I think you only solidify his point, considering it's been 16 years and we're still stuck with the same faces being the face (no pun intended) of Unreal engine.
Pretending this game is visually appealing is one of the most bizarre things this board parrots.
The cutscenes were actually a budget and timing issue, they were supposed to be prerendered or shot ingame iirc but due to EA demanding they get the game out faster they settled for 2 tone flash animations, and reviewers criticised the cutscenes as a result.
5 days ago
Anonymous
>reviewers criticised the cutscenes as a result.
The cutscenes are another one of the unique parts of the game, journos as ever were and are moronic.
4 days ago
Anonymous
>The cutscenes are another one of the unique parts of the game
frick off contrarian, they looked like Esurnace commercials
Mirror's Edge uses baked lighting. Basically think of it as the developer pretty much manually painting the shading in following their bounce lighting simulation.
But as a consequence, it could only be used with static objects without looking really off.
>Um, no, we don't need to actually think about art direction, we can just scan moronic celebs and pick assets from the UE store! Why even think about lighting as well when we don't have to bake it anymore, we'll figure it out later!
It's one of the most definitive "strong style over technically impressive art" games out there, that show future devs how to have near-timeless games.
Except it also has pretty good tech too, because DICE weren't shit then.
ME was just an anomaly on so many levels, and needed to be in any other hand but EAs.
nope, it does look like that, the global illumination is bad, that's likely not full settings but you can see the textures are high res so it's not minimum
The gatekeeping we needed was on industry hires, rather than normie consumers. Back then it was still expected and a point of pride that you really, really knew how to program, and that you had to get every ounce of performance that you could. Now many devs sit around learning a bloated engine they understand nothing about the under the hood workings of, and probably couldn't fix it even if they did. Graphics have reached such an amazing level even with horrible optimization they're willing to use the player's hardware to do their lifting for them. You didn't spend $600 on a new GPU to make things awesome for you, you bought it so a nepotism hire never has to know what C is other than a letter of the alphabet.
1. not a rebuttal 2. lore, all greenery gets spraypainted white
Now answer the question
4 days ago
Anonymous
[...]
Still awaiting your answer
i dont need to because you've outed yourself as THE mirrors edge 1 autist on Ganker.
4 days ago
Anonymous
Alright, thanks for your concession
>Unreal looks plasticky and fake as shit >Cryengine non-existent >Unity has uncanny valley >Re engine is only good for small environments with massive performance issues the larger the map. Only works well in dark environments, otherwise looks very much like a game
modern engines suck ass
ME1 is using Unreal, albeit an older version, so that's probably not the problem
>Unreal looks plasticky and fake as shit >Cryengine non-existent >Unity has uncanny valley >Re engine is only good for small environments with massive performance issues the larger the map. Only works well in dark environments, otherwise looks very much like a game
modern engines suck ass
I mean, that's the point. Hardware is faster now, engines are more complex with even more features and more people working on it with giant budgets. We should have "proper" stuff in modern games as it's easier than ever to produce but we don't.
>some """""""""""""""games"""""""""""""""" are reliant on it
pseudo interactive 3d tech demos being sold as $60 games to make it look like those systems still have any worth or appeal
apart from the pokemon and fallout/dead light there really arent many games that should have it
Swedes are built different
I think we could've stopped here in terms of graphical fidelity, I don't need to see peoples' skin pores.
I think you only solidify his point, considering it's been 16 years and we're still stuck with the same faces being the face (no pun intended) of Unreal engine.
>Hurr durr look at me i am le contrarian
Mirror's Edge wasn't trying to be cartoony with its models.
frick she was HOT
It wasn't trying to be ultra real either and the cutscenes reflected this. It was stylized but didn't go overboard with it.
The cutscenes were actually a budget and timing issue, they were supposed to be prerendered or shot ingame iirc but due to EA demanding they get the game out faster they settled for 2 tone flash animations, and reviewers criticised the cutscenes as a result.
>reviewers criticised the cutscenes as a result.
The cutscenes are another one of the unique parts of the game, journos as ever were and are moronic.
