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File: 1428943767705.jpg (203.55 KB, 1920x1080, 16:9, MirrorsEdge 2012-07-14 22-….jpg)

4c6ee6 No.13387

>Five years and there still isn't a game that looks as good as Mirror's Edge.
Why this?

2a84f8 No.13396

Because you need glasses.
It appears that your vision has been on the decline since the release of that game.

1b7365 No.13399

>>13387
Stellar world design, texture work and lighting.

At least the era of blurry 720p is behind us, but the brown and washed out is here to stay. With particle effects up the ass, though.

4c6ee6 No.13401

I am a retard it's been >Initial release date: November 12, 2008

SEVEN years god.
>>13396
Besides say 'the witcher 2' what other games look as good?

993acc No.13404

File: 1428948727563.jpg (3.67 MB, 3651x2435, 3651:2435, 539182.jpg)

Most devs can't seem to get into anything except realism, generic fantasy/scifi or some sort of pseudo-retro 8 bit thing.

The only game to wow me with visual style recently has been Transistor.

f883ec No.13407

>>13404

Transistor is an odd one for me. I liked it while playing it, but thinking about it afterwards made it seem cringier and cringier. The art style is original, but it doesn't feel like anything was really done with it. Or to be more precise, when you get past the original confusion trying to understand the game it's wasted, because there's no substance to the plot apart from the one you end up imagining because of the mystery.

494751 No.13409

>>13387

Excellent use of static lightmaps and coloured environments.

2674b5 No.13411

File: 1428952378588.png (435.48 KB, 304x224, 19:14, Metal Slug 3 rawket.png)

>>13387
>fifteen years and there still isn't a game that looks as good as Metal Slug 3
Why this?

Just kidding, I know why. There is absolutely fucking nothing special about Mirror's Edge's graphics.

21175a No.13413

>>13404
>pseudo-retro 8 bit thing
The problem is they don't use what they have to their advantage - they use the callback as an excuse to have shitty art. The majority of the time it looks worse than old sprite art and you can't tell what the fuck is what. Good sprite artists are expensive but I wish they would get some work.
I'm willing to forgive poor sprite art if the gameplay is good and it's one guy doing his best in his basement or whatever.

The issue with going full realism is that it'll very quickly look outdated or easily get stuck in the uncanny valley. The best way to save it is to have a little bit of style, just enough to get it out of that issue, unfortunately not all games are suited for that sort of style.
Then again I find the block-head realism of older games rather endearing.

Personally I never really liked Mirror's Edge's art style. Not my cup of tea.

9eb027 No.13416

>>13407
It's a video game! The medium's strengths and weaknesses are still being worked out, including in the department of storytelling. The thing that makes Transistor's story impressive is less the plot and more the modes of storytelling used throughout the game.

Personally, I thought the Camerata were pretty cool, and that the plot was enough to be worthwhile. The Camerata understood the ultimate futility of holding your breath for any kind of universal anamoly; that is, they knew that anything other than pure heat death will never, ever last. That's why they thought it was ethical to overwrite the virtual city as random 1's and 0's- the white block shit was supposed to be junk filler data, the enemies were supposed to represent the literal process of erasing a hard drive. They knew that in the end, it was their right as the cream of the crop to take control in that way. I thought it was cool how they would go and kidnap-recruit anyone who they thought could be useful to them. It was a fantastic contextualization for the powers being people, in my opinion.

Like, you say there's no substance to the plot. I disagree! Well, sort of. Not really. It's a skimpy plot, but a relatively well-thought-out one, save for the Transistor I guess it was supposed to be administrator/root access to the virtual city but what it was said to literally just be pulled from thin air which kind of makes sense but feels a little cheap. But okay, now I'm getting to my point! My point is that the storytelling is the strength of Transistor's story, not the plot.

I'll refresh all y'all's memory:
1. There's light dialogue- a highly traditional method of telling stories, basically film.

2. There are terminals, which cleverly distribute the key "headline" point of the plot in a concise, well, headline if you don't care that much, but that will give you more info if you keep on clickin'. The Metroid Prime scanner method. One of the coolest things about that is that if you explore the plot, you're rewarded with extra combat scenarios. There's also the terminals where you can "vote", which was an awesome little touch but not "actually" meaningful.

