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Impressive technologies used for one game and then abandoned

mhirano

Member
So far ahead of its time.

dead-or-alive-dead-or-alive-xtreme.gif


This gameplay mechanic is the pinnacle of our generation.
Looks like ass
 
Disbanding the incredible CPUs PS360 used was a real detriment in retrospect. We traded all these cool advancements in physics, simulations, animations off for a bump in resolution
They were certainly not incredible in the things that CPU's are supposed to do.

Their only "advantage" was more floating point than usual which would go unused otherwise but is typically within the GPU realm. If modern games aren't doing the same things it's either because they're using that floating point elsewhere or just that they lack the interest to do it. There's nothing to it that couldn't have been recreated and even expanded on say, the PS4.
 
Tried to shoot somebody in the knee with an arrow in Ghost of Tsushima. Did minimal damage and enemy was alerted and ran off.

Body contextual damage needs to come back.
Didn't mgs5 have it?
Sure you could shoot people in the arms to specifically stop them using guns because of broken or injured arms, or legs/knees/feet to stop them running about. It's been a little while since I played it to be fair.

The LoTr shadow of games had it where you shot the orc feet with arrows and it pinned them to the spot while they were tugging at there foot to get loose after a little while and hobble off

Not 100% but I think sniper elite has it too, watched my mate play it tonight, and he's terrible at it, kept getting nonfatal body shots, and the Germans kept stopping and holding that wound, giving him time to shoot again. Sure he was getting "limb shot" medals
 

CamHostage

Member
There was a LucasArts game that used that tech before ... I just don't remember it's name

Are you thinking of the Indiana Jones game project? It never came out (although Staff of Kings on PS2/PSP/Wii was basically the past-gen version that the contracted studio actually finished while the next-gen game spoiled on the vine, sort of like Battlefront 3 / Elite Squadron PSP.) I don' t recall which was announced, Indy or Force Awakens, but they were part of a similar tech endorphin-rush at LucasArts that unfortunately didn't get them far (though they did get two Force Awakens shipped.)

 
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CamHostage

Member
sounds like there's plenty of grey area...

Overdoing patent applications like the Nemesis patent (which, BTW, we're calling "Methods for managing...hierarchies and individualized correspondences" a technology?), seems to mostly be preventative, to lock down even the most no-duh technology before somebody brings them to court in Texas saying they invented the concept.

You see Nintendo or Sony sometime patenting the most basic ideas for things they've already shipped in the past. You also see the wrong side of this in other tech fields (sort of like how podcasting had to go to court in 2014 because somebody said they invented the idea of podcasting and sued the big-name hosts to collect or perhaps establish precedence,) and gaming went through a rash of this with the Rumble Lawsuits (although Immersion at least did make things.) Generally, there's not been a lot of legal battling between publishers over patents, and it seems unlikely to explode in the future. Companies who make things just don't want to be shaken down by people who's only business is to sue.

...Not that it couldn't get ugly some day in the future.
 
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Unique controllers in general are just a dead market, for no good reason. These days you could make 1 novelty controller and sell it to work for every platform (...except the platform makers won't let you use core features or be natively supported even with a license, so technically, you can't,) and you'd think that there'd be a lot of experimentation and innovation in that market, but instead, everybody just tries to make a "Elite" version of the PS/XB controllers already on the market.

Dance Pads, Fishing Rods, Fight Sticks, Flight Yokes, Light Guns... not to mention Resident Evil Chainsaw Controller. Where did all the hardware go?
They were pretty crap if you tried to use them for real gameplay purposes.
 
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Red Faction Guerrilla and to a lesser extent Armageddon's building destruction has yet to be replicated but its such a great system for open world games to give their players freedom to tackle certain missions.
 

Kupfer

Member
Maybe it has to do with the localization of the games here in GER the Gore is minimal and even Swatiskas are censored
The current CoD games are uncut in Germany.
Reducing the overall gore-factor and not to use swastikas are global design decisions by the developers, not changes to a specific version.
Wolfenstein II, on the other hand, is available for purchase in Germany as an international version, with swastikas. The level of violence in the German version is identical to the international version. Wolfenstein II is also a great game for well-executed gore, not quite as good as SoF II DH back in the day, but still better than most everything else these days.
 

