– Non lethal choices expansion
– Linear
– Dynamic Light shooting
– Snow drop
– DirectX 12
– Light & dark Meter
– Sticky cameras & Gas grenades
– Manual Alarm
– Destructible Enviromental
– Pipe slide & zip line
No its definitly not that fidelity of sim during gameplay. The metaball density is tighter and smoother in the cutscenes. During gameplay it has more of a low density larger particle jelly like physics. Where it looks far more like thinner liquid during cutscenes. Even those that transistion between the two you can tell the difference. Maybe its a deterministic realtime sim during cutscenes as well but its at least using the lack of game functions being processed to up the results. The first cutscene where he silent kills a guy in the truck you can see the difference.
No its definitly not that fidelity of sim during gameplay. The metaball density is tighter and smoother in the cutscenes. During gameplay it has more of a low density larger particle jelly like physics. Where it looks far more like thinner liquid during cutscenes. Even those that transistion between the two you can tell the difference. Maybe its a deterministic realtime sim during cutscenes as well but its at least using the lack of game functions being processed to up the results. The first cutscene where he silent kills a guy in the truck you can see the difference.
I get it but that must be one demanding computation, if true
I personally don't think it is necessarily far mroe superior but I can see there is a difference
to me it still looked weak but for some reason [ I thought lighting and the closer camera] I agree it looks better in that cutscene
but then again that is not a real cutscene, more of a gameplay transition, visually on par with the gameplay itself
I get it but that must be one demanding computation, if true
I personally don't think it is necessarily far mroe superior but I can see there is a difference
to me it still looked weak but for some reason [ I thought lighting and the closer camera] I agree it looks better in that cutscene
but then again that is not a real cutscene, more of a gameplay transition, visually on par with the gameplay itself
– Non lethal choices expansion
– Linear
– Dynamic Light shooting
– Snow drop
– DirectX 12
– Light & dark Meter
– Sticky cameras & Gas grenades
– Manual Alarm
– Destructible Enviromental
– Pipe slide & zip line
Where is this from?
Are sure its a real list. It just seems like mostly a checklist of features that where already in SC:SAR which this is a remake of?
Where is this from?
Are sure its a real list. It just seems like mostly a checklist of features that where already in SC:SAR which this is a remake of?
I don't think Yotei is as bad overall as some of Slimy's captures might suggest but it is still unacceptable for a current gen game from one of Sony's top Studios.
It didn't have to be like this though. Every time I play through the cutscenes I'm reminded of what the game could have looked liked. You cant convince me that the Pro couldn't have run a 30fps mode at the same level as the cinematics.
God I hope they release info soon. Shits was my favorite during UBI's heyday.
Blacklist isnt CT but it was still damm good. IMO CT>DA(xbox1)>Blacklist.
Its a shame they didnt release the PC version for ps4/ps5. Missed opportunity for keeping the series in the public mind share and hleping to promote the new one. :/