Modern “stealth” is retarded. I’m playing Ghost of Yotei on Pussy5, and to “stealth”, you duck in the grass that is lower than your head, let alone your hat. And tardo japs just can’t see or hear you. Same in Uncharted. Not reduced visibility; you vanish from the face of the earth while in the grass.
I always found SC Chaos Theory to have the best stealth mechanics. Light was taken into account, noise, proximity, etc. Of course, later SC became the most retarded of “stealth”. “WE KNOW YOU HERE FISHER” brain dead dumbtwats yelling while going to you “last seen” pixel, having no clue that people actually move after being seen. A tragedy.
This 007 looks like Uncharted game, but likely lacking any polish.
yeah, there are improvements they could make to that mechanic, moving while in tall grass should absolutely trigger eneimes to go investigate. its a total no-brainer, they would see grass moving, they would hear movement. its sloppy to not even add that, but i guess its tested with the modern audience and they found that to be annoying, they want their god mode.
in uncharted 4 for example they can partially see you sometimes in grass (meter will tell you) and they will go and investigate. but apart from shooting or hitting there is no sound triggering.
I agree, this does not look as polished as Uncharted 4, for example... i am not sure i would like this, i love uncharted 4 because of the super cool environments. Running around in buildings, offices, meh...
And they did things with shadow and light that not many modern games do in 20-fucking-26. And that thing ran on the original Xbox! Almost every light source was dynamic and could be shot down or otherwise disabled.
Yup. There's a reason I spend most of my gaming time replaying "old" games -- it's not just nostalgia, but to experience again something that no longer exists after our hobby has progressively shifted towards newer trends for a more streamlined audience with different needs (and noticeably lower standards).
Slow methodical stealth games with complex micro-systems and reactive AI were one of the first victims, followed by immersive sims, single-player tactical shooters (nearly everything is either PvPee or aseptically designed for couch-op now), proper action RPGs that aren't hollow Asian slops or pseudo-soulslikes (with most Western companies also being completely incapable of producing meaningful role-playing experiences), and so on.
Add to that the wild rise of low-effort proceduralikes, Early Accessitis plague, rampant GaaSMMO-ization of formulae, the technological stagnation, enshitification of developers, the prospect of fully embracing the you'll own nothing and you'll be happy life, and it's easy to see why people (including myself) are getting bitter and grumpier. Thankfully, there are still gems for me to enjoy now and then, but they're objectively getting rarer and rarerand rarer, and a chunk of those are remustardmakes anyway which brings us back to the original point.
Speaking of rebootmakes, Ubisoft has postponed Splinter Cell rebootmake again I wonder if there are factions waring internally, some advocating for an "experience" similar to the original, while other pushing for a streamlined experience of mainstream audiences... Otherwise, how long does it take to rebootmake an existing game that wasn't that long either (presuming they are rebootmaking the original)?
Speaking of rebootmakes, Ubisoft has postponed Splinter Cell rebootmake again I wonder if there are factions waring internally, some advocating for an "experience" similar to the original, while other pushing for a streamlined experience of mainstream audiences... Otherwise, how long does it take to rebootmake an existing game that wasn't that long either (presuming they are rebootmaking the original)?
I expect the poor Sam to meet the same fate as the Prince at this point
But even if it weren't the case, fancier graphics would also come with fast-paced panther controls, invasive UIs, things adjusted for modern sensibilities and whatnot..
We already have an unofficial remaster ( https://github.com/Joshhhuaaa/EnhancedSC ) that plays great and even adds some minor mechanics from Chaos Theory, no need for a bastardized reebomake entry.
The most hilarious Ubidrama remains Beyond Good & Evil 2 though, still in "development" after almost two decades which is officially a tripe-A world record
So... "follow <>", x ray "part of my vision" vision, slow motion aiming, glue melee system, enemies passing through each other (19:21), retarded animations, broken graphics, retarded muhh story.
And they did things with shadow and light that not many modern games do in 20-fucking-26. And that thing ran on the original Xbox! Almost every light source was dynamic and could be shot down or otherwise disabled.
This has been the biggest travesty of the last decade. Lifeless, joyless assholes like Alex from Digitaw Foundwy pushing for this nonsense, when the result in quality is marginal at best, while computation is orders of magnitude slower. All this time and resources spent on this crap, they could have improved approximation techniques that would make meaningful improvements to graphics (like minimizing screen space visual artifacts). Instead, we traded screen space reflection and ambient occlusion for boiling grainy mess from way twacing and path turding, while still using all the retarded screen space effects ... because it costs too much to do it with the little rays they do turd.
I've read RTGI and Lumen are a life savior for dev so they don't have to prebake lighting and have lighter assets. This makes them not spend time / ressources on prebaking. Basically makes their life easier so they can slack and have Unreal Angina do the job for them even if it means it runs like crap in subpar 1080p 20fps (hello MindsEye on PS5 but as long as headshot loves it )
I don't think they really use RTGI because "it looks good" but rather "we can be lazy now". But maybe I'm wrong, i'm no dev so who am I to criticize.
I doubt 007 uses RTGI or Path finding though, seems like that old Hitman engine from PS4 era. PS5 / Xbox SeX versions never had it.
I think they abused the Hitman [a/e]ngin[e/a] to put that shit. Probably had nSlopia engineers rape it in.
You just know it's going to perform great when nSlopia is announcing your graphics features!
The shadows in this video though they look worse than 360 era shadows. Either nSlopia is cheating to market their "RTX on" crap, or the engine has suffered so much in this mid-gen monstrosity (can't really do real way twacing on base consoles, but gotta feature proof it by removing all approximations in favor or heavy and expensive way twacing ).
yeah but these features won't be on consoles for sure. So you lucky guyz on PC will have the amazing 5 fps version. Luckily though you can framerate gen to 60fps with nSlopia and have amazing input lag and artifacts
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