Lun Is Correct
#900 posted by HeadThump on 2006/12/14 08:13:16
My bro' relies heavily on the PC Gamer goofballs for his purchasing advice, and that "What? ONLY 70? oh well time to immediately make my decision to buy FEAR instead." is exactly what happened in his case. He'll be getting a copy of Quake4 for Christmas from me though.
Also, I have no doubt from reading their other scores if an indy developer came out with the same quality product but with no tie to the established Id franchises, the score would have been much higher.
There are expectations built in for a 'ground breaking', a 'life changing event', if you will, when Doom/Quake
release occurs because of the impact of the original games of the series.
Something that is just a fun game is not enough to quench the thirst of hyperbole driven reviewers.
#901 posted by Kell on 2006/12/14 10:01:55
A review should just go over the premise of the game, if and why it's fun, what works, what doesn't, who it's for, and then just leave it at that. The reader will come away with a strong sense of whether or not he wants it himself (which is what a review is FOR)
Lun wins this month's Hug Of Koth. And a beer icon.
There are expectations built in for a 'ground breaking', a 'life changing event', if you will, when Doom/Quake
release occurs
Actually, I've felt this is true of pretty much all FPSs
.
#902 posted by necros on 2006/12/14 13:10:19
Necros: yes there are limitations in Doom3's lighting model, but I think when you look at the capabilities of the lighting system as a whole, the pros quite convincingly outweigh the cons.
Also, maybe I'm not really seeing the problem, but Quake 4 had some massive outdoor vehicle sections, and I thought the lighting worked fine for what it was.
it's of course, not just that. i wouldn't say a game was only about average just based on lighting :P
i was very disappointed in the first vehicle section of the game, and the followup part where you're in the mech wasn't much better.
the first vehicle section, you're litterally on rails, and can't even move. this was an incredible blunder, and i'm astounded someone, somewhere, greenlighted that section. even the intro to the russian chapter in call of duty or medal of honour (i forget, but it was one of those war fps games) was better. sure you couldn't move, but you could at least duck.
so here i am, standing tall in the back of a truck, getting shot, and seeing all my friends ducking, like smart soldiers, and i can't even do that.
the mech part was only slightly better. i could control my actions, yes, but in a very sluggish manner. i'm going through what seems like a gauntlet of only mildly interesting brushwork (and poor lighting, which i already covered, which only serves to accentuate the poor lighting).
finally, i gotta put this last jab in here: where is the liquids?! jeez, i don't even need fancy ass fresnel shaders like the source engine. i'd have been satisfied with some proper swimming physics and a semi-transparent static texture that looked vaguely like slime or water. why the hell d3 originally never even had it is completly beyond me. i guess this is more from a mapping perspective really. but i hold to my belief that at least 1 map in q4 which had some nice sewer-y or flooded areas, would have totally pwned.
Edit:
#903 posted by necros on 2006/12/14 13:11:14
(and poor lighting, which i already covered, which only serves to accentuate the poor lighting)
should read:
(and poor lighting, which i already covered, which only serves to accentuate the poor geometry)
I See
#904 posted by Kinn on 2006/12/14 14:56:40
Of the things about Quake 4 I could complain about, the brushwork is pretty low down on the list.
Seriously, I literally finished the game today (my second playthrough), and it did a pretty good job of reminding me that an awful lot of the environment art is really really fucking good.
Water
#905 posted by Kinn on 2006/12/14 16:43:40
I agree that some water areas would have improved the variety in the game, (and looked hella purdy), but I'm pretty sure id would not have settled for anything less than proper fresnel shader shenanigans, and from what I've heard the resulting performance hit required to get these looking good ultimately prohibited their inclusion.
The vehicle sections were a bit pants gameplay-wise but I've already said that. They did grow on me the second time round though.
Re: Water
#906 posted by necros on 2006/12/14 18:24:05
nah, not at all. there are a couple of player-made water shaders out there that look very nice, and don't seem to have any performance hit at all or a very slight one such that i don't notice it on my mediocre system.
Hm Mm
#907 posted by Lunaran on 2006/12/14 19:19:54
yes there are limitations in Doom3's lighting model, but I think when you look at the capabilities of the lighting system as a whole, the pros quite convincingly outweigh the cons.
No. No they do not. When you look at the amount of scattered light in any natural photo, and consider the myriad of ways the engine would make it prohibitively expensive to simulate that with even a tiny handful of always-dynamic batch-splitting overdraw-mongering lights that only attenuate from a single point, you'll know what I mean. Yeah, it's cool seeing the light pick out all the little bits of a texture from the right direction, but that's actually pretty non-essential to making a scene sell itself.
the water decision had nothing to do with the shader. the development of water physics and time spent on water character animations and all the other new assets you'd need wasn't considered worth the nearly minimal amount of time the player would spend in the water in the first place. but I miss it too.
Lighting?
#908 posted by gone on 2006/12/15 02:11:58
I think lighting alone is no biggie for games success, and q4 has just crappy outdoors, with good indoors.
I dare you to look at all the PS2 ports with poor vertex light model. I would even say the games with good light are in the minority...
Actually good games are in the minority
Anyway, cant argue it was silly to not allow easy lightmap usage in d3 tech and you need to use ambient_ light that looks crap and still eats resources.
This brings me back to discussion would Q4 been any better if it was made on (omg) SOURCE or smth like cod2 engine(Q3 +DX, shaders and bump ?)
I Stand Corrected
#909 posted by Kinn on 2006/12/15 02:50:12
Lun, thanks for clearing up the water issue.
I'm still not convinced D3 engine's outdoor lighting ability is that terrible though. I'm currently working on a massive outdoor section in my map and a bit of ambient light to complement the sky and the regular lights is working out quite nicely.
Frankly
#910 posted by necros on 2006/12/15 12:20:59
yes. i agree with speeds. they should have used the d3 engine for all the interior areas, and the source engine for all the outdoors.
i'm continuously amazed by outdoor areas in the source engine. they are so vibrant, and exciting to look at. the way d3 engine lights things, it usually leads to drab, 'vacuum-ish' lighting.
What?
#911 posted by DaZ on 2006/12/15 20:54:07
You are seriously suggesting that a game uses 2 entirely different engines to render indoor / outdoor areas?
That would produce just an absolute TON of work for the developer, its hard enough making a game work with 1 engine never mind 2! You would have so many more things to do and fix it would turn into a nightmare! Plus you would need to make a load of content just for one engine that wont be able to be used in the other, the list just goes on and on.
As a purely fictional idea though I totally agree, Source does make some amazing outdoor scenes, probably the best I've seen in a game to date actually.
Sorry if you were just making a joke but I didn't catch the humour :(
O.o
#912 posted by necros on 2006/12/15 21:21:37
uhhhh... yeah, obviously it wouldn't make any practical sense to do it. it was just a way for me to say the d3 does a good job with indoor and source does a good job with outdoor without actually saying that.
Heh
#913 posted by necros on 2006/12/15 21:22:15
auto cap ruined my facey. twas supposed to be o.o :P
Roll On Id's Next Engine
#914 posted by Kinn on 2006/12/16 02:29:35
I'm sure one of their main focuses is making it do badarse outdoor scenes
Well
#915 posted by DaZ on 2006/12/16 07:58:45
I heard something about realtime dynamic shadowmapping somewhere but who really knows. Im sure Carmack learn't a lesson from the doom 3 engines narrower focus than say UE3 (you just need to count the licences for each engine to see that UE3 is proving much more popular) and will make the next one much more versatile.
Saying that though, Quake Wars outside landscapes do look really great and once that ships maybe the D3 engine will take off.
Quake4...
#916 posted by Shambler on 2006/12/16 12:55:29
...interesting discussion, I'm sure I had things to say but I've forgotten them, except I agree that D3 lighting outdoors looks too stark.
Got Dark Messiah Yesterday
#917 posted by nitin on 2006/12/16 16:29:28
only played the first instruction type level so far, but it looks kind of plain. Does i get better in the looks area ?
Oh Yes.
#918 posted by necros on 2006/12/16 17:50:30
although the final levels got back into cavesey areas, the maps in the middle look really really cool. oh and the town maps are very nice too :)
Dark Messiah
#919 posted by pjw on 2006/12/16 18:41:51
...looks really gorgeous in spots. I loved the cliffside levels in particular.
Dark Messiah
#920 posted by bal on 2006/12/17 01:49:41
Yeah, the tutorial level is really a bad indication of what follows, some very nice stuff (Even the final underground maps are great I thought).
Cool
#921 posted by nitin on 2006/12/17 05:14:41
look forward to it, although I probably ownt play it for ages fiven how many other games I have but havent yet played.
Max Payne 2
#922 posted by Spirit on 2006/12/20 03:18:44
I finally got around playing this. Never beat the first though. I love the atmosphere, the comic sequences, the dark and depressing mood. The game is really nice, I am almost at the end I think. Story is quite thick except for some small stupid things. You've got to know the first Max Payne to follow it I think.
There are some major annoyances. First of all the scenes where you have to protect some damn stupid NPC. Why are developers still doing such things. Gah!
Then one or two re-visits of old levels, that are quite boring and annoying to play (the burning buildings...).
Some of the dream sequences, those are made good, but sometimes lenghty and not as moody as probably intended.
Also near the end you will encounter scenes where you just cannot get around quickloading a lot.
It would have been nice if the playermodel would become transparent when the crosshair is blocked by it. But that's a minor thought.
I really liked Max' strong character and the love to Mona Sax. I think I got a bit in love with her too. *^_^* A shame that it was not developed further and happier.
Soundtrack is ace! I love it. And I mean the soundtrack throughout the whole game, with themes reoccuring and reminding you of feelings and places from earlier in the game.
The voice actors were very good too, but in the comic sequences sometimes they should have add effects or different moods to them in my opinion.
The end was sad (to me). To a certain point it is good of course, good for the character Max, but rather disappointing for me. Very mixed feelings. I can't see a reward for the player.
I don't want to spoil it, so I won't write more.
I think I will replay it somewhen. I will definitely buy it (for 5 Euro cheap, heh), just to have it. It's quite short, maybe 10-15 hours. But for the strong and thick atmosphere that is ok I think.
Just Reading RPG's Review Up There ^
#923 posted by Spirit on 2006/12/20 03:24:01
Yes, I feel the same disappointment about Max being a weird loser up to a point too. It was not really a nice feeling to play someone like that.
Thanks For Bringing That Up
#924 posted by negke on 2006/12/20 07:27:28
inspired by your post, i just installed and started playing max payne (1, the better part) again. pretty fun. anyone remember the bomb scene - "is it the red or the green wire"? ;)
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