Crysis gets robbed by Gamespot E3 editors choice awards.

Post » Fri Dec 31, 2010 8:42 am

@Guss600
I'll write another novel about Lara Croft later. The comment was meant for Enfedel but I guess it applies for all. Glad you aren't affraid to ask for more. In retrospect, I agree, the first bite was a rough chew.

@Kuro6
I am more frustrated with the fact I have to scroll down forever to get to the most recent post. For your problem there is always Ctrl+Scroll up with mouse.
User avatar
Ludivine Dupuy
 
Posts: 3418
Joined: Tue Mar 27, 2007 6:51 pm

Post » Fri Dec 31, 2010 3:51 am

@Neo - Oh, hell! Thanks, I didn't know about that. Helps a lot.
User avatar
Nadia Nad
 
Posts: 3391
Joined: Thu Aug 31, 2006 3:17 pm

Post » Fri Dec 31, 2010 1:33 pm

Yeah, I hate the scrolling. I don't know why they didn't just keep the old forum. It was fine. This one svcks. Don't they ever listen to us?
User avatar
Big mike
 
Posts: 3423
Joined: Fri Sep 21, 2007 6:38 pm

Post » Fri Dec 31, 2010 12:16 pm

Lara Croft time...!

I mark Lara Crofts creation an Artistic Milestone for games because of her ponytail. Previously, 3d characters were all stiff bodied and lacked the sense of weight that you see with characters that have dangling attributes. Her hair was affected by gravity which helped create a connection that gamers had not previously seen.

Since I spent a considerable amount of time studying animation. Squash, stretch, balance, and follow through are important things I look for when observing virtual characters. It is what makes them feel more realistic. Lara’s hair could hide any stiffness in her body the viewer would experience seeing her move around because it explains the momentum and direction of the character.

So why should you care about Lara you might ask? Lara is old and quite frankly the industry has evolved, but you still see the technique of attaching a soft bodied geometry to a character to help display the movement. It is kind of like why in some games the guns are left handed weapons even though they are in the right hand. It simply looks better to see the bullets fly out of the chamber. So for character design, which is something I find very interesting, the last decade has offered a number of cool characters. I can list some for you if I must, but I would prefer people make their own connections.

The secondary animation is something we take for granite today because we are used to seeing long trench coats, flowing hair, or even chains hanging off the swords and belts of our avatars.

So why did I mention it early when referencing what I call ‘Marketing Gold’? Well, until very recently most advertizing for a game is done through still images and when using frozen moments in time to display something the momentum, friction, and direction of the objects in the composition don’t always translate to the viewer unless these follow through elements exist. The screens I see of Crysis 2 mostly use pictures of the NanoSuit2 which is a hard body, consequently flatting the momentum felt from the image and making things look like statues. In order to keep the compositions dynamic, many of the screens are accompanied with an explosion to show that powerful follow through.

So the comment I was making was criticizing the design of the nanosuit2 because it lacks the pieces needed for those visual cues. Furthermore, if the design is to have a character with exposed musculature, as a designer, I would find it important to illustrate the movement by flexing the suit. When we move the muscles on one side contract and the other side relax. In the cinematic shots that have been released displaying the NanoSuit2. This is not happening in a realistic way because the suit is being treated as a skin for the sculpted geometry. You can see this on the butt area in most of the scenes where the texture pulls over the geometry by stretching. In real life things retain their mass, so you should expect the individual muscle tendons to look more stringy or thinner when pulled a further distance. You can also look for those cues to see what direction something is moving in living things.

Verifying the design for the NanoSuit2 to be stiff and bulky was a design choice. Larbrant probably asked for something with the strength of a guerilla when communicating with the Character Designer for the suit design. I would argue that the world the game presents you with is very chaotic and that his stability and strength by being compact offset that and create contrast making it an acceptable design choice. However, for Marketing Stills and Game Covers the suit feels disconnected and void of life.

This isn’t rocket science guys, its just the what happened once Lara got involved.
User avatar
Alexx Peace
 
Posts: 3432
Joined: Thu Jul 20, 2006 5:55 pm

Post » Thu Dec 30, 2010 11:31 pm

@neokinesis, Many thanks for your diversity, and with Laura in mind, last time I went to check for Crysis2 pre-order at the store, i found the latest Laura Croft on demo, and so I can really agree with what you say, Laura's pony tail isnt the only thing about her thats animated to her general movements now, Indeed, the whole body for the most part, is quite in keeping with her movements. The developers have been frighteningly precise about such things. Be honest though, the Nano suit doesnt really allow for this kind of animation, unless as you say, particular and maticulouse attention is paid to the muscle structure, and lets face it, Muscle structure doesnt exactly show half as much as Laura's quite large pony tail, or the other very large soft tissue assets, I cant see anything on the suit that could flow so freely as that. I do hope I make sense, my understaing of game structure is limited, all I really require from a game is to shoot the enemy, and blow stuff up with the best graphics possible, Laura's exeptional and very prominent add ons, must be easier to animate than anything on the siut. but do make the whole presention into a more realistic game. hope i made sense !! :D
User avatar
djimi
 