3. The souls (I forgot what they were really called) of all of the citizens which are condensed into powers. I thought this was mad freakin' cool: you learn more about the character's history by familiarizing them with their soul trapped in the Transistor! This is super cool because it conveys a sense that Red is just sort of naturally absorbing this understanding, again, by familiarizing herself with the person's soul, but it's also super cool because it provides extra incentive to use powers in slots you wouldn't use them in otherwise. It was also really cool how the character's actions in life would affect which power they represented; the first example that comes to mind is Sybil functioning as a literal lap dog.

4. You can also learn about the different kinds of processes through limiters, which I thought was a nice touch, but it's basically the same mode of storytelling as with Functions.

So, yeah, I actually think story and visual design are the game's two strengths! It was quite fantastic in those regards- even if you don't like the plot (and I did,) there's no denying that the approach(es) they took to telling the story were innovative- I'd say successfully so! It was pretty freakin' impressive while I was playin' it.

The game gets a lot of praise for its gameplay and OST, but… I wasn't impressed. I was massively disappointed when so many Function combinations turned out to be not much different from the original Function. Jaunt is also mad game-breaking and makes the game free as all fuck in your first playthrough (I still haven't done new game+.) It seems like the basic systems have mad potential but that I think we'll get better games in the future that were inspired by Transistor if you liked the actual gameplay (which, by the way, I did- the core gameplay is actually fantastic, it's just ruined by how easy and shallow it is.) Backstabs and especially combos are pretty cool systems but the game needs more room for optimization than just those two. As it is, I really might as well spam Spark with Jaunt attached constantly and win.

The vocal OST did very little for me and I think that the apparently angelic singing of whatever gal they got to do the soundtrack is actually cringeworthy and overall painful to listen to.

9eb027 No.13417

File: 1428954818475-0.png (1.91 KB, 250x250, 1:1, dont.png)

File: 1428954818475-1.jpg (14.53 KB, 318x318, 1:1, 1425229199555.jpg)

>>13416
>BODY TOO LONG ABLOOBLOOBLOO

(2/2)
Okay, I'm kind of rambling here, but my point is that the storytelling in Transistor is just about groundbreaking, and I even liked the plot, but the gameplay, despite being basically exactly what I've wanted out of an RPG since TTYD, is lacking and unbalanced, and the oft-praised OST is ruined by garbage singing. It's a good game and absolutely worth your time and absolutely worth the place it will surely get in vidya history but really nothing more than "good, original, but flawed."

Also:
>mfw I thought the head of the Camerata was the coolest guy ever but that his speech patterns sounded stupid and forced
>my following face when my friends all told me that my speech patterns sound exactly like his when I'm trying to put words to more complex or "deep" thoughts

e7a0e9 No.13419

>>13387
Thats because cod was gritty realism and so are its clones, aaa devs have to make what the publishers want. That naturally leads to gritty brown realism because thats what made the most money.

1cabb6 No.13440

File: 1428964379912.png (2.47 MB, 1277x999, 1277:999, pretty.png)

>>13387
excuse me

7ac402 No.13455

>>13440
>square patches of grass
>generic background of dirt
>no wave forming where water collides with objects
>water is repeated mirror deformation
>can see mesh on tree branches
>no shadow from rocks
>perfectly flat ground on other side of stream
>perfectly trimmed pine on other side
>no grass on grass texture
>grass sprites
>grass sprites reversed to not look identical
>perfectly uniform fog effect dependent only on z value
>shore is made of perfect stone wall
>tree is growing on the stone wall -no root support
>moss on rocks in integral part of texture
>skybox content not correlated to amount of sun exposure of scene
>no sun rays although fog in distance implemented
>no shadows on water
shall i continue literally destroying you? (y/n)

f35734 No.13457

>>13455
If you're saying it looks ugly to you then I'm sorry for your eyes. OP's picture must be literal shit in that case.

7ac402 No.13459

>>13457
I have perfect eyes, the thing is mirror edge was designed with high quality textures in mind since they new you would spend 90% of time with your face stuck to walls and pipes.
Everything i posted regarding that shitshow of a screenshot is true. If you ever consider sticking your head out of your ass you would see it too.

f35734 No.13460

>>13459
Mind showing something better? Mirrors edge is blur smoothing the game.

7ac402 No.13461

they *knew
not new

f35734 No.13464

>>13460
Not to mention how much fun you could tell they had with the saturation slider.