DonJimbo

Member
The current CoD games are uncut in Germany.
Reducing the overall gore-factor and not to use swastikas are global design decisions by the developers, not changes to a specific version.
Wolfenstein II, on the other hand, is available for purchase in Germany as an international version, with swastikas. The level of violence in the German version is identical to the international version. Wolfenstein II is also a great game for well-executed gore, not quite as good as SoF II DH back in the day, but still better than most everything else these days.
Sounds good maybe i got used to the Gore and its normal for me now
 
I know we have Wreckfest but I miss racing games with unlicensed cars like Burnout or MotorStorm. Wrecking the vehicle in every possible way while fighting your way through the race for the 1st place is always fun. There are just too many racing sims and too little wacky racers these days.



Bonus: At 02:42 there is some spicy going on the chat hahaha
 

Allandor

Member
Are you thinking of the Indiana Jones game project? It never came out (although Staff of Kings on PS2/PSP/Wii was basically the past-gen version that the contracted studio actually finished while the next-gen game spoiled, sort of like Battlefront 3 / Elite Squadron.) I don' t recall which was announced, Indy or Force Awakens, but they were part of a similar tech endorphin-rush at LucasArts that unfortunately didn't get them far (though they did get two Force Awakens shipped.)


No, not that. Just looked at Wikipedia:). Fracture was the name of that 'physic' based shooter from LucasArts
Wasn't really successful
 

Black_Stride

do not tempt fate do not contrain Wonder Woman's thighs do not do not
This, gta 4... nothing else?
Euphoria was fantastic
Thats DMM.....only The Force Unleashed used DMM.....and also sparingly....like much much much more sparingly than was ever promised.
It wasnt worth the effort to use it how it was originally intended....its why DMM basically completely disappeared from the realtime space.
While the software was great its integration wasnt and the owners didnt understand how videogames worked so their contracts were alien to videogame companies.
Its a software thats basically gone underground because there are other solutions that might take slightly longer to implement but are more intuative and geared towards game development.


As for Euphoria.
Backbreaker used Euphoria as well.

Euphoria is a bitch of a technology to use.
Rockstar was fast and basically included Euphoria in their engine natively, complete integration so it isnt as much of a task for them to integrate it into a new game.

Its not possible to license Euphoria anymore so new third party games aint gonna be using it.
 

Happosai

Hold onto your panties
I was wondering why sometimes developers implement something amazing in their games, just to remove it in the later episode. One of the biggest disappointment in my gamer carrer was Gears of War 3. I remember when, before the second chapter, devs shown this awesome tech demo of UE 3, with all the interactivity stuffs, fluid physics and environmental destruction:




and when GoW 2 finally released, it delivered. Single and multiplayer level could been blown up piece by piece, making firefights lots more visceral and responsive and the boss fight in the lake or the level inside the monster with all the fluid blood were so memorable.






Another great example is Euphoria physics used in GTA IV, Red Dead Redemption and Max Payne 3 (this one have not a sequel btw), masterclass in procedural animations and responsive behaviour for characters and materials and then scrapped in later games.




Same thing for fluid physics in Halo 3, never used in later entries for my great disappointment:




And what about one of the most impressive gore system ever developed with Soldier of Fortune 2 (yeah, the later game has not been developed by the same devs, but still suck the huge downgrade):




So, what are some impressive technologies you remember being used by studios for a game, and then never being integrated anymore?

It may not seem that relevant today but Action Max seemed to be fairly advanced. Granted it was a console and there had been more than one game; it was a one time shot and was nearly forgotten. I'd never seen someone who thought to sync a laser shooter with a sensor attachment, video tape and make it so interactive. I'd say the same thing about the Wing Commander game (s) but then again, that wasn't a one time shot.

