the last one was nice, gotta keep that stuff up
right after HL3
right before kung pow 2
do not question the wiles of EA, anon
Im using the filtered words, of course
who would have thunk that mobile devices can render those kind of visuals
I didn't know there was a remake, bless you anon.
only took 20 mods to fix Todd's shit.
I guess they were successful in replicating the experience of eye cancer because of radiation, I suppose?
One of my favorites of all time.
>Steam version is broken
I have the Steam version and it works fine for me. What's the problem you're having?
>You will never liberate West Berlin
Watch closely the character speed when he does the long jump - he suddenly becomes way faster than he was going, the momentum is totally off. It may seem like a minor thing, but it makes the freerun look terrible, really really bad because it breaks the flow when jumping from rooftop to rooftop, doing many jumps in a succession just looks odd, unnatural and off.
To be honest AC3 had a similar problem, they still haven't addressed the issue and just say fuck it anyway.
you mean were he exerted more energy into going forwards, also known as a jump? what were you expecting, he pushes forward with his legs and gos...the same speed, and falls to his death instead in an arcadey casual bullshit game like this?
You don't suddenly become twice as fast when you jump, anon. It makes the animation look bad.
It's not about realism vs arcade mechanics, it's about how natural animation should look, and this is a game with 9312395126 people working on it, from one of the biggest publishers. It's like if cars slided to the side in GTA or some shit, in a completel unnatural looking way. This doesn't make the game harder or easier, it's an aesthetic thing, but once you see it happening many times, it just feels terrible. Its like your character is being catapulted forward.
Bear in mind that fluid animation is one of the cornerstones of the entire series.
well, for starters, thats not the animation, its the physics. the animation has nothing to do with how far or short he goes. the same animation would play if it was 5 feet longer or shorter, its simply the physics. secondly the cars DO slide awkwardly in gta, if you havent noticed, so when you pull off stupid bullshit it works. and it WOULD make the game harder or easier. if you wanted the jump distance and speed to always work with the preset/precanned animation, youd need to always force it to jump the same speed and distance, or awkwardly speed it up or down. so he would...not make, and fall to his death. whoops. if you can come up with a method that retroactively changes what you did, the millisecond you make a new decision or make a new path, patent it, motherfucker. until then, predictive pathfinding and prediction only goes so far.
Well let's say ACII didn't have momentum problems when jumping from building from building. So yes, they fucked up, be it with building distance, animation, physics, it doesn't matter what you want to call it, it looks awful.
Climbing and animation/physics are big points of the series, so this isn't some random bug that you'll only see 5 seconds in the entire game, it's a flawed design that you'll always see whenever jumping around.
Also GTA's cars behave in a far more natural way than this shit heap Creed rocket jump.