>The cutscenes are another one of the unique parts of the game
frick off contrarian, they looked like Esurnace commercials
>Esurance
lel
this. xbox series x is good enough. i don't need 8k and i dont want my games to be over 1TB each. it's not sustainable anyway.
it's good to remember that mirror's edge was an anomaly in the brown'n'bloom era
Mirror's Edge uses baked lighting. Basically think of it as the developer pretty much manually painting the shading in following their bounce lighting simulation.
But as a consequence, it could only be used with static objects without looking really off.
>Unreal engine FIVE games look nowhere as good as that
>This game was Unreal engine THREE
I just want the stutter issues in UE to be fixed
it is tho
>looking worse
>running worse
its so over
technology is gaped now
>Um, no, we don't need to actually think about art direction, we can just scan moronic celebs and pick assets from the UE store! Why even think about lighting as well when we don't have to bake it anymore, we'll figure it out later!
the games look good in ue5, the problem is that they are all uninspired photorealistic crap with the camera sway and 200 ppe
Makes you wonder how a AAA UE3 game would look today given how fricking well that engine scaled with hardware.
Games don't have art direction anymore.
>2023 graphics
Pretending this game is visually appealing is one of the most bizarre things this board parrots.
It's one of the most definitive "strong style over technically impressive art" games out there, that show future devs how to have near-timeless games.
Except it also has pretty good tech too, because DICE weren't shit then.
ME was just an anomaly on so many levels, and needed to be in any other hand but EAs.
have you played it?
Every other scene is wallpaper material.
art direction > realistic graphic win every time
why cant AAA figure it out
DID HE SEND YOU?
2007 is as far from now as 1990 was from 2007
top game 1990 was super mario world
meanwhile pic rell
no way starfield actually looks like that
surely the settings are on minimum
nope, it does look like that, the global illumination is bad, that's likely not full settings but you can see the textures are high res so it's not minimum
How did crysis do it? It released in 2007. That's 17 years ago. I was a teenager when this game released. What went wrong?
The gatekeeping we needed was on industry hires, rather than normie consumers. Back then it was still expected and a point of pride that you really, really knew how to program, and that you had to get every ounce of performance that you could. Now many devs sit around learning a bloated engine they understand nothing about the under the hood workings of, and probably couldn't fix it even if they did. Graphics have reached such an amazing level even with horrible optimization they're willing to use the player's hardware to do their lifting for them. You didn't spend $600 on a new GPU to make things awesome for you, you bought it so a nepotism hire never has to know what C is other than a letter of the alphabet.
We have to go back
The problem is it's an almost completely static environment with baked lighting. Fine for some games but completely unsuitable for many.
also its not fricking hard to make a game look pretty when you only use vibrant, contrasting colors.
If it's so easy then why are there currently 0 games that improve on Mirror's Edge 1's artstyle? Even Catalyst fricked it up.
why are the plants white
1. not a rebuttal 2. lore, all greenery gets spraypainted white
Now answer the question
i dont need to because you've outed yourself as THE mirrors edge 1 autist on Ganker.
Alright, thanks for your concession
ME1 is using Unreal, albeit an older version, so that's probably not the problem
>Unreal looks plasticky and fake as shit
>Cryengine non-existent
>Unity has uncanny valley
>Re engine is only good for small environments with massive performance issues the larger the map. Only works well in dark environments, otherwise looks very much like a game
modern engines suck ass
Blame the artists, not the tools. We've had amazing looking games in the past on vastly less capable engines.
Source 2
Still awaiting your answer
I mean, that's the point. Hardware is faster now, engines are more complex with even more features and more people working on it with giant budgets. We should have "proper" stuff in modern games as it's easier than ever to produce but we don't.
And with solid colours textures, because they knew any detail they'd put in would be completely destroyed and end up looking like ass.
The insistence of using real-time lighting and day-night cycles in games is one of the many tragic mistakes in the industry.
It depends entirely on the game. Some games are very reliant on it as a core mechanic.
>some """""""""""""""games"""""""""""""""" are reliant on it
pseudo interactive 3d tech demos being sold as $60 games to make it look like those systems still have any worth or appeal
apart from the pokemon and fallout/dead light there really arent many games that should have it
mirror's edge art direction is easily a 10/10
yeah man i really love the 'Google Office' aesthetic the game has.
it would basically not work for any other game but mirror's edge
Fricking sucks
Rdr2 better
>you just realized graphics have largely Stagnated for 15 years