Lmao. The only thing they don't want to stress is their shitty engine from 20 years ago.
To add to the current game engine discussion, it's not that Creation Engine is bad because it's old.
For example, Source 2 is a direct derivative of the Quake Engine. Valve got the source code from id, essentially making a hard fork of it, and made Goldsrc. Then they've hard forked that and overhauled it, thus creating Source. And then they've improved on that and created Source 2. And they've never rewritten this from scratch, there's hard evidence that Source 2 still has code from the OG Quake Engine.
Same with Unreal. I do not think Epic ever rewrote that thing from scratch, so current day Unreal 5 is a direct derivative of Unreal from the 90's. Both of these engines do not show any sings of stagnation or lack of development. And you know why? Because Valve and Epic worked hard and employed talented people to get it to that point. Bethesda were always shit at writing code, the base code was shit, their additions were shit, and all of that technical debt added up to give us current day Creation Engine.
Basically, all the issues of Creation Engine are purely Bethesda's fault. Not NetImmerse, not Gamebryo, not that it's all derivative from a 90's codebase, it's all Bethesda. They could've improved the engine to the point of being a major rival in the RPG scene, but they didn't, because they lack the skills to do so, and instead made it a barely working patchwork that never progressed much further from it's origins.
Check out this gameplay.
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Beautiful.
I love how through all these years Bethesda's NPC's are still on Oblivion levels of jank. The guard NPC running up to the player, then stopping, then the game forcing the camera onto him and zooming in, albeit now without the awkward zoom in animation, the entire world freezing for the dialogue and the anticipation of the player's response, and the NPC being very stiff in general. Not a single improvement in this regard ever since 2006.
I find it really odd that people are upset about boundaries, like bruh every game out there have invisible walls/boundaries, the difference is how games can get creative.
- Crysis? You swim too far out and you get a missile up your ass
- GTA 5? You get buck broken by sharks
- Subnautica? Yeah they have those glow in the dark CIA leviathan niggers stalking you and you can try and pull a Terry A Davis on them
- Just Cause 3? You just die, nothing else
- Mad Max? You are engulfed in a never-ending lighting sandstorm until you die
I get that people buy into the hype of Toddy McHoward and are upset. But c'mon, if the worst things on the planets are invisible walls and that's enough to be outrage about it, then find a true & honest game that doesn't have invisible walls and enjoy that
I remember wandering off God knows where in The Witcher 3, and then Geralt stopping, saying something about losing the path, and then the game pulled up the map to show me I was at the map's boundary suggesting that I should move the other way.
It's still a rather blatant way of turning the player away from the map border but it was still better executed than the game just showing a popup saying you're at the world's border. At least it attempts to blend in with the game's universe in some way.