I know you have a nice TV, so you HAVE to be seeing those damn frame buffer problems. The game uses that damn filter so badly that the game ends up looking ultra low-res a good 75% of the time. At 480p, the image quality is quite terrible as a result. I normally LOVE post processing filters, but this is absolutely not what I like. It just causes the pixel size to increase by quite a bit.
Because it was a rare blend of truly amazing artwork and a nicely polished engine, that did things rarely (or never) seen before, and used them to perfectly complement said artwork. That's not a combination you see every day.Shit I'm still trying figure out why everybody here thought SH3 was so good looking...
Purely subjective. However, I did like the art in the game myself. Besides I'm talking more technically good-looking.Because it was a rare blend of truly amazing artwork and a nicely polished engine,
What things did it do that were rarely or never seen before?that did things rarely (or never) seen before, and used them to perfectly complement said artwork. That's not a combination you see every day.
Marconelly said:Because it was a rare blend of truly amazing artwork and a nicely polished engine, that did things rarely (or never) seen before, and used them to perfectly complement said artwork. That's not a combination you see every day.
What things did it do that were rarely or never seen before?
keep on defending it!
neptunes
Annoying.
Well, yes, but so is the beauty of Mona Lisa painting compared to a spread in 'Penthouse' - yet it's somehow obvious which one is great art and which one isn't :\ (and I'm not comparing SH3 to anything here, just saying that it's sometimes obvious that an artwork is good)Purely subjective.
Combination of framebuffer effects and procedural texturing that you see in some of the environments is something I didn't see before (remember those rooms that appear to have some kind of volumetric haze around everything, while some kind of liquid crawls through everything, and has weird specular hilites when you shine the flashlight on it?) Such combination of effects is something that takes a lot of effort to pull it beyond simple tech demo, and make it look like something that belongs to a game world.What things did it do that were rarely or never seen before?
The procedural textures (especially in the hospital) were quite unique and have not really been present in such a fashion previously. For the time, global shadows were quite rare (though it only handled one light source) and those shadows were soft shadows (which Riddick doesn't even do). It also has extremely detailed models that still stand above many other games (they are geometrically FAR more detailed than any character in Riddick, for example) and high poly environments (with limited draw distance).
PanopticBlue said:The textures in SH3 look good, but really nothing special. It's not even a fair comparsion against Riddick, and vs SH4 it's even more lopsided. I'll take normal maps over procedural textures any day of the week. Which btw, Riddick is the first console game to use them, no? And global shadows? Please explain what's so special about them other than they're soft? And the extremely detailed models are really only extremely detailed in the cutscenes with closeups of the faces. They aren't the same models used in gameplay.
dark10x said:Better than SH3 (which I really loved, but felt a TINY BIT letdown with)?
How about length? SH3 took me around 5 hours to finish the first time, which was WAY too short. SH2 was over twice as long. Backtracking is not an issue for me at all either.
PanopticBlue said:The textures in SH3 look good, but really nothing special. It's not even a fair comparsion against Riddick, and vs SH4 it's even more lopsided. I'll take normal maps over procedural textures any day of the week. Which btw, Riddick is the first console game to use them, no? And global shadows? Please explain what's so special about them other than they're soft? And the extremely detailed models are really only extremely detailed in the cutscenes with closeups of the faces. They aren't the same models used in gameplay.
PanopticBlue said:Actually I didn't get that far in the game...it put me to sleep so I quit. Which is unfortunate because I really enjoyed SH2. So maybe it does have super-awesome textures later on and I just missed them. At any rate, you're slipping! You ignored the rest of my post!![]()
Lazy8s said:Panzer Dragoon Orta was another game around that time with heavy usage of custom texturing effects and framebuffer-manipulated filters. The ecosystem of creatures and plants looked like they might've come out of a deep ocean and nature documentary, from designs with specularly glossed scales and velvety coverings of cilia-like hair to flashing rainbow patterns of bioluminescence. The walls at the heart of Sestren used a custom effect that made it look like the inside of the pulsating membrane of an organ. PDO also combined things with a liberal use of cinematic features like motion trails, light halos, and a novel pixel retention which gave an afterimage and slow fade to moving things.
Those textures are not what you think. That is, they do not look or act like textures in the general sense. It is something you'd have to experience on your own.
It's a shame the game put you to sleep, as you say it. I'm enjoying Riddick, though, but feel it is a bit overhyped.
I don't think anyone is saying that actually... I don't even know how the Riddick appeared in this thread.I just didn't think it really gave the game much of a graphical edge over Riddick
The environments were designed as landscapes to fly over per the theme of each level, not focused locations full of obstructive buildings and formations. The level of detail within those landscapes was plenty high: the craggy bluffs of the canyon valley in Altered Genos were modeled with tons of ridges, the rolling hills on the snow field were smooth and distinct, etc. Each backdrop made it feel like flying through a different landscape painting and set the mood for the story scenarios.Sadly, the environmental geometry was extremely lacking in comparison to the detailed models moving through them.
Lazy8s said:Technically, there wouldn't be much of a contest between what those games accomplished.
Lyte Edge said:I really took my time rather than just hurry through the game like I usually do, so my first time through on normal, the game took me over 10 hours to finish. It will probably take most people around 8-9 hours to go through SH4 the first time. IIRC, I beat Silent Hill 3 in around 6-7 hours the first time through.
I'm still not sure if I like this game more than SH3; all the SH games are great to me. I can only think of the one I liked the least, which was SH2. If I had to rate elements of the games, it would be broken down this way:
Control: SH4/SH3/SH2/SH1
Graphics: SH3/SH4/SH2/SH1
Sound: SH2/SH4/SH3/SH1
Story: SH1/SH4/SH3/SH2
SH4 may not look as good as SH3 (it's mainly the character models that stand out the most), but the environments you go to have a much larger feel to them, are brighter, and there is usually no fog or darkness to cover them up. You don't use a flashlight in SH4 at all! There's also more character models and you can have much more enemies on screen at once compared to the previous games.
I don't think this game will compare to RE4 at all, however, since RE4 looks to be like previous titles in name only.![]()
Bebpo said:Basically I think SH4 still has the ultra-bad camera when in close corridors and you can't see 2 feet in front of you. But luckily SH4 has more open areas than the other SH games and the camera/controls work great in those.
I'm Rick James, bitch!BeOnEdge said:cocaine is one helluva drug