• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

God of War Ragnarök - Designing Creatures and Characters | PS5 & PS4

Lunatic_Gamer

Gold Member



Join us in Svartalfheim, land of the dwarves and home to the Huldra Brothers, Brok and Sindri. Episode 3 of the God of War Ragnarök Behind the Scenes series will be diving into how the team at Santa Monica Studio creates characters and creatures that bring our Norse realms to life.
 
Last edited:

TrippleA345

Member
Wow, noticeable uplift from the previous game and still ps4. I would hardly believe this coule still be possible on a Ps4 when they would said only Ps5
 

Gudji

Member
Nervous Women GIF by Worcester Warriors
 

Haggard

Banned
It looks...good, excellent even......... buuuuuuut in direct comparison to HFW it looks old. Thoee Guerilla guys` decima is quite a bit ahead of SSM`s engine it seems.
 
Last edited:

G-Bus

Banned
Canthelp but think what we'll be getting near the end of the ps5 life cycle if this is nearing the end of PS4.

Looks crazy good.
 

Mr Branding

Member
Can’t believe all realms will be this fleshed out (hope I’m wrong). Especially with Helheim and the others from 2018 being heavily featured.
 

Haggard

Banned
I disagree big time. The lighting in Ragnarok is the key differentiator that places it above HFW graphically. Everything is a tad too bright with too few shadows in forbidden west.
Not with that nearly generational difference in asset quality and density....
At the very best you could say the games have different technical priorities.
 
Last edited:

ABnormal

Member
Not with that nearly generational difference in asset quality and density....
At the very best you could say the games have different technical priorities.
The density of detail and, above all, the complexity of the polygonal models in Ragnarok seems to be orders of magnitude above the previous game. In the previous game the character models were already extremely complex, so it's even difficult to know how many more polygons are in the new ones since the number are above what can be seen (no angles, no rough edges). But the environment complexity is a generation above. Every little object is extremely detailed. And the shaders and textures placed on them are very high quality everywhere. Lighting also contributes to boost the rendition of all materials.
 

Haggard

Banned
The density of detail and, above all, the complexity of the polygonal models in Ragnarok seems to be orders of magnitude above the previous game. In the previous game the character models were already extremely complex, so it's even difficult to know how many more polygons are in the new ones since the number are above what can be seen (no angles, no rough edges). But the environment complexity is a generation above. Every little object is extremely detailed. And the shaders and textures placed on them are very high quality everywhere. Lighting also contributes to boost the rendition of all materials.
Can`t agree with "orders of magnitude", really. It looks...refined compared to the prequel, but compared to HFW it looks decidedly more last gen.
We´ll get better comparison scenes once the game, or at least the reviews are out, but so far nothing of the material released is anywhere close to HFWs best sceneries in evironmental detail, asset quality or density.
 
Last edited:
Top Bottom