Posts: 3519
Joined: Mon Oct 23, 2006 6:44 am

Post » Thu Dec 30, 2010 11:44 pm

[quote]@Weaver

really, you didn't understand his point? if your curious, read all the former post and then read his over again.[/quote]
He had no one point to make.

I understood his post, it was much too long and could be abbreviated immensely. It had so LITTLE to do with the previous topics and he strayed from what he intended, to comment on the direction of the industry and gamespot.

Firstly he more did a kind of fluffy history of the industry, instead of it's new direction concluding that they must innovate and find a common ground which was a complete non sequitur, then he mentions gamespot briefly and just rambles on for paragraps (which weren't split up into paragraphs) about pretty much nothing to do with gamespot or the OP at all.
User avatar
Laura-Jayne Lee
 
Posts: 3474
Joined: Sun Jul 02, 2006 4:35 pm

Post » Fri Dec 31, 2010 12:26 pm

@weaver
I would say my post was blanketed with personality.

My point all along was that Crytek has not shown much innovation beyond creating an identity for CE3 to exist across the different platforms like Unreal did in the past. This is not a Game push as much as a new platform or tool which aligns with popular trends throughout game history.

My second point, that Editors Choice awarded a game that made a larger leap in risking the relevance of reinventing the weaker parts of a fresh technology and the return of a struggling Eastern Market, proved by last years plethora of Gaming Reviews.

My third point, had Crytek aimed toward coupling 3D Vision and Motion Controls, maybe they would have taken the award by innovating beyond the calculated risk.
User avatar
Melung Chan
 
Posts: 3340
Joined: Sun Jun 24, 2007 4:15 am

Post » Fri Dec 31, 2010 12:04 pm

@neokineses,I would say you post was blanketed with personality and a bit of flair. but also diverse at least and for me, hard to follow, with a bit of effort i managed to get my head around it. lol :D
User avatar
Rob Smith
 
Posts: 3424
Joined: Wed Oct 03, 2007 5:30 pm

Post » Thu Dec 30, 2010 10:08 pm

@Weaver[quote][quote]@Weaver

really, you didn't understand his point? if your curious, read all the former post and then read his over again.[/quote]I understood his post, it was much too long and could be abbreviated immensely. It had so LITTLE to do with the previous topics and he strayed from what he intended, to comment on the direction of the industry and gamespot.

Firstly he more did a kind of fluffy history of the industry, instead of it's new direction concluding that they must innovate and find a common ground which was a complete non sequitur, then he mentions gamespot briefly and just rambles on for paragraps (which weren't split up into paragraphs) about pretty much nothing to do with gamespot or the OP at all.[/quote]
[quote]@neokinesis I read it but you're splitting the console and PC crowd too much. I own like 12 consoles if you count handhelds and a good gaming PC. I also found your article to be politically charged and full of tangents.

I don't even really know WHY you posted that or who or what it was in response to. It's like your just dumping your thoughts on the page as they come, there's no flow to the article.

What were you trying to demonstrate with the article?[/quote]
[quote]holy crap neokinesis, my eyes just can't take reading that whole thing lol.[/quote]Really? I am not sure what Neo said to inspire you to try to tear him apart but someone that actually works in the industry joins the thread and shares a positive global view of the topic that isn't based what is read on the internet and you dump on him about his paragraph formation? 99% of your post have dripped with passive aggressiveness, and these are no different. He is just giving his point of view, if it is over your head, don't character assassinate. If you have a valid criticism, please do it constructively.
User avatar
Ronald
 
Posts: 3319
Joined: Sun Aug 05, 2007 12:16 am

Post » Fri Dec 31, 2010 11:46 am

Well I kinda managed to understand it, and I'm like, bottom o the chain here, with little or no education, way too many absences from school, lmao, dont mean to be outa order here but if I manged it, well. :D @Enfadel, how long is that fine line you previously mentioned, and am I still on track lmao.
User avatar
Spooky Angel
 
Posts: 3500
Joined: Thu Aug 10, 2006 5:41 pm

Post » Fri Dec 31, 2010 2:28 am

@Guss, your cool in my book. Self deprecating humor = +1. And how the heck do you have 343 post, good god man.
User avatar
Talitha Kukk
 
Posts: 3477
Joined: Sun Oct 08, 2006 1:14 am

Post » Fri Dec 31, 2010 11:21 am

Lol, I know! I had around 300 before the change, and I've been here for like 2 years!
User avatar
i grind hard
 
Posts: 3463
Joined: Sat Aug 18, 2007 2:58 am

Post » Fri Dec 31, 2010 4:34 am

You know I was thinking the same thing! my number is currently 20 I think, but theoretically thats like 100 posts of words the way I write? :] <-- I like the square jaw smile, its tougher for the blows you guys have been throwing my way.
User avatar
Shianne Donato
 
Posts: 3422
Joined: Sat Aug 11, 2007 5:55 am

Post » Fri Dec 31, 2010 6:37 am

Now that we are all friends again :] I thought I would revisit my previous statement with a refreshing link posted just a couple minutes ago on Kotaku about the return of once dying Game Market.

[quote]My second point, that Editors Choice awarded a game that made a larger leap in risking the relevance of reinventing the weaker parts of a fresh technology and the return of a struggling Eastern Market, proved by last years plethora of Gaming Reviews. [/quote]

The Revenge of 2D - http://kotaku.com/5577352/the-revenge-of-2d

I thought the article parallels similar things we have already touched on here when mixing PC and Console gaming. Especially with the way it expands on there being both 2D and 3D players.
User avatar
josie treuberg
 
Posts: 3572
Joined: Wed Feb 07, 2007 7:56 am

Post » Fri Dec 31, 2010 12:18 am

@ Enfadel, Geeese, when did that happen, oh well I was in early, no wonder my freakin fingers are aching, however, I actually am way down the education chain, could sign my o'l girls sig on the school absence notes real well, lmao. but still that was a good few years ago, ooops! no matter, I still got my head around most of whats said in all the posts, so not doin too bad eh !! and I aint gunna throw no verbal punches @ neokinesis, I would never be able to read the goddam response.. lol, :)
User avatar
Trevi
 
Posts: 3404
Joined: Fri Apr 06, 2007 8:26 pm

Post » Fri Dec 31, 2010 10:06 am

@neokinesis, So i toddled of to read that article, and agree as I understood it, personally having started way back on 2D, i can well validate a lot of that content. I remeber a paticular fav of my Son's when i got him an Atari ST, was Robocop, even now as an avid console player, he often says they should bring back more 2D, I guess he missing the Robo,! I Still think Laura is looking much better theses days , 0.0 lmao.
User avatar
Margarita Diaz
 
Posts: 3511
Joined: Sun Aug 12, 2007 2:01 pm

Post » Fri Dec 31, 2010 2:09 am

I have the second most posts. :D

Hmmm.... I was gonna comment on the CE3, but it seems that conversation was dropped earlier. :(
User avatar
(G-yen)
 
Posts: 3385
Joined: Thu Oct 11, 2007 11:10 pm

Post » Fri Dec 31, 2010 12:57 am

Talon, this forum is ever evolving, what were you thinking about with CE3?
User avatar
SiLa
 
Posts: 3447
Joined: Tue Jun 13, 2006 7:52 am

Post » Fri Dec 31, 2010 5:58 am

Again, lmao :D
User avatar
Stephy Beck
 
Posts: 3492
Joined: Mon Apr 16, 2007 12:33 pm

Post » Fri Dec 31, 2010 8:20 am

Shane is coming, rent something bigger.
User avatar
sarah taylor
 
Posts: 3490
Joined: Thu Nov 16, 2006 3:36 pm

Post » Fri Dec 31, 2010 7:33 am

I was going to say that the main advancements in the engine is bringing future games to several platforms. Each version has been optimized graphically to its fullest - or it will be. I don't see why people are being selfish about it. The engine can now bring video games to another 50% of the market! Just because it was on the PC in the first place, doesn't mean we can't share the love. ;)

I am very defencive about what platform I play on, but I believe that as many people as possible should be able to experience what this company develops, as long as it can still be an enjoyable experience.

I don't see any proof that Crysis 2 is bent hampered by consoles. Sure, all the video footage is from the consoles, but that is a new market audience they are advertising to. We have seen PC graphics with the 3D Announcement Trailer, and we know the game will look great. A little patience is necessary, because until Crytek feels that they have enough of the console market hyped up for the game, they aren't going to show PC gameplay.

