Thirith on 27/1/2014 at 17:36
I liked it in Mirror's Edge.
Weasel on 27/1/2014 at 19:08
At least some of the Crysis games have body awareness. I know Crysis 2 does specifically, because I'm playing it right now. The body awareness is pretty unobtrusive and not really necessary. I don't mean that as a criticism, it's just not relevant to the gameplay as much as in Mirror's Edge.
sNeaksieGarrett on 28/1/2014 at 06:22
Mirror's Edge is a pretty good example. I can imagine playing the game as if I was Garrett from the first two games (no hands to speak of, no feet) and it'd seem weird. I'm with Tomi, I think if done properly it works.
I think the problem, in my opinion for what it's worth, that EM has run into is over-use or improper animations. The swiping animation to me is an "improper" animation. I don't see why Garrett can't just grab the object rather than "swipe it" with such urgency like that. And by over-use, in this case I mean having his hands on screen at all times.
I think a good use of body awareness particularly in this new Thief is the lockpicking. I like seeing Garrett's hands as he picks the locks.
Shinrazero on 28/1/2014 at 07:27
Quote Posted by bukary
Well, it seems that the developers "changed their minds". Here's what b1skit said some time ago:
And here's (
http://forums.eidosgames.com/showpost.php?p=1977011&postcount=35) what we have right now (according to the journalist who played the game):
And more:
In short,
loading zones (and screens) with blue mist portals confirmed!Inline Image:
http://i.imgur.com/d9xsncq.gifCome one guys, we can't have expansive levels with no loading. As Narrative Director Steve Gallagher pointed out, "We're not in 1998."
Platinumoxicity on 28/1/2014 at 16:35
Quote Posted by Weasel
At least some of the Crysis games have body awareness. I know Crysis 2 does specifically, because I'm playing it right now. The body awareness is pretty unobtrusive and not really necessary. I don't mean that as a criticism, it's just not relevant to the gameplay as much as in Mirror's Edge.
Mirror's Edge and F.E.A.R are examples of first person games with perfect body awareness. Your body animations are supposed to flavor your gameplay by replicating the actions you are doing in the most efficient way they can, under their own limitations which are caused by the sheer number of variables that your total dynamic movement freedom produces. F.E.A.R is the superior of these two, because it doesn't even have button interactions or takedowns that lock your movement into the environment to synchronize animations.
Games like Thiaf and Assassin's Creed are the opposite. The game gives you as much freedom as it can under the very narrow restrictions of absolute focus on animation synchronicity in combination with zero effort put into trying to make animations dynamic. Though AC seems superior of these two, because in it you don't need to enter a "static crowd pushing mode" to push away citizens in a crowd. Altaïr's hands seek out the characters dynamically without any interference in the player's control. You know, the way EM advertised Garrett would grab onto the environment in Thief, but what he doesn't actually do, instead even leaning is a static mode.
New Horizon on 28/1/2014 at 17:04
Quote Posted by Springheel
Well, we can argue over the semantics of "sloppy", but I think its ridiculous to only use the light level of the floor (if indeed that's how its done) in a stealth game with real time lighting. It goes beyond leaning into the light, which I could live with, but being fully hidden in darkness when the top half of your body is lit up? Even TDS was more sophisticated than that.
Yup. TDS took light readings from 12 points on the player model and averaged them to come to the final reading.