- Joined
- Apr 22, 2015
I kind of like Icon of Sin. I mean, what else can you do with that engine at the time without creating just another giant monster you can circle strafe to death? At least in concept it's good.
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Most people are also clueless regarding Doom Marine had his cameo appearance in Pro Skater already.Gonna buy Dark Ages but only by december, no reason to get season pass or anything when its a solo game.
Also, hes back on Pro Skater.
Kinda funny how some people are talking on "its reddit/fortinite" as if Pro Skater didn't had an official Shrek model. Sure the extra cost is a problem, but not the random crossover
https://youtu.be/1hGDSTGCTso
Yup, precisely.
And yet despite supposedly stagnating requirements only get worse and worse.Yup, precisely.
Technical advancements when it comes to videogame graphics fidelity have stagnated since the early '10s I'd say. We now are able to put out path tracing which in itself is a great achievement, but it's still in it's early ages so it's not mature enough.
Id clearly prioritize keep their game optimized and having a strong aesthetic(whether or not you think their aesthetic of choice really suits the Doom IP is a separate matter) over pushing the graphical envelope. Doom 2016 and Eternal performed phenomenally well relative to most AAA titles. Isn't it a good thing when modern games focus on look and feel instead of endlessly upscaling textures to little noticeable difference? And even putting that aside, why are we comparing promo still shots? You can't make a good technical comparison without actual gameplay, because a single picture just doesn't show the full story. Hell, even in game screenshots would be a good start.
Comparing the leap between 2D and 3D graphics to the room modern games have for graphical innovation isn't really fair. Where exactly can graphics go from here? All the innovations available right now are more polygons, higher resolution textures, and more shaders. All you can really do in terms of technical enhancements is add on bigger numbers to existing systems, at least until someone comes along and thinks of something completely outside the box that turns video games graphics on its head again.These games are 9 years apart
It's not a really a slight against Doom 2016 or TDA, it's just me recognizing all of your points. I know we've stagnated because lets face it there's no where to go from here.Comparing the leap between 2D and 3D graphics to the room modern games have for graphical innovation isn't really fair. Where exactly can graphics go from here? All the innovations available right now are more polygons, higher resolution textures, and more shaders. All you can really do in terms of technical enhancements is add on bigger numbers to existing systems, at least until someone comes along and thinks of something completely outside the box that turns video games graphics on its head again.
I shoulda mentioned that as well. Now more than ever, art style and design is so important because we've essentially just perfected graphics, all that we'll get out of that road as we've seen is diminishing returns.Imo the problem with graphics now is the lack of an artstyle. If you compare a game like God of War 3 to the new games, GOW3 is still far more appealing to look at because it has an actual aesthetic. The new games just go for muh photorealism. You can have a game that looks like real life, but if the aesthetic is shit I don’t wanna play it.
Basically where I'm at. We've got all the tools in our toolbox now, at least for the foreseeable future, so the new challenge is making the best use of the tools you're given. I may not fully agree with Id's vision for modern Doom but they clearly have passion for realizing that vision and it really shows in the end project.I shoulda mentioned that as well. Now more than ever, art style and design is so important because we've essentially just perfected graphics, all that we'll get out of that road as we've seen is diminishing returns.
I remember a dude, who seemly was legit being retarded instead of baiting, talking on how he thought Eternal being half the size of 2016 at launch meant it had much less content, even through thats the result of the optimization between ID6 and 7, and the removal of snapmap, the rest of the game kept a lot of content.Id clearly prioritize keep their game optimized