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Cake day: June 8th, 2023

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  • Also are we just going to ignore the whole thing with GTAV where you had three characters with intertwined stories that you could switch between (mostly) at will? Multiple protagonists has been done, but not really like that, not in such a living breathing manner that they managed to pull off. Rockstar also manages to fill the world with many interesting characters for the story to play with, they manage to take really simple gameplay and make it engaging all the way through.

    They also added the heists which were a pretty good way of adding more meaning to the old school mission structure they continue to use and while ultimately I don’t think it had they impact they wanted it did add some flavor and interest to the gameplay. I’m an absolute fiend for heist films and that was a lot of fun for me.

    These games are characterized by superficial simplicity underlaid with surprising complexity to craft a smooth experience. LA Noire is a prime example of that kind of design where it becomes very obvious how much the game has to run like well oiled gearworks to function at all and have the cases work as narrative. (developed by Team Bondi, but with the help of a lot of the R* studios including North)

    Also they manage to do all this without a second of it feeling like a cynical product, it’s clear the people doing this love the topic of pop culture crime, films, stories, legends and want to take the player along for a fun ride. I don’t know at this point, with everything that happened with GTAO, which mostly feels like a cynical product, if that’s the R* making GTAVI, I sure hope it is though.









  • No? There’s more color, but it’s reasonable CSGO always had a kind of dull color grading/textures, though updates changed that A bit later on. A lot of players turn up saturation themselves for the (at least perceived) benefit of visibility so that might be what you saw, you also see CS players playing in 1024x768 stretched still because that’s how they always played before.

    They definitely gave it that trendy sunny slightly hazy day look. I’m not complaining it’s a much nicer aesthetic than the original release of CSGO which felt like a Seattle afternoon in the middle of the desert.









  • Graphical fidelity has not materially improved since the days of Crysis 1

    I think you may have rose tinted glasses on this point, the level of detail in environments and accuracy of shading, especially of dynamic objects, has increased greatly. Material shading has also gotten insanely good compared to what we had then. Just peep the PBR materials on guns in modern FPS games, it’s incredible, Crysis just had normals and specular maps all black or grey guns that are kinda shiny and normal mapped. If you went inside of a small building or whatever there was hardly any shading or shadows to make it look right either.

    Crysis is a very clever use of what was available to make it look good, but we can do a hell of a lot better now (without raytracing) At the time shaders were getting really computationally cheap to implement so those still look relatively good, but geometry and framebuffer size just did not keep pace at all, tesselation was the next hotness after that because it was supposed to help fix the limited geometry horsepower contemporary cards had by utilizing their extremely powerful shader cores to do some of the heavy lifting. Just look at the rocks in Crysis compared to the foliage and it’s really obvious this was the case. Bad Company 2 is another good example of good shaders with really crushingly limited geometry though there are clever workarounds there to make it look pretty good still.

    I could see the argument that the juice isn’t worth the squeeze to you, but graphics have very noticeably advanced in that time.