![]() That's the part that's missing in those smaller games that would otherwise help them them reach higher audience and media praise.When the original Metroid was released on the NES in 1987, it was a revelation. ![]() Where those games are lacking tho is the voice acting and mo-cap, since there's no budget and resources for that, the moment a dialogue/cut-scene starts you can immediately tell it's an indie game because there's just plain text, often without any lip-sync even. But luckily for people like me who are not into them, the AA/indie market has indeed skyrocket in the past year or two, Unreal Engine and Unity have reached a level where a tiny studio or even a single individual can deliver a stunning looking games, that match even the biggest studios. We're still far from any game having a proper simulation for itself so that the world's actually alive rather than just a small bunch of obvious scripted routines.ĭefine "we" - the current AAA model exists because there's a huge audience for that kind of games, many people here (including myself) might not like the yearly GaaS releases of the same old formulas, but there's a huuuge crowd for those games, that why the companies are pumping so much money into them (hence the "AAA" tag, duh). So from what I'm seeing we need AAA more than ever. Hell, even the "Chosen One" aka Star Citizen recently announced they had to get bent and experience dry friction because they can't make their networking systems work as they had envisioned so now it's gonna be just another MMO. So while I enjoyed it a lot I also enjoy AAA open-world games a lot too, and wish they'd work on them even more, hell even the poster child for worksploitation & insane staff #s + work hrs, RDR 2, in the end is a very limited experience wrt how much you can interact with the world, the consequences of actions in the world (or lack thereof), etc. Plus overall demands & expectations for games are always only increasing. It was a very well done game but what people misunderstand is that as soon as you add more complexity then work requirements skyrocket in a non-linear manner, and each new element/system makes the job of creating the game many times more difficult. A Plague Tale, The Medium, Psychonauts 2, Kena Bridge of Spirits and The Ascent - there aren't many better looking or more enjoyable games out there. It's like the barrier to making incredible-looking games is coming down, and it's giving us a lot of stuff to enjoy while AAA studios are increasingly focused on live service dreck and open-world sludge. It's pretty awesome that in the last year or so, most of the best-looking games I've played have been from smaller or indie studios. I've never been a huge fan of top-down shooters, but I'll make an exception in this case. And it has cool effects, explosions and destructible environments as well. If this were a turn-based rpg or something it would be close to one of my ideal games, but as a shooter its pretty fun too once you start to upgrade stuff, and you can start sending enemies splattering. ![]() I also love how dense and intricate and unashamedly cyberpunky the game's story is as well, just full of wild ideas and crazy concepts. And the raytracing on PC just takes it over the top. It's like they took inspiration from all of the best French, Japanese, British and American cyberpunk art of the last 40 years and put it all in one game. The art design and level of detail is godlike.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |