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RPTGB

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Everything posted by RPTGB

  1. It's nowhere near as bad as that article makes out. Sure it could look a little sharper but I have been playing it handheld and haven't noticed any input lag, not enough to hamper playing it. There again, I'm one of those ancient gamers who plays games for the enjoyment they bring rather than getting hung up on pixel counts and millisecond input timings The Switch version is perfectly fine, a patch to tighten things up a bit more wouldn't be unappreciated but as a backer I'm not dissapointed with what we have.
  2. RPTGB

    Anime

    Yeah, Triggers "test" short for Gridman was pretty great. https://youtu.be/ETpejXR_Bm8
  3. RPTGB

    Anime

    "Favarrrooo!!!" 2018 was a pretty good year I think, plenty of shows that appealed to those of us possibly on the older end of the age scale who watch this stuff. Standouts for me were Golden Kamuy (screw the cgi bear nit pickers, the characters and world building far made up for any short comings on the art side), Run With The Wind, Banana Fish and of course those loveable idiots from Yorozuya Gin-Chan. SSSS Gridman was very good and Trigger really stuck the landing, thankfully. Megalobox, Grancrest Senki were both great too. Nothing for the upcoming 2019 seasons has really caught my eye yet.
  4. Humble, yes but that gorgeous art direction still holds up.
  5. Fantastic! brought the DLC in the sale but haven't touched it yet.
  6. I just want some DLC where you can follow Kass around on his travels. Love that guy, such awesome, awesome design.
  7. Yeah, I cheesed that bit too, then made it my mission to kill the sod once I was sufficiently tooled up. Your first BOTW Lynel kill is one of modern gamings most fulfilling achievements
  8. When "bad graphics" are being listed as a gripe is that from a technical point of view or art direction? In my opinion BOTW's art direction is gorgeous, and any technical greivances I can let go when I remember that I am playing a game that was developed on weaker hardware and is on a chunk of plastic and silicon not much bigger than a school notebook. Each to their own though.
  9. Yep, it was great for picking up industry news and rumours but anything other than that and it was a nasty, spiteful little cesspit of immature egos and "dog piling". Speaking as some one in the industry, I did find some of the back seat development that took place there comedic and frustrating in equal measure. I suppose a site that big though is always going to have more than its fair share of idiots.
  10. Any game which has to have yearly updates is going to miss the benefits that those with a longer dev cycle have. Just saying..
  11. It's not photorealistic though is it. Not one scanned asset in that game, texture wise there may be but not without some TLC in Photoshop first. All the 3d assets were hand sculpted, which is why they had a fortnight to get a bloody beard looking cool! TLOU is a great example of doing it right in a "fictional" game world, creating a believable reality for its characters and environments, without being slaves to photo realism...a great example of good art direction.
  12. I just prefer my video games to be about escapism.Pure and simple. That's why I still prefer Daytona or OutRun to the Forza's, Drive Clubs and Gran Turismos (which is THE blandest looking racer out there in my opinion). Dimahoo, you pull Spainkiller up on his point about realism being a bottle neck, in all fairness it may be a bit of an OTT comment but I can appreciate his sentiments. Your counter argument is basically the same one any good art teacher will tell their students.." You have to learn the rules to be able to break them", unfortunately, bar some fancy lighting and particle effects, no developer who is striving for photo-realism is doing the rulebreaking bit. It's all got incredibly safe. There was a big deal made of Sunset Overdrive when it was first announced because of its bright, fresh look. This shows just how far this industry has strayed into the chase for photo-realism when a few bold character designs and over-saturated colours are considered out of the ordinary.
  13. The visuals should be advanced enough to satisfy the art style directed by...the art director. That's the problem. Art direction in AAA games has become very safe and boring because the market/us lot equates amazing graphics with "looking like real life". On the whole, Nintendo has some of the best art direction in games around but that gets overlooked because they look childish (or brightly coloured to put it another way). It's a viscous circle, the market wants photo realism, when a lot of devs would love to be able to push the boat out a bit more on the visuals, but that's when marketing and publishers get nervous. These are all my own personal opinions, nothing to do with my employer. ????
  14. "You wouldn't want a driving game based on real cars and places to look like Yoshi's Island, surely." Er...now you mention it. Of course not, though driving games, on the whole have a very narrow vision when it comes to art direction, but photo realism is the holy grail for those games, graphically speaking at least. A bit more flair wouldnt hurt though, bit any title involving a licensed product is best playing it safe.
  15. Art direction in the majority of this and last gen's titles mainly involve the Art director pointing outside and saying "Make it look like that". Boring. I'd take a dozen Yoshi's Islands over Drive Club, but each to their own.
  16. RPTGB

    F1 Race Stars

    Speaking strictly "off the record", this could have been twice the game it was but licensed games being what they are, ideas fall by the wayside or have to get cut. The art direction is something we were all very proud of, Harvey Parker is a great Art Director. We all just wanted it to take off so we could have had Race Stars toys made
  17. How satisfying is it to give this humble, talented bloke a bit of cash to help him carry on making the games he wanted to make. All of us on this forum, would (I imagine) have grown up with playing some of his many games, either in the arcades, on dodgy 8-bit conversions, or on Segas own consoles. It is SO satisfying to be able to give a bit back as a thankyou for all those hours of enjoyment Yu Suzuki and his teams created for us. Watching the livestream of the campaign finish and he looks genuinely touched by the amount raised.
  18. RPTGB

    F1 2015

    In all fairness, it's not as easy as that, and technical issues aside, FOM would never let that happen. Your just going to have to believe me on that one.
  19. RPTGB

    F1 2015

    Cool to see you fellas enjoying it. Onwards and upwards, eh!
  20. So bloody gorgeous, fingers crossed for that UK release.
  21. RPTGB

    Zbrush Sculpt

    No probs, I'll try and get something done in the next day or so. One thing I will ask is if you are sculpting with perspective switched on? You really should if not as orthographic views can really throw stuff out, proportion-wise, when sculpting human/organic characters.
  22. RPTGB

    Zbrush Sculpt

    I'm nowhere near my pc with all my arty crap attached to it, but if you are interested I could offer some suggestions/paintovers on some of the areas I pointed out along with how I may approach the sculpt with your photo ref? Your call pal.
  23. Yeah, that snow really is gorgeous...I think an old work colleague is involved on the tech art side of this, so if that is some of his handywork, "Well done, Rob". Looking forward to this, really enjoyed the last one. It had its faults and some of the language and violence came across as a bit contrived but I had a blast playing it. Just have some actual Tombs this time round, please.
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