Video games are becoming massive in scope, with RPGs and MMOs at the forefront of creating large, fully realized open worlds. Living, breathing environments that span vast distances while also being incredibly detailed are becoming the norm. With this increase in breadth of vision comes an equally steep increase in development resources needed, both in people and processing power. When From Software began crafting their impeccably detailed, Lovecraft homage Bloodborne, they turned to innovation to make more efficient use of their resources, specifically the 3D optimization technology of Simplygon.
If FromSoftware's Bloodborne ever gets a sequel—and that's a big if—it won't be able to simply pick up where its predecessor left off.
probably due to some.of the endings true.
but u can still continue it on and subsequently end it for good.
Dr. Serkan Toto says: While things do not look great for many studios in the West, things are very different in Japan – and I was shocked how little people in the industry still know and understand about the third biggest gaming market in the world (which is a probably a positive for a Japan game industry consultant like myself).
Honestly, it looks about the same if we are measuring a company's success on their all time high stock price. It has nothing to do with the sentiments some in the industry have.
Objectively the two biggest problems are cost cutting and consolidation.
"The more I learned about Nightreign, the more my concerns started to grow that FromSoftware might lean too hard into chasing more mainstream success." - Ethan Krieger
Eh we'll have to see. Elden Ring was/ is very good, I'd personally still put Sekiro and Bloodborne at the top but really FS seem to nail it every time.
Very interesting. I wonder if the FOX Engine makes use of this technology in some way. The fact that the game (Metal Gear) is 60fps on the current consoles likely means they made use of some tricks to reduce polygon load to keep resolution and frame rate high in an open world.
In the case of Bloodborne, it's definitely ideal, especially when we're dealing with a world as large and fast loading (post-patch) as Yharnam.
All game do it...its called LODs (level of detail ). Its just of matter of how well as the game engine must handle them in a smooth transition rather than a "pop in". Simplygon simply does all the legwork by auto-generating LODs from a model so artists don't have to manually do it and its main highlight is that the lower res models maintain the same high detail look. So I guess it's really more mesh optimization than LODs as most of time the low res models from Simplygon can be used constantly instead of swapped in as LODs.