 
A lot has been said about the lengths that Farcry 2 went to create an incredibly immersive world. That was never really carried over to the same degree ever again in the series. I can't say it's all that bad, though. Farcry 2 is a very oppressive and hard to enjoy game. It's brilliant, but boy is it a slog. The later games, while less steeped in realism, have been more fun to play.
One thing about Far Cry 2 that blows my mind is that it has real time reflections for static and physics object in the water. This can even be seen in custom made maps in multiplayer. But the water doesn't reflect andy of the players in the game, only objects. The water also has buoyancy. So if would or oil barrels fall in they actually float. I'm going to see if I can post a video because it's fascinating.

Edit: Here we go I found it in my phone.

 
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killatopak

Gold Member
Does bone, injury and treatment tech from MGS3 count cause I loved it and haven’t seen games do that. at least from the ones I’ve played.
 
The "Euphoria Physics" engine used in Star Wars: The Force Unleashed 1 & 2 were way ahead of their time. After each combat encounter, I would always try and allow one enemy to live just so I could force grab them and swing them around just to see what happens.
 

Kikorin

Member
Does bone, injury and treatment tech from MGS3 count cause I loved it and haven’t seen games do that. at least from the ones I’ve played.

Talking of bone, Dead Island had breakable bones for zombies limbs when you were using impact weapons. Never seen again after that.
 
The "Euphoria Physics" engine used in Star Wars: The Force Unleashed 1 & 2 were way ahead of their time. After each combat encounter, I would always try and allow one enemy to live just so I could force grab them and swing them around just to see what happens.

What ever happened to this engine? Because no one uses it anymore. Didn't the company go out of business?
 
What ever happened to this engine? Because no one uses it anymore. Didn't the company go out of business?
LucasArts was shuttered by Disney when they took over the Star Wars IP. I'm certain most of the people who worked at that studio now work for various other game dev teams. The actual "Euphoria Physics" technology itself is probably within Disney's ability to license out, but I guess no one has wanted to use it.
 
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AdamTank83

Neo Member
This was in 2 games, not just one but the Nemesis System for Shadow of Mordor/& War, then was trademarked never to be used again unless they do it with Wonder Woman which I doubt.
 

stranno

Member
The "Euphoria Physics" engine used in Star Wars: The Force Unleashed 1 & 2 were way ahead of their time. After each combat encounter, I would always try and allow one enemy to live just so I could force grab them and swing them around just to see what happens.
To be honest, the force physics in the Krome version (PSP, PS2, WII, Switch, etc) of the game were much much more fun than the LucasArt's engine force.

LucasArt's force felt very rigid. Not to mention the force was somewhat broken at 60FPS on PC. One of the puzzles in the second DLC was unplayable at 60.
 
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CamHostage

Member
LucasArts was shuttered by Disney when they took over the Star Wars IP. I'm certain most of the people who worked at that studio now work for various other game dev teams. The actual "Euphoria Physics" technology itself is probably within Disney's ability to license out, but I guess no one has wanted to use it.

That's not quite correct. LucasArts did not own the technology systems it introduced in Star Wars Force Awakens, they licensed it from other companies.

Euphoria "Dynamic Motion Synthesis" physics technology (the thing where characters ragdolled like real stuntmen) was created by a company called NaturalMotion, which branched out into its own game development (they made Backbreaker and Clumsy Ninja; eventually they were bought by Zynga and are making the new Star Wars Hunters game.) The company's tech development side is no longer operating and as far as I know the tech is not even used in Hollywood/commercial productions anymore (where the tech originated before being adopted for games.) Other companies have used Euphoria (well, Rockstar and its companies have used in, I'm not sure if anybody else but them and LucasArts got a game out with it?)



That is separate BTW from the DMM - Digital Molecular Matter (the thing where wood, glass, stone and jelly would break like real materials), as that was created by a company called Pixelux. This tech also started out in Hollywood and seems to still exist but mostly as a licensing manager; there's no word of any improvements to DMM in almost a decade. It hasn't been used as a core feature of any games in forever, but I believe the technology still exists to plug into Maya and other development systems for production purposes.



(Also, I would say it's not quite correct that LucasArts was shuttered when Disney "took over the Star Wars IP"; Disney bought the whole LucasFilm/LucasArts business, which included the Star Wars IP as well as a ton of other stuff, including the video game business which made some Star Wars games but also lots of other stuff while also handling some of the licensing of Star Wars games to other companies... and Disney shuttered the LucasArts development office because they took a look at the ledger and went, "Yikes...!")
 
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(Also, I would say it's not quite correct that LucasArts was shuttered when Disney took over the Star Wars IP; Disney bought the whole LucasFilm/LucasArts business, which included the Star Wars IP as well as a ton of other stuff, including the video game business which made some Star Wars games but also lots of other stuff while also handling some of the licensing of Star Wars games to other companies... and Disney shuttered LucasArts because they took a look at the ledger and went, "Yikes...!")
If laying-off 150+ employees who were actively working on different projects and keeping in place only 12 personnel for licensing purposes isn't shuttering, then I don't know what is.
 

CamHostage

Member
If laying-off 150+ employees who were actively working on different projects and keeping in place only 12 personnel for licensing purposes isn't shuttering, then I don't know what is.

Yes, the development studio was closed, and projects were dropped. Just saying, it wasn't specifically because new management took over the Star Wars IP; Disney acquired the entire business, and the LucasArts branch sadly no longer made sense as a competitive entity in the grand picture of the whole conglomeration. (It was a down period for LucasArts, and maybe if 1313 had been in a more complete shape or Star Wars First Assault had stood out more, maybe more argument could have been made for its value for a little longer or for a sell-off of the team, but at the time LucasArts was not on solid footing.)
 
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abcdrstuv

Banned
It may not seem that relevant today but Action Max seemed to be fairly advanced. Granted it was a console and there had been more than one game; it was a one time shot and was nearly forgotten. I'd never seen someone who thought to sync a laser shooter with a sensor attachment, video tape and make it so interactive. I'd say the same thing about the Wing Commander game (s) but then again, that wasn't a one time shot.


No one has been able to improve on the basic two-handed pad/stick controller.. Wii games were fun but gimmicky, the Kinect was a bust. The only accessories ever to take off were for Guitar Hero.. If there's a better mousetrap it's yet to be invented.
 

ResurrectedContrarian

Suffers with mild autism

I love this cabinet, almost bought one once but thought better of how much space it would take up.

I've also considered building one. It'd be a fun project, and all you really need (somewhere I have the original cabinet diagrams I found online) is a small monitor with very good black levels / high pixel vibrance, then you place that monitor upside-down under the glass surface facing up at an angle, and enclose it in a half-sphere of black reflective glass, positioned so that the mirror line of the characters appears right at the glass level (the reflections under the characters are all drawn on the monitor, it just reflects it at the halfway point so it appears to be a true reflection).

This is a very old video and I'm kinda sad we never saw anything developed for this.



I always hated this video with a passion. This kind of visual trick is deceptive online, because in a 2D video it will look amazing -- but it will exactly as lame as those perspective-based sidewalk drawings in person. Utterly flat.
 

CamHostage

Member
I always hated this video with a passion. This kind of visual trick is deceptive online, because in a 2D video it will look amazing -- but it will exactly as lame as those perspective-based sidewalk drawings in person. Utterly flat.

Well, sure, but of course it's flat. Most 3D representations are flat; a 3D TV or 3DS is two flat images that your eyeballs see independently. (Granted, the footage is filmed/rendered from dimensionality, sort of the way a pair of eyes would perceive it.) 3D trickery depends on fooling your brain from the signal sent from your eye, so whether it's a stereoscopic image or a force-perspective design or a viewpoint-adjust video source like this, it's all a trick.

But I disagree that the trick isn't of value, potentially. On the New 3DS, face-tracking significantly enhanced the 3D and persistence of the effect. And if you were actually in the room with this video feed, you would have the same sense of perspective shifting as the video shows; it would I believe be as convincing in person as in demo (though I've never actually tried it.) Problem is, you need to be in constant motion for it to maintain the effect (because as soon as your brain starts putting it together, the flat image resolves itself) and you kind of need a large video display as well as a game engine with basically no lag for it to be effective. So basically this would work if like an arcade experience was designed specifically for it, but its home game uses are questionable.

Maybe something like the Tobii Eye Tracker or the TrackIR will eventually give some sense of that feeling if they ever get to that level of speed and accuracy...
 

TGO

Hype Train conductor. Works harder than it steams.
the issue with this is that you have to capture face and body separately, which resulted in really weird looking animations as soon as any given character talked and moved at the same time.
it only worked really well when people sit still and barely move their head and body.
Just wondering can deepfake ai work like this.
Can it even be used in a game?

Edit: looked it up myself
So the answer is no it can't because it works in a 2D work space.
 
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SF Kosmo

Al Jazeera Special Reporter
Technically it was used in two games (Messiah and Sacrifice) but Shiny's real time tesselation/LOD stuff was really interesting, if never quite as scalable as it felt like it should be.
 

Sosokrates

Report me if I continue to console war
I think kinect and 2nd screen (tablets, smartphones) tech could of been used very well.
Ive always wanted a star trek bridge commander game where you could replicate your own captains chair by using tablets/phones as control pannels and give orders using kinect or just a mic.
 

H . R . 2

Member
nobody probably remembers this but this was supposed to be the new animation/visual benchmark back in the day ...then it got cancelled
 
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Kinect 2 was pretty awesome. Too bad it sucked for gaming really.

The Xbox Fitness app had some really impressive tech behind the biomechanics and muscular tracking under the surface. You can see a peek at it with the real time avatar muscles and strain/pressure/orientation tracking. In real time it would assist you to bend further, push harder, heart rate etc and it was probably the best fitness system I've seen in terms of "prosumer" levels. I'm still salty they discontinued the thing and you literally cannot do the workouts with your Kinect 2 tech.

 
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abcdrstuv

Banned
Kinect 2 was pretty awesome. Too bad it sucked for gaming really.

The Xbox Fitness app had some really impressive tech behind the biomechanics and muscular tracking under the surface. You can see a peek at it with the real time avatar muscles and strain/pressure/orientation tracking. In real time it would assist you to bend further, push harder, heart rate etc and it was probably the best fitness system I've seen in terms of "prosumer" levels. I'm still salty they discontinued the thing and you literally cannot do the workouts with your Kinect 2 tech.


I've wondered about something like Google's new Soli radar.. doesn't need a camera, it's radar tech you could embed in the console, or it's an easy USB/wireless accessory, unobtrusive, fewer privacy issues. Easy for developers to apply it in subtle ways and come up with creative applications..
 

Kupfer

Member
I started replaying F.E.A.R. yesterday on my Deck and just had to record a video :



I'm stunned.
In the game, water has no important role at all, and yet F.E.A.R. manages to present water in a more interactive and interesting way than most of today's games.

And let's face it, the game is from 2005, so it's almost 17 years old.

SjCG2xY.jpg


By the way, it runs on just under 8watts on the Deck, absolutely amazing when I consider that my 600watt PC was really struggling back then.
 

Kikorin

Member
I started replaying F.E.A.R. yesterday on my Deck and just had to record a video :



I'm stunned.
In the game, water has no important role at all, and yet F.E.A.R. manages to present water in a more interactive and interesting way than most of today's games.

And let's face it, the game is from 2005, so it's almost 17 years old.

SjCG2xY.jpg


By the way, it runs on just under 8watts on the Deck, absolutely amazing when I consider that my 600watt PC was really struggling back then.


I remember I built a new PC and bought a new HD monitor (1280x720!) back then to play F.E.A.R.

First time I thrown something in the water and it reacted like that I've been blown away.
 
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