I whilst reading, because this doesn't look all that spectacular. I like it, mind you, but it doesn't seem like a vast leap in technology...
 
lol@ the main zombie in this pic. I don't remember the last time a screenshot actually made me laugh this much.
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:lol!
 
Looks good in motion at 60-fps with various particle and multitexture effects, but these screens show a lot of roughness.

Argyle:
I hope this is running on some kind of PowerVR board...

...cause it means the X360 and PS3 shouldn't have any problem running ports of this :P
No, they would have much fewer problems running a port if the arcade system was based on X360 or PS3.
 
Is there really any reason in this day and age to only make one model for each zombie? They should have each Zombie in the game you encounter look slightly different.

Man, I just hate that.
 
Master said:
Is there really any reason in this day and age to only make one model for each zombie? They should have each zombie in the game you encounter look slightly different.

Man, I just hate that.

I agree, I love zombie games... but is it that hard to make maybe 50 models and spread them out over the game... there are maybe, what... 10-50 people working on the game... take a picture of all the workers and put them in the game as zombies...

It is just so bad seeing the same zombie with the exact same scars and body damage... terrible...

But HOTD 2 or 3 on Dreamcast was one of my favorite experiences on a console... the white light gun worked great and it was a fun arcade (quick game) at home and it was arcade perfect...
 
No self-shadowing, and those zombies could at least use Doom/Quake-levels of normal-maps to make the wounds look good. Oh, and trashy lighting...again. For current hardware, it's not bad, but I think you'd find some PC games that look better. And with UE3 around the corner and looking much better than this, with massive levels...you have to wonder why they'd show shots like this. This is a game on rails. There's no excuse to show anything that doesn't at least beat everything else today. I won't blame PowerVR hardware for this mess, although if it is the hardware's fault, then it might be the beginning of the end for PowerVR. NVidia and ATI have officially eaten their lunch and asked for seconds. PEACE.

EDIT: And don't blame the game being early for these screens. Heavenly Sword is even further away from completion, and running on incomplete hw, and it has self-shadowing on just about everything within view, and better textures and other shader effects. Plus using HDR and a lighting model light years beyond what we see here.
 
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Man, looking at this--reminded me of how kickass DMC4's bosses can look :D


Several obvious things.

Yes, this game wowed a lot of people. Why, because it was in motion, and not a bunch of screen caps.

Next, I don't know why the hell they just don't use pallete swap T-shirts.

With all the games Sega has made, why not re-use artwork, hair models, shirt designs etc.

To have 6 zombies on the screen that are of 2 models is just crazy.

Have one with a pink shirt, the other with a cut off orange shirt, and the the other with different blood marks on their bodies and you're good to go. But same tattoo locations?? :lol
 
I'm guessing from those shots, and the fact you have a machine gun, that this is more like crisis zone, blowing chunks out of zombies. Lots of blood and bits flying all over the place.

Still looks like shit though.
 
Comparing the way the zombies look in the first shot versus the third, the lighting effects on their skin show an enormous range of contrast between differently lit settings. They look almost cel-shaded in the first screen under dim, indirect light while they take on a plastic sheen under the harsh, direct shine of the third.

Pimpwerx:
if it is the hardware's fault, then it might be the beginning of the end for PowerVR. NVidia and ATI have officially eaten their lunch and asked for seconds.
nVidia and ATi have very little of PowerVR's main market, handheld graphics. If PowerVR gets a contract for Intel's integrated PC market, nVidia and ATi may have little of that market, too, by comparison.
And don't blame the game being early for these screens. Heavenly Sword is even further away from completion, and running on incomplete hw, and it has self-shadowing on just about everything within view, and better textures and other shader effects. Plus using HDR and a lighting model light years beyond what we see here.
The Heavenly Sword example doesn't work because its visuals already approximate the final target, so the game runs at a low framerate at this time since the devkits are only at partial performance currently while HOTD4 is at a solid 60-fps now.
 
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That face is avatar material, but I like to stick my avatars for a few months.

This game is gonna be sweet, but I'm not going to see it at my local arcade. Just like F-Zero, or Outrun 2. As long as SEGA keeps the home ports coming...
 
Lazy8s said:
Comparing the way the zombies look in the first shot versus the third, the lighting effects on their skin show an enormous range of contrast between differently lit settings. They look almost cel-shaded in the first screen under dim, indirect light while they take on a plastic sheen under the harsh, direct shine of the third.

Pimpwerx:

nVidia and ATi have very little of PowerVR's main market, handheld graphics. If PowerVR gets a contract for Intel's integrated PC market, nVidia and ATi may have little of that market, too, by comparison.

The Heavenly Sword example doesn't work because its visuals already approximate the final target, so the game runs at a low framerate at this time since the devkits are only at partial performance currently while HOTD4 is at a solid 60-fps now.

The bottom line is, this looks like ass. Yes? Yes. Only you and deadmeat would defend it.

I guess this doesn't bode well for the apparently awesome After Burner cam video...
 
Hahahaha, god the zombies look ridiculous. This has got me worried man. I seriously wonder, who the hell thought the zombies looked good like that? that person should be bitch slapped and fired.
 
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