Tomi on 26/1/2014 at 13:42
Yeah, I agree. If the loading zones aren't too obvious and they make some sense, then I suppose I can live with that. It's only the foggy portals (or something similar) that seem to teleport you from one place to another that would really suck.
Renzatic on 26/1/2014 at 15:16
I'm thinking it'll be set up like DX:HR and Dishonored, where you'd have some kind of bottleneck between the separate sections.
Personally, load zones don't bother me all that much, so long as we're not forced to endure the pillbox sized levels of the ISA games. If the maps are Dishonored sized, for instance, I wouldn't mind at all.
henke on 26/1/2014 at 18:24
Damn Kaleid, don't be so stealthy with your links. Those videos are even better than either of the two others itt! :D
I stopped watching a bit into the 3rd video, don't wanna spoil too much for myself.
Platinumoxicity on 27/1/2014 at 05:49
...and back in 2001 when GTA3 was released, I thought the future was here, and from that point onward games would load their assets seamlessly. But two console generations later, games can't seem to achieve anything that they did over ten years earlier. Both the gameplay sophistication and the technology supporting that have regressed. Every core game mechanic is being watered down, and every front door in a level teleports into a special "indoor dimension".
The Unreal 3 engine supports powerful occlusion culling, that can basically hide everything that isn't in the player's field of view. The entire level can exist in the same space, but the things you don't see don't need to exist at all. There can be exceptions for NPCs of course. Since consoles have a more narrow field of view by default, the amount of data that needs to be loaded is smaller too. PCs can handle wider FOVs.
But I guess it was just easier to make loading zones for one platform and not fix things for the other. Eidos Montréal's Thief is all about taking the easiest route. If something was done well previously, don't try to make it better. Remake it in an easier, compromised way. That's their SOP.
Renault on 27/1/2014 at 06:28
I've never understood this either. You have games like Skyrim and the recent Fallout games - huge, detailed worlds that load everything seamlessly with no problems. I would think any kind of loading zone would be a thing of the past. Even World of Warcraft was doing this same thing before Deadly Shadows even came out. Why can't a fairly linear game like Thief do this same thing?
henke on 27/1/2014 at 07:20
Those games are mostly just huge outdoor areas though. Bethesda's games load when you enter a building, and the lighting in the GTA's few indoor areas have always felt a bit flimsy(aside from the latest one). I think it's something about the difference in outdoor/indoor lighting that makes most devs prefer handling those areas separate for the best quality.
Esme on 27/1/2014 at 12:22
I wonder if it is possible to turn off the zoom in to grab loot animation I was starting to feel motion sickness after Garrett picked up a couple of items from the desk.
If it's close enough to grab you shouldn't need to change perspective.
Springheel on 27/1/2014 at 17:26
But body awareness is cool! :rolleyes:
Tomi on 27/1/2014 at 17:29
It can be cool if it's done properly.
Renault on 27/1/2014 at 17:34
What games have done it well? Can't think of any. Recently, Outlast wasn't too bad.