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#576
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Oooh, thanks for confirmation there, Rene.
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#577
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![]() ![]() These LOOK GREAT!!! Keep up the awesome work! |
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#578
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That said, on a base graphical level (i.e. disassociated from the established continuity) they look great, really good work. I really look forward to seeing some actual in-game (as opposed to in-engine, as gamer0004 noted) shots, complete with HUD and weapon models. I think that might be a way away though. |
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#579
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I think it's a bit early for a HUD image. HUD will change 98301278939 times until the game is done.
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#580
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Needs more concrete.
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#581
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Amazing, I haven't seen an abundance of crates yet...
...yet...
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#582
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And notice of all the screenshots we've released, they're all interiors. We haven't shown outdoor shots in-game yet. In any case, we can easily see the juxtaposition between new and old in every day life. As one example, check out Taiwan Semiconductor Manufacturing Co.'s facility and the city in which it resides, Hsinchu. ![]() The point is, these things can easily be side-by-side. Quote:
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#583
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You probably can't answer this, but is there any intention to build customisability into the interface (Beyond just the colour/transparency settings I mean)?
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#584
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The early IW HUD is what should have been in the final game. Back when it was "Deus Ex 2" the game showed so much promise. Even when the first gameplay videos released, it looked like a deserving sequel. Unfortunately, the game released and felt like it just didn't belong in the same universe as Deus Ex.
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#585
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Really? Are you guys going for the cel-shaded cartoon look?
I know everyone automatically assumes I'm talking negatively, but I'm not. That's a genuine question. Quote:
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#586
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Anyway, do you see any solid steel walls in that lab? I don't. Hallways are never made out of metal. They are only in bad sci-fi. Which is why I compared it to that.
__________________
Apparently there are people who think the best way to make a prequel is to contradict the thing to which it is a prequel. |
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#587
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.... And it had localized damage
Last edited by El_Bel; 03-03-2009 at 11:17 AM. |
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#588
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Cant say I agree with the cartoon/cell shaded comparison. Look forward now to seeing an outdoors shot.
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#589
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What I find interesting about "photo-realistic" games (like Crysis, Mass Effect or COD:Modern Warfare) is that the NPC's, while detailed, don't seem to have the life that a more "stylized" character (like in TR:Underworld or Vampire: Bloodlines) can convey; the "uncanny valley" is still there.
It's no coincidence that I find the most emotional attachment in the characters like the ones from Valkyria Chronicles, in which photo-realism is completely abandoned for something more visceral and connecting to the player. If Eidos Montreal is putting a lot of effort into emotional connection to the characters, then a less photo-realistic path may be the best choice. |
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#590
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And personally, I'd say please don't go with the "HUD fades when you don't completely need it" option. I understand it has a place, but...well, more screen furniture gives the impression of a more complex game, and considering the game is being dumbed down in other areas, it'd be good if you could at least keep the illusion of complexity in others. :P |
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#591
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__________________
My DX residence: Maggie Chow's condo
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#592
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![]()
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#593
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You can tell it was a better game, just by looking at the HUD.
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#594
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I'm going to go and cry now.
9 augs...segmented health...uhguguguhh... |
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#595
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Seeing that little health man was too much...
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#596
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Wow, I remember that UI. It used to look so great. I thought the new one would be okay and all, what with it being stylized and stuff. But when I actually got the game and finished like 2-3 hours, it started to bug me and I imagined how the original Deus Ex UI would do, and I it could have been so awesome.
![]() Thanks a bunch for sharing those screens, I really hope Eidos Montreal gets a UI like this for Deus Ex 3 instead of that eye-UI-thingy. |
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#597
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I look forward too seeing what the HUD looks like and possibly comparing notes with Jordan_a afterwards.
During my time working on a Dim3-based game with other folks, the HUD changed 126 times. I kept track. |
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#598
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#599
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![]() I dont think its such a huge deal, but he is right about that. |
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#600
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Thank you.
![]() I understood what was said, but it was the reasoning behind it really. In that, what exactly is wrong with metal walls/panels etc? Why the issue with where it comes from and the cost etc, for example... as you kindly point out? Perhaps I'm on slow-mode today, hehe.
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