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Graphical things in old games you miss. >Corpses don't

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Thread replies: 93
Thread images: 19

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Graphical things in old games you miss.
>Corpses don't disappear
>Huge ammount of bullet decals
>Sharp, clean look
>>
>Good soundtracks
>>
>>387683736
>Graphical things
>Good soundtracks

Thanks for the bump, I guess
>>
intros that were outside the box or a different art direction
https://youtu.be/ZhSTACbz9Cc
>>
>>387683596
is that stranglehold?
>>
>>387685416
I don't have an appropriate reaction image, so I'll just say it.
I'm feeling a mix of disbelief and disgust. I want to believe that you're telling a harmless joke but the possibility that someone exists who knows of stranglehold but has never seen max payne before weighs heavily on my mind.
>>
>>387685619
its ok for the longest time i thought just cause was a mercenaries game and state of emergency was some sort of jet set radio spinoff
>>
Optimization.
Dead Rising 3 for PC takes like 20 gigs of space for subtitles (for various languages).

Bethesda games straight up don't give a fuck.
>>
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>>387685910
>>
>>387686001
>MGS Rising game is 3 Gb+8 or so of cutscenes because they were pre-rendered.
>>
>>387683596
>graphics that benefit gameplay replaced with graphics that benefit screenshots for marketing
gaming is dead
>>
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>>387686398
>8gb
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>>387683596
Working mirrors.
>>
>>387683596
this should just be old things you miss in games

regardless, I miss the same shit as you
>>
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>>387683596
IT'S PAYNE
>>
The crispy look fire gave off in PS1 games. Always looked awesome.
>>
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>>387686001
>have slow internet
>buy Doom when it comes out
>over 70gb, takes multiple days to download
>"Hey guys, we just released a free update for everyone"
>35gb update
>>
>>387686938
This makes me mad. DE 1 could do it just fine. Why can't the new ones manage?
>>
>>387683596
Stencil shadows.
>>
>>387685294
Now hol up
That's not the Director's Cut cast intro, was it?
It's this one
https://www.youtube.com/watch?v=_GyOYaDHquE
>>
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>>387685416
>>387685910
>>
>>387687128
This, 150kbs internet speed reporting in
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>>387687128
Buy DOOM physical copy because it's on sale as part of a "Manager's choice" thing at EB.
>100GB of download
>Try "install from backup" because apparently sometimes sometimes it's stored on the disc and anything is better than waiting for days for the download.
>Disc is fucking tiny and has basically NOTHING stored on it.
>>
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>>387686938
>call landlord re: replacement mirror
>>
>>387687273
Anyone else literally incapable of not reading the "not this one dumbass" filename whenever this gets posted?
>>
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>>387687216
Too much effort. Mirrors in old Unreal engine were just a tag in the texture properties. I guess it doen't work like this in modern engines.
>>
>>387686938
>ib4 someone who knows nothing about how games works says it's because they have to program an NPC to mimic your every move
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>>387687440
Yes it does.
It's just that devs nowadays are plain lazy.
>>
Bullet holes in enemies. Max Payne 3 and Far Cry 1 give me gore boners
>>
I miss being able to see what's going on instead of the screen just being a disgusting mess of filters and camera effects and other ugly bullshit.
>>
>>387687683
Speaking of gore I miss soldier of fortune gore. You'd think in the current year I could shoot people in all kinds of places and not only get the correct reaction but see physical shit.

>Shoot a guys left off, he falls over and tries to crawl away attracting attention leaving blood trail away, gets picked up and dragged or others try to work on him

Is it so much to ask for lads?
>>
>>387683596
>Sharp, clean look
This. Visual clarity is what I miss the most in modern high-budget games.
>>
>>387687625
Most people don't care about mirrors. It doesn't matter that mirrors are immersive, the majority of people shelling out 60 dollars for new games don't view games as anything more than another piece of media to consume and never touch again.

Why waste resources (in development or on the machine) doing things that few consider important?
>>
>>387685294
Wesker's whole bit in the cast list is fucking hilarious.
>>
>>387688143
Most people also don't seem interested in games being finished in general
>>
>>387687951
that is too problematic in this world
https://youtu.be/fSmMPhnnNo0
>>
>>387688143
>Still no AAA (puzzle) game entirely about mirrors
>>
>>387687507
Has that ever been done in a game? Having one room with a mimic inside posing as a mirror with all the other mirrors in the game being real?

It sounds really unlikely, but something that could have been in a proper sequel to Thief 1 and 2.
>>
>>387688143
Just like this guy said >>387688195
It's just a trivial thing that you can do in 2 minutes in any given engine but that no one gives a shit about.
>>
Not graphical but I miss
Secrets that aren't datamined before the game is even released
>>
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>It's a max payne thread
>>
Standards are rock bottom and publishers know that they can make money by selling their games at a steep discount only a few months later.

I knew normies that preordered Mass Effect Andromeda after the shitty footage came out because they thought everything would be fixed up. People are adapting to a system of buying broke shit from somebody and expecting it to be fixed (including a whole shitload of early access titles)
>>
>trying out ghost recon wildlands demo
>horrible gunplay, characters and vehicles control horribly
>giant open world with nothing in it

Holy shit, what happened?
>>
>>387688676
Ubi wanted the MGSV audience and fucked up
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>>387687625
its too expensive for the engine to render the same scene twice with all bells and whistles they use now, it took UE4 couple of years to reintroduce 2D RT surfaces for good water reflections and they still held it in beta when they announced it.
HL2 for example had this method of rendering reflective surfaces (used only on water in main game tho) and it was still very limited, graphics were much more simple and you could have a single reflective surface in PVS at any given moment
>>
>>387688317
Silent Hill 2 and MGS1&2 do it
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>>387687216
Different engines render graphics differently.
>>
>>387686938
At least HR has the excuse of mirrors actually being screens.
>>
>>387689043
>MGS1&2 do it
Nope

>silent hill 2
It's 3.
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>>387688772
You don't actually have to render a second scene, you can use the method all old games used (Deus Ex, Duke Nukem, Riddick, Max Payne 2) of just putting the mirror in question on third person view, giving the illusion of there being actually another scene.
Point is, there are actually tons of methods but most devs don't really care about details.
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>>387687431
Only because the filename is the first thing I look at when I see an image posted.
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>>387689205
>It's 3.
nah, the public bathroom, the mirror room with Angela and the first room in born from a wish are all doubled
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>>387689395
>reading comprehension
>>
Don't get me wrong, I love ragdoll physics but I also miss when enemies gibbed all over the place. I don't understand why games rarely ever combines it.
>>
>>387689215
anon you DO have to render a second scene, games use frustrum culling to not render things outside of camera, if you look in mirror to see things behind you, you are looking at things that a separate camera is rendering and projecting onto mirror texture
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>>387685619
>I'm feeling a mix of disbelief and disgust.
Hi r*ddit
>>
>>387685619
You must be over 18 to post here.
>>
>>387689468
Performance hit is ineligible anyways, maybe drop of 2 to 3 fps. But of course for consoles that's too much.
>>
>>387687273
Stop calling me dumbass.
>>
>>387689964
>2 to 3 fps
you are running all lighting/reflection/render/transparency/sorting passes second time, thats a lot more than you think
fun fact: Valve tried to avoid putting models into water as much as possible in l4d2 because they were still using render textures for water, any model and entity that touched water was rendered twice. for this reason Portal 2 and CS:GO dont use RT for water anymore
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>>387688769
it's a better open world than MGSV's big corridor
i guess it's a better operator simulator too and the coop mode is pretty fun
i still regret buying MGSV
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>>387683596
Static camera angles and pre-rendered backgrounds
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>>387690445
And hardware is hundred times more powerful now. Where is all that power now?
>>
>>387690656
>pre-rendered backgrounds
I miss this too.
It would be soo beautiful with nowadays resolution.
>>
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>>387691135
Pillars of eternity?
>>
>>387691135
Persona 5 had some scenes with pre-drawn backgrounds.
>>
Less focus on post processing effects like motion blur and lens flare
Actual anti aliasing
I mean if you can use FXAA that's cool but I hate the fucking blur
Also Stalker invented FXAA in 2007
>>
>>387687268
ah yes, good man
>>
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>>387690994
polycount, texture resolution, amount of props used in scene, lighting systems and postprocessing effects have gone a long way.
on this model of Coach from L4D2 you got 14231 polys
main characters in games nowadays have over 100k poly standard, iirc Reaper in Mass Effect 2 had around 130k
that power you are talking about now is spent on crunching shader calculations fed with 4096x4096 textures, higher polycounts and lighting systems that went a long way
>>
>>387691241
A great example, yes. Pillars looks great.
But more games need to do it. Even 3D games. Fuck the "Fixed cameras suck" meme
>>
>>387691940
doesnt work well for every genre tho
myself I like static camera RTS games more than 3D ones, C&C series died to me with Generals simply because of camera
>>
>>387683596
>Same devs made Quantum Break
That's heartbreaking.
>>
>>387687951
Killing Floor 2 has some great gore system.
Slice ZEDs in half, decapitate them etc.

It has even Physix gore. Where blood runs down stairs and intestines are sliding around.

its breddy gud.

https://www.youtube.com/watch?v=I10dEyGYGLk
>>
>>387686676
Holy shit, I did not remember it being so bad.


I too miss the sharp look, at least games now have toned down the Blur madness that started around 2004-6.

>>387691694
>Source Engine is so limited you can hit the Bones limit with some characters in SFM.

Fucking hell lads.

A thing that I feel is missing is devs playing with physics, many games have their maps looking like the scenery for a movie, it looks pretty, the props you need to go ahead work but the rest is just fake, many have seen the FEAR versus Bioshock Infinite webms, but you could make the same argument with Bioshock 1 and Infinite.

>>387693336
Call me when is a sequel that is not a step back compared to the original.
>>
>>387688227
waaaaaAAAAGHH woooooohhhh
>>
>>387691940
>Fuck the "Fixed cameras suck" meme
but they do
>>
>>387688334
Except it's not, because you have to render whatever is reflecting twice. It's not trivial considering the polycount of current games.
If they cannot afford to have mirrors, why even put them in their game at all?
>>
>>387693590
the gore is a huge step forward from the first one. In general KF2 is now pretty decent with the new updates. Alot has changed in a good way.

I like KF2 but i can see why people are dissapointed with it. On EA Launch it was a let down.
>>
>>387686938
at least HR came up with a decent explanation for the mirror in Adam's apartment being broken
>>
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>>387688042
>>387683596

Yeah, I miss textures that were designed to pop and clearly illustrate what you were seeing. Most games now have these muddy, "realistic" textures that tend to make details less...detailed looking inspire of their sharpness. I know that sounds weird.

On that note, games designed to be aesthetically pleasing and unique rather than realistic.

Darksiders as a series I think has a good balance of modern graphical effects (higher resolution textures, lighting, etc.) while retaining a unique, eye catching appeal. The textures are sharp and pop and clearly showcase what you're intended to be looking at.

If there's a demon face carved into that floor, they want you to know it.
>>
>>387683596
melee that is actual melee not a cutscence
>>
>>387685910
who did this to you anon
>>
>Those old PS1 quality block models that somehow can show more emotion through their body language and voice more than most AAA titles can do today
>>
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I was glad to see that resident evil 6 still had working mirrors
Didn't think I'd see a game past 2010 that had them
>>
>>387694542
This is one of the reasons why the FF7 remake will be utter shit

Barret sure as hell won't be jumping up and down flailing his arms around when he's angry and punching people so they fly into the camera because muh realism
>>
>>387694045
I played the beta and when I played the free weekend it still felt like it had not been fixed.

>>387694542
I have played 2D games that despite having faces made of handful of pixels still evoked more emotions through subtle expressions. I think is the power of imagination filling the gap, like when Hotline Miami feels more violent than 3D games.
>>
>>387694579
>Didn't think I'd see a game past 2010 that had them

GTA V
Hitman 2016
>>
>>387693676
Fuck you
>>
>sound effects having a certain "crunch" to them that made them feel more satisfying
>>
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>Bullet decals

I see them rarely these days. How, why, one may never know.
>>
>>387685294
>https://www.youtube.com/watch?v=niU1bRqxrIU
My favourite from DF
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>>387688042
This is one of the main reasons I prefer the old refractor engine Battlefield games to the new ones, you could at least see what the fuck was going on (within the view distance of course)
>>
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Baked lighting.
Source engine games overall just have that something I really like.
Thread posts: 93
Thread images: 19


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