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A couple of HUD design tips should be taken from Need for Speed Shift. That game did a real good job on making the in-car camera useful and not too claustrophobic, like real-life.
Except for the trees, which look really out of place.
This isn't GTA:SA its RE: Outbreak. There is a lot of detail mainly because the scope of the environment is focused on a small area and not a whole world.
This is stretching it in regards to progress sadly.
I'm getting a Gears of War vibe. :/
Dark? The original looked colorful and sort of dated. Nothing dark about it. This looks absolutely dark and depressing.
He said Saturation, not desaturation.
Impressive In-game computer. I like where this is going! :D
Excellent work here. :D
EXCELLENT conceptual art. I'm also digging the maps. They are nicely detailed and well lit. I look forward to seeing those soldiers in-game and playable.
I read that wrong and thought you said "it looks like it can fire a rocket from itself". haha!!!
Exactly! I guess you are right when it comes to word choice. hehe
It's like calling Shadow Complex 2d. Its far from it and 2d is nothing close to being right. 2d and 3d is defined by visual depth, not playable depth.
That I agree with. Though, even simple models can be used to make a beautiful composition. Again, I never said the content was horrible. I just said they are nothing special.
They are well done, but again. I can make a really beautiful crate....and yet its still just a crate. I usually don't compliment props. It's just me.
You mean side-scrolling. This has nothing to do with 2D.
Because obviously the devs are just as serious as me. Nice one. lol
There is a difference between content and composition. I'm complementing the composition over content.
Good models, but really nothing special. What really stands out is the environments. The level designers have a good idea for realism. The outdoor and city environments look absolutely spectacular.
Wow! Look at that progress. You improvements are so clear and drastic! /sarcasm
No kidding! :D
I really like this scene. Like Carmack said, the level designers really have a lot of control now. This scene itself has so much personality. Now we don't have to worry about putting personality in one place, and save space by making generic design corridors.
Oh, I'm sorry, I'm pretty sure your god almighty. I have to disagree 100%. I think the clothing and direction looks absolutely amazing.
Oh wait, you want Borderlands, the generic but beautiful post-apocalyptic RPG.
A lot more realistic then flying zombies.
I take it you have never seen a drunk person or a pot head. Yeah, Zombies feels realistic. Its like your saying zombies aren't realistic. They are far more plausible than most fictional beings.
Maybe that says something. I don't know. Maybe at the time the zombie uprising was announced, everyone stole the food? If it was a mistake to make something empty, there would at least be something related on the ground, but there isn't. This seems purposeful.
Can't wait to see more. This looks amazing!
Its a multiplayer coop game on Crysis. What do you think? This is a revisiting to old work.
It includes Slums1.
Exactly. Inspiration for those hoping to tell a story instead of blood spltters on the wll.
Well you haven't played Research and Development or Radiator 1 & 2.
Anyways, this looks great. Keep the thoughtful mods coming!
Yeah, but its quite funny that you have a Rorschach avatar and then say this game is too gory. How sad.