7ac402 No.13465

File: 1428969914910-0.png (196.69 KB, 620x343, 620:343, 43207_02_unreal-engine-4-a….png)

File: 1428969914910-1.jpg (90.5 KB, 672x372, 56:31, Unreal-Engine-4-FPS-672x37….jpg)

File: 1428969914910-2.jpg (70.4 KB, 878x494, 439:247, Bv3LI8FmDgJE.878x0.Z-Z96KY….jpg)

>>13460

there, still not that good, but way better than that disgusting forrest/stream abomination posted here

f35734 No.13466

File: 1428970197363.jpg (263.67 KB, 1152x648, 16:9, prettier.jpg)

>>13465
>thumbnails

Uh huh, good one.

Oh wait, you're one of those fags who thinks resolution matters more than the actual visual style, now I see why you're so triggered.

Pic related, another example of a game that looks better than mirrors edge.

7ac402 No.13468

>>13466
no you fucking idiot, i love stylized games, mirror edge is also stylized.
ALSO HOW THE FUCK CAN YOU ARGUMENT ABOUT THUMBNAILS AND THAN RANT THAT RESOLUTION MATTERS?????
the fuck is wrong with you?

b7bc86 No.13469

>>13466
>Your opinions shit mine's better stop being a faggot
>You're triggered
>"Uh huh, good one"
I would argue this constitutes shitposting. No actual discussion is occurring other than "Lol fuck you man, I'm better". To be fair the other poster is doing the same but I'd say he got baited into it and you threw out the line.

f35734 No.13470

>>13468
Maybe because the visual style is complete garbage, especially in that second one. I can make about as much detail from it as a youtube screenshot, it looks like a generic halo copy.

Mirrors edge is stylized if you love colour saturation and chrome.

7ac402 No.13474

>>13468
also, it's 2 am I'm drunk as fuck and still making better agrument than you, you wanted prettier screenshots than some bullshit out of skyrim (not even that good, there are better mods), you moved the goalpost to some bullshit about resolution and whatnot, and then projected you own incompetence about style over substance and decide to use SJW lingo (triggered)
>>13470
Oh, so you don't even know the paris demo of U4 ? Yeah no point wasting my time on someone as uneducated as you, anyone in /v/ or /svidya/ should recognize those tech demos immediately instead of spewing garbage about "not recognizing visual style"

My point still stands , you can objectively pinpoint the faults of >>13440

Mirror Edge is stylized and does it's job perfectly. OP is right.
Weird since most OP's are fags

1cabb6 No.13475

Mirrors edge isn't even particularly memorable or special, I don't see why it's singled out. Metro was much nicer.

>>13474
Are you shitposting?

c750b1 No.13476

Mirror's edge is a textbook example of "graphics will be outdated, art design is forever"

Now if only they didn't decide to take away the awesome open sky parkour and stick you in buildings. Honestly what the fuck.

cb2d4e No.13477

Because the environments were the only thing that Mirror's Edge had going for it, also Wipeout HD for best looking game

80afeb No.13479

Simple:

UE3 is a capable engine in the right hands.
Attention to detail and excellent textures.
Aesthetic design and color values
Color coordination and compliment

It's a gud game. Solid 8/10.

4a8f50 No.13483

File: 1428975377071.png (844.94 KB, 1968x548, 492:137, steam-engine-horizontal.png)

>>13413
Does anybody even use or make real, hand-drawn pixel art anymore?

Nowadays it seems if you need a complicated sprite sheet, you just make a low-resolution render of a 3-d model and call it a day.

2674b5 No.13498

>>13483
Does Factorio actually render the models in-game or are they just pre-rendered snapshots?

a65228 No.13499

>>13498
They're sprites, that's a sprite sheet

2674b5 No.13500

>>13499
So the latter? How do they achieve all the lighting effects then? The game has a fair number of graphics settings. Do they do a snapshot for every setting possible?

212f66 No.13501

>>13404
How is it anyways? I loved Bastion but heard the combat in Transistor was more convoluted.

212f66 No.13502

The only issue with Mirror's Edge is everything is too colorful. It looks gorgeous but then I end just thinking why is this building covered in yellows, reds, and blues. It doesn't need to be brown and bloom and boring but it shouldn't feel afraid to be a bit dirty in some sections. Even the sewer section felt too clean and colorful despite the low lighting.

a65228 No.13503

>>13500
Factorio's lighting is really basic, a black rectangle is rendered over everything (except the UI) and it changes opacity based on the time. The player's cone of vision is just a .png of a white cone that is subtracted from the rectangle. I suspect the glow effect uses the same principle with the exception of being rendered programmatically.

a65228 No.13504

>>13501
Combat's better but it never really gets a chance to shine outside of NG+, the overall pacing of the game is completely fucked and drags the whole thing down.

2cee24 No.13520

Mirror's Edge has some of the best art direction in video game history. When you pair stellar art direction with a powerful engine and competent level designers, you get a new benchmark for graphical achievement. If the developers hadn't been so particular about the colors and the framing in the game, we wouldn't be discussing it here five years later.

1cabb6 No.13529

>>13501
Soundtrack
-Bastion has a solid gold throughout
-Transistor had a lot of copper and silvers with a few platinums

Visual style
-Bastions worked a lot more, transistor just felt too static and generic

Gameplay
-Transistors had more potential but in reality turned into "wombo combo, run like a bitch, recharge and repeat"
-Bastions was more simplistic, but the feedback and arpg of it had a much more satisfying feel when you were using it

Story
-Bastions was nicely contained, gave you insight to the world and what happened, and wrapped itself up nicely
-Transistor fell apart after the first (fantastic) boss fight, you could tell that there was cut content and two potential boss fights killed themselves.

756ef4 No.13531

>>13483
>Nowadays it seems if you need a complicated sprite sheet, you just make a low-resolution render of a 3-d model and call it a day.

Wasn't that how it was always done?

a65228 No.13553

>>13529
>you could tell that there was cut content and two potential boss fights killed themselves.
I think they tried to subvert player expectations in the vein of mgs2, which is why Sybil is basically dead anyway, the gay duo kill themselves, the entire world falls apart.

ec4755 No.13558

>>13440
Boy howdy I sure love how trees are still fucking twigs with shitty low res leaf textures nailed on.

a17990 No.13771

>>13440
Jesus it's so hard to do natural looking vegetation with polygons, or even discrete pixles. Too much round shit and contours.

abd2f1 No.13774

>>13553
I felt they were trying to do that too, but fuck it was a letdown after spending all that time working my way up that tower

6b4cd4 No.13800

>>13483
Guilty Gear? I don't follow the series but I remember hearing that they do it cheaper by making 3D models and then go over those as 2D sprites. I think the next KOF is ditching sprites because it cost too much - which is a shame because it the last one looked good. Also there were stories of them treating the sprite artists like shit.

b75a14 No.13822

>five years and the Mirror's Edge hipsters haven't found something new to hipster about
OH MAN EVERYTHING'S WHITE AND THE ONLY COLOR IS READ SUCH GREAT ART DIRECTION CAN'T STOP MASTURBATING ETC ETC
>>13531
Exactly. You can fucking count the polygons in ancient 2D games like Planescape Torment and Age of Empires. Hand-drawn sprites were always a rarity. /v/ just has circlejerked itself into its own reality in many regards, this among them.

1ba245 No.13862

>>13407
>>13413

There were two spots in writing that caught my notice. The first were the descriptions of the Cloud City elite in the skill flavor text. The second is the description of the regular nobodies through the environment, such as terminal functionality and text. The divide they tried to show is what motivates the Camerata. And the love between you and the talking sword (who seems to be a nobody) is a counterpoint to this.

The problem is that the immediate concerns in the plot (monsters are attacking! the city is dying! royce's engineering plot dump zzz) and the gameplay (turn. breachbreachbreach. end turn. jauntjauntjauntjauntjaunt) upstages those themes that are introduced in a more subdued manner. So in the end, you have an action story that lacks backing and a background that doesn't lead into anything

Bastion handles this better. The weapon handling is a firsthand taste of the history and culture you lost and are trying to fix in the present. Your present adventures in the wilderness and ruin environments echo the troubles that Caelondia's imperialism went through when they expanded into the frontier.

abd2f1 No.13924

File: 1429156273759-0.gif (37.52 KB, 400x300, 4:3, pritchard_03.gif)

File: 1429156273759-1.gif (30.04 KB, 400x300, 4:3, pritchard_04.gif)

>>13822
There does appear to be a lack of awareness in how the majority of these games were constructed. The only difference is we changed the art pipeline from
>3d model>Rendered to sprite>2d engine
to
>3d model>3d engine

I hope the old pipeline makes a comeback for a retro feel though, as there were a few advantages to pre-rendered sprites (like the fact there is no limits on polygon count) and we can take that art style even further than before by baking normals/depth etc into the sprites to allow real time lighting. I haven't played Pillars of Eternity but it does look like they might be doing exactly what I've described

b75a14 No.14025

>>13924
>limits on polygon count
>in 2015
The only way that's true is when looking up close to things, like a weