Lmfao. You do realize that there's a difference between "in-engine" and "real-time" right? If there's pre-calculated stuff happening, it's not being rendered in real-time. It's in-engine.
"Play them back in real time" is a hilarious phrase. Yes, when you record something and play it back, it's being played back in real time. I can record video with my iPhone and play it back to me in real time. Amazing.
It sounds like you may be slightly confused yourself on this. In-engine can just as easily mean real-time. There are games which use video files of game assets, but they aren't being rendered in real-time. In-engine is a less specific description, as it can be real-time or not. From my understanding, "in-engine" used to refer to real-time, but many studios began mixing both methods, and you end up with situations like the Uncharted games where many of the story scenes are described as "in-engine" even when they're pre-rendered videos being played off the game media. If something is specifically being described as "real-time" (in-engine or otherwise), that means every element is being computed and displayed frame-by-frame on-the-fly, which means camera angles or (for example) costumes could be changed by player input.
Based on the data size of Ryse, I'd imagine they used a similar solution of mixing both real-time and pre-rendered scenes of game assets to mask load times.
How is that possible? I've been told over and over again, that there is no way Ryse's cutscenes are realtime.
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How is that possible? I've been told over and over again, that there is no way Ryse's cutscenes are realtime.
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Polygon Review: "Crytek has truly gone the extra mile and managed to craft a combat system that is richly and viscerally exciting, yet simultaneously so accessible and intuitive that even gamers with unilateral hand amputations will be able to enjoy it. Truly, truly a game for the ages, and only possible on the Microsoft XBox One multimedia entertainment system. 10/10, Citizen Kane of Gaming"
Lmfao. You do realize that there's a difference between "in-engine" and "real-time" right? If there's pre-calculated stuff happening, it's not being rendered in real-time. It's in-engine.
"Play them back in real time" is a hilarious phrase. Yes, when you record something and play it back, it's being played back in real time. I can record video with my iPhone and play it back to me in real time. Amazing.
Cevat Yerli: We have many new features in Ryse. On the rendering side the main focus was on moving to more physically-based paradigms but we have a lot of improvements for animation and physics as well. For example, all the cloth and armour parts are moving dynamically but we can also pre-bake complex simulations now and replay them in real-time.
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Yes, exactly. That was the point I was trying to make, sorry. The cutscenes are in-engine, but they are NOT being rendered in real-time, as Senjutsu himself has stated that there are elements that are precalculated.
The Uncharted cutscenes are what I expect Ryse cutscenes to be. Technically in-engine, but still pre-calculated and pre-rendered.
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#4223
New Ryse impressions:
"One of the glaring issues with the early demos of the game was the scripted combat, which has been addressed with the removal of the QTE floating button and replaced with a small skull to indicate that you can trigger an execution. The executions are quite striking, with detail down to the expression on the poor souls face, after you have just plunged your sword into his neck. It is worth bearing in mind that these execution sequences are optional; the player is more than welcome to not press the dedicated execution button (RT) following the prompt, but I found myself wanting to do this to most of the enemies as it was so satisfying. There is nothing better than queuing up more than one enemy for a double execution, its the goriest kill you will see on Xbox launch day."
"The lack of depth in combat has also been replaced with a challenging but rewarding system, not dissimilar to those featured in the God of War series or the Batman Arkham trilogy. The familiar press X to swing sword was present along with Y for a secondary attack; in this case a bash with the shield. However, it was the fluidity of the defence system that really won me over. Pressing A in the direction of an incoming attack would block that combatant and if timed correctly, leave the enemy open for a counter. The ability to chain together sword and shield attacks whilst blocking blows from a group of enemies really helped me feel like a skilled gladiator. Other noteworthy additions to the combat system include, the ability to slow down play for a short period of time, allowing you to escape some tricky situations. As well as select certain attributes, such as gaining a small amount of health after each execution."
http://www.16bitkings.com/xbox-one-h...son-of-rome-2/
Yes, exactly. That was the point I was trying to make, sorry. The cutscenes are in-engine, but they are NOT being rendered in real-time, as Senjutsu himself has stated that there are elements that are precalculated.
The Uncharted cutscenes are what I expect Ryse cutscenes to be. Technically in-engine, but still pre-calculated and pre-rendered.
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Must be pre-rendered gameplay.
Alright, gonna watch some Gladiator tonight and get myself hyped for this game. Let's do this!!
I'm definitely planning to do the same, and probably toss in Troy also. Some of Marius' moves look straight out of Troy.
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Yes, exactly. That was the point I was trying to make, sorry. The cutscenes are in-engine, but they are NOT being rendered in real-time, as Senjutsu himself has stated that there are elements that are precalculated.
The Uncharted cutscenes are what I expect Ryse cutscenes to be. Technically in-engine, but still pre-calculated and pre-rendered.
Precalculated means something other than what you're suggesting here. With what we've heard with almost all of this material, it's rendered and animated on the fly. Some actions (like collapsing stonework) are using predetermined "events" for their motion (the same way motion capture for characters would work), but it's still real-time execution. Unless you'd make the point that any character animation in any game's story scene can't be considered real-time. Also, this:
This game have a different review embargo date than the other One games? If so... can't be good.
This game have a different review embargo date than the other One games? If so... can't be good.
Sooooo were those scathing GameInformer impressions based off of an older build? Or are we just looking at two opposite opinions of the same gameplay? Because this seems to go completely against it what that dude said...
Precalculated means something other than what you're suggesting here. With what we've heard with almost all of this material, it's rendered and animated on the fly. Some actions (like collapsing stonework) are using predetermined "events" for their motion (the same way motion capture for characters would work), but it's still real-time execution. Unless you'd make the point that any character animation in any game's story scene can't be considered real-time. Also, this:
This game have a different review embargo date than the other One games? If so... can't be good.
I'm most likely not going to buy Ryse until later on, but I very much feel like it's similar to Batman. Maybe not as well rounded combat wise, but that's up in the air for 99% of us right now.
I can win nearly any normal battle in Batman (any of them) with only two buttons. Only one button if the enemies are just your regular thugs. Heck, I can win nearly any fight with just attack and a spin of the cape. Obviously I can string things together and make it more complicated/smoother if I want, but button mashing works outside of harder settings.
The ground knockouts (finishers) are the same thing every time too. Counter button + crouch. You can't fail it, and it carries out the action on its own...just like in Ryse. Granted, I think Ryse has the upper hand in varied "finishers" with over 100...correct me if I'm wrong on any of that. (I own and have played all 3 batman games).
That transition gif may have just sold me an Xbox One. Holy lord.
This game have a different review embargo date than the other One games? If so... can't be good.