My two cents. =)
User avatar
patricia kris
 
Posts: 3348
Joined: Tue Feb 13, 2007 5:49 am

Post » Fri Dec 31, 2010 11:25 am

@Talon95
Well Spent

@Enfedel
So the bad news is that I don't know if I can change the car at this point. but the good news is that I may have figured something else out. Looks like we will have two cars! Why are we talking about this kick ass weekend in a forum about how Crytek should be trying harder? Anyone heard of Pine Mountain Lake? Ask me about Riaden when you get a chance, I feel another novel brewing...
User avatar
Jonny
 
Posts: 3508
Joined: Wed Jul 18, 2007 9:04 am

Post » Fri Dec 31, 2010 2:46 am

[quote]@Talon95
Well Spent

@Enfedel
So the bad news is that I don't know if I can change the car at this point. but the good news is that I may have figured something else out. Looks like we will have two cars! Why are we talking about this kick ass weekend in a forum about how Crytek should be trying harder? Anyone heard of Pine Mountain Lake? Ask me about Riaden when you get a chance, I feel another novel brewing...[/quote]dont knoow why two cars came in to this, but that was for Enfadel, but if they say usually two heads are better than one, well whats wrong with two cars, lmao, woulda worked fine with me and my Ex Wife lol, Looking foward to next novel, but with Paragraphs please.. :-)
User avatar
Leah
 
Posts: 3358
Joined: Wed Nov 01, 2006 3:11 pm

Post » Fri Dec 31, 2010 6:03 am

More paras, = easier reading, :D
User avatar
Brιonα Renae
 
Posts: 3430
Joined: Mon Oct 22, 2007 3:10 am

Post » Fri Dec 31, 2010 4:05 am

Before we get started, let us cover what we already covered from an Artistic Perspective. Although a long time Crytek fan, I believe Kirby’s Epic Yarn award was appropriate and aligned with other trends we are seeing with the game markets direction. Let me make this more interactive by delivering sooner to reduce my normal novel sized posts. :]

I hope to evolve the topic to lean this time toward a Comparative anolysis of Regional Success based strictly on a Game’s Lead Character design. How is that for a warmup? Lets pit two soon to be Great Games using different strategies to appeal to new markets with many underlying similarities to overcome in being successful. More specifically, MGRising facilitating a combining effort to mix a previously Singleplayer oriented game to a new Multiplayer oriented Console (Xbox 360), and CE3 bridging a gap between PC and Console Industries. The characteristics I wish to point out are how each branch arrives at the conclusion for some straight forward demands. I asked myself when comparing these two entities to look deeper then the surface so I could be open for interpretation and I promote anyone who wants to express their own insight or opinion.

Each character has a suit of ‘Gun Metal and Chrome’ (that sounds like a cool game name). By using a similar color palette of beautifully polished chrome and a rough rubbery gun metal black it compounds the iconic representation of measurable war time materials. Although machines of war, they are not completely unforgiving and show softer sides by exposing more than flesh. Each character provides a different perspective on the male archetype with its appeal for its direct market. Commonly they both emphasize large, lean and enhanced physical features especially pertaining to the shoulder areas to enforce a respectable masculine V shaped silhouette. Each design uses worldwide patterns that define staples of command and embody both characters existents to win wars, hearts, and define the being of the game within.

Crytek’s NanoSuit2 design embodies many PC Market business strategies by choosing to define its presence through a character that is Strong, Solid, and Symmetrically Balanced for a battle against the unknown opposition in a changing turbulent world. NS2 looks like a geurilla, completely stripped of flesh exposing the muscle on top of muscle. +1 power up! There is no need for this tank to get caught up by flamboyant dressings. The mission is simple, search and destroy, like a mighty Terminator with its red hot eyes locked onto its target.

Raiden’s design for the New Metal Gear Rising game embodies the Console Markets spirit by choosing to define its presence through personality, diversity, and imagination for battle against a steady force of soldiers. Raiden’s Jaw replaced by and exposed inner metal skeleton with head protruding from a crablike armor that mimics his musculature. His body is decorated by diagonal lines and his long hair acts as Marketing Gold for what will certainly be a number of slow motion shots mixed brilliantly with the gameplay. He looks aggressive but agile like a ninja ready to pounce for an Hollywood Assassination.

Here is a link if you are unfamiliar with what style and pizzazz looks like.
http://www.endsights.com/wp-content/uploads/2009/06/metalgearsolidrising.jpg

I wonder how their sales will stack up? Who wants a statuette of NanoSuit2 vs. Raiden displayed at the top of a trophy type platform? I would buy it. In fact, I may just sculpt it!
User avatar
Scott Clemmons
 
Posts: 3333
Joined: Sun Sep 16, 2007 5:35 pm

PreviousNext

Return to Crysis