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http://youtu.be/VxDkIxdK8TA

The video isn't the best quality, but it's the footage that was released. Not sure how I feel, that initial trailer looked really interesting but this just didn't really did do anything for me. Visually it is stunning, but I want to see more.

http://youtu.be/VxDkIxdK8TA

The video isn't the best quality, but it's the footage that was released. Not sure how I feel, that initial trailer looked really interesting but this just didn't really did do anything for me. Visually it is stunning, but I want to see more.

 

Stunning. Love the alt universe / steampunk + supernatural setting

Game looks incredible.  First time I'm seeing a good size jump in graphics for the new gen games.  Not thrilled with the game type though.  Seemed too much uncharted mixed with AC.  If they nail the story down like Uncharted did, this could be the reason for me to pick up a PS4... just not sold on this yet.. need to see some more gamplay (maybe in the day time)

looks fantastic. i really hope they handle the zombie sequences well. im pretty tired of the situation where there's zombies in a dark corridor that pop out to try to scare you. That, or the ubiquitous "fight the enemies until help arrives" sequences.

This game just shot to #1 on my most wanted list :drool:

 

Yeah the world has me drooling, love it. As for it being "traditional TPS", nothing wrong with that IMO. I mean The Last of Us won how many awards? If you can nail an awesome story and have the good blending between cutscene and gameplay, everything pulls together for a good overall package. Sure if the story sucks, you end up with a mediocre TPS, but considering Sony's focus on story in many of their 1st party games I'm not worried about the story for The Order. Especially after watching the access video above, they really do seem to care about the world.

I could see how people who play on a smaller sized monitor might not like the decision with the aspect ratio, however as someone who plays on a 55" TV, I would love if more games utilized it actually. I just love the more cinematic feel it brings.

I could see how people who play on a smaller sized monitor might not like the decision with the aspect ratio, however as someone who plays on a 55" TV, I would love if more games utilized it actually. I just love the more cinematic feel it brings.

 

I think the right game can for sure experiment with this kind of ratio, but for the industry on the whole it's not something to just throw at your game "because cinematic". This isn't a dig at you Larry, as I actually agree it's good to see games trying out different things, but if it works here it's not something I'd like to see becoming a trend just because

 

This article here shows off well how it can help a game like this, the wider viewing angle for a TPS can be put to good use in a city based environment. Especially with parts of the game played out on top of buildings. However as the developers have said it's a decision you make early on to base your game around the artistic choice, not something you can really do last minute for a technical performance boost (lower res and upscaling is preferred) or simply to be different.

 

Not to mention with some of the shoddy writing in games, half of them aren't deserving to be touted as cinematic :p

I could see how people who play on a smaller sized monitor might not like the decision with the aspect ratio, however as someone who plays on a 55" TV, I would love if more games utilized it actually. I just love the more cinematic feel it brings.

 

I think they should give people the option.

 

16:9 aspect ratio with FXAA or the movie aspect ratio with 4x MSAA.

I think they should give people the option.

 

16:9 aspect ratio with FXAA or the movie aspect ratio with 4x MSAA.

 

If they design the game around the ratio from the ground up you could be stopping someone playing at 16:9 from seeing "information" during a cutscene or gameplay. As you can see from the link I posted you get a wider aspect ratio and if you design your game around that aspect ratio chances are during parts of it you need to be able to see something that wouldn't normally be in your peripheral vision at 16:9.

 

That's the difference between purposely designing a game at this ratio, and simple offering a toggle option that could be patched into a game designed around 16:9 where you see everything you need to already.

 

It creates a headache for the developers if they want to truly maximize what they can do with a wider viewpoint, as they'd need to try and make sure if someone chooses to play in 16:9 they aren't hampered in any way.

Well those videos were great.  I hate to say it, but this game has jumped ahead of Infamous on my most wanted list.  I guess its becuase Infamous is a known property from a known series.

 

This game is a new ip in a very interesting world, a world I want to learn more about.  The gameplay seems to be an interesting mix of tps ideas which is fine by me.  The style and visuals really appeal to me and it looks next gen.  The whole thing about the aspect ratio is going to be very subjective, but its a non-issue for me.  It looks great and its resolution/aspect ratio does not keep it from being a great game.  The story is one of the last uknowns for me, but it sounds like the developers are focusing on that, so I look forward to seeing pieces of that.

 

I hope the final product holds up to the expectations. 

I'm surprised no one has touched on the point that the game is 30fps and that the developer made this quote:

"Higher framerate doesn't equate to better," Weerasuriya insisted.

I'm surprised no one has touched on the point that the game is 30fps and that the developer made this quote:

 

Well it would help others if you posted the whole section rather than a snippet of a longer answer

 

And while response time is a worthwhile concern?60 frames definitely feels faster than 30?Weerasuriya noted the way the game is constructed can eliminate the need for a quicker response.
 
"You build the game with that in mind, because everything you do is a compromise," he said.
 
"Some things are done the way they are because of the experience they're trying to portray to the player. I think for us 30 frames per second and the animorphic? is very calculated because it happened very early on."
 
Ready At Dawn was from the beginning seeking a specific look and feel for the game. They liked the way 30fps looks versus 60, and they insisted on utilizing a 4x multisampling anti-aliasing (MSAA) process?which is quite technically demanding. Between that and any number of other graphical effects they wanted to implement. going with a higher framerate just wasn't a priority.
 
"Higher framerate doesn't equate to better," Weerasuriya insisted. "The framerate has to satisfy the experience you want to have."

 

 

I think most of us with a basic understanding of graphical demand know the bolded part above is why the game is 30FPS. I don't think there's any shame in admitting even the PS4 has it's limits and it would not be outputting at 60FPS at 4xMSAA.

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