Edge talks to Ready At Dawn's creative director - Ru Weerasuriya about The Order:1886 and the game's cinematic focus.
I just really want to see gameplay. Other than my impatience the game sounds amazing.
you and I both
@ alexkoepp It's incredible... ... how bad your trolling is.
@alexkoepp -- Try harder, troll.
@alexkoepp Ahan That was so immature it flipped round and became funny. I can't believe I fell for it when I was reading it in my head. Good job
@alexkoepp Your life looks lame
I think it's lame that they mentioned Gears Of War twice ...but hey, it's Edge. I hope they can meet peoples expectations with this home console debut and then grow even bigger for future projects. This could turn into another AAA developtment studio in Sonys 1st Party.
"cinematic", I'm starting to hate that word.
Fancy word to say "ultra linear".
And linear is a bad thing because?
People say linear as if linear is bad. What would you want ? Open world ? Why ? Because openworld games are ALWAYS good ?
SO defensive... Calm down. It can mean "ultra good" for you, fans of CoD. (jk lol) But answering your question, there's nothing wrong with it. I like movies too.
Dead space 3 was cinematic and look how awful that turn out to be..However uncharted2 is also cinematic and that is one of my favorite so it's kind of a double edge sword.
Me too, cinematic feels like short "Holywood style" which is the opposite to what i'm looking for, more open worlds/more impact on my own decisions/more exploration...
Cinematic can refer to presentation, not necessarily game design Uncharted's cinematic approach was that of an epic action movie with large set pieces and such The term used here can be due to the filter they are using over the game (can't remember what its called) to make the game look like a film, and the cinematic black bars on the screen. All they've talked about is the presentation so far, I don't know why people are jumping to conclusions about the gameplay
I certainly hope you're NOT excited for Quantum Break, because... Nevermind. I guess because The Order is "Cinematic" and clearly structured in a linear progression it's bad. Maybe it's because it's a PS4 exclusive these trolls (WishW3L and MestreRothN4G) are in qualms
when are we going to see gameplay ?
I'm thinking very soon. It seems like Sony PLANNED to have footage for the VGAs but devs wanted a little more time. I see the game being out in the summer. Doubt they would release this at around the same time as UC4.
@ armadilo21 i dont know.. One thing i do know is that it looks like our avatars are talking to eachother in the same field. Which i find a little to entertaining.
That's what i was thinking!! Lol
God, can't wait to see more footage of this beaut.
Doesn't this game have black borders at the top and bottom of the screen? I'm guessing the reason isn't purely for cinematic reasons.
I assume that the visual fidelity is preserved, but that's a shame what had to be sacrificed in order to bring the graphics to the highest fidelity possible. I would've preferred that we were able to explore. Also wouldn't be surprised if the cutscenes are "in-engine pre-rendered" like god of war 3, uncharted 3, FF13, to save space and disguise loading times.
They've already confirmed the cutscenes are in-game, and there's no difference between them and gameplay in terms of fidelity. https://twitter.com/AndreaP...
I'm wondering how a game would look like at a constant 24fps. It might add to the cinematic feel of the game however it would need to be stable at any time or it'll look horrible.
24fps would look horrible regardless. Motion in games is artificial from the get-go.
24 fps in film vs in games is 100% different. In movies each frame is exposed longer and motion is blurred while no processing is done. In games every in motion in the image is clear at every single frame at every single point while being processed. Thats why when a game that runs at 30fps dips even 2-3 frames that game starts to lag, but when a game runs at 60 frames and drops 2-3 frames you would never know.
I probably should've mentioned that I have expirience with 3D modelling and animation tools. Motion blur is easily achieved via post processing. Your example of framerate dips is pretty much accurate however it's not nessessarily the framerate that makes it look stuttery. The real problem here are the framerate changes (that's why I said it had to be absolutely stable). If the framerate varies in the range of 24-30 (the more fps the smaller the effect) our brain quickly realises that our eyes aren't looking at a fluid motion. If the framerate is stable, the animations are detailed enough, and the right motion blur is applied it should be possible to achieve a statisfying result on our technical level. Keep in mind that the initial idea was more of a thought experiment rather than a serious suggestion.
This game. I need it.
This game's going to be incredible. The viewpoint/camera placement of the game is like TLoU, which I love. Great setting, atmosphere. Can't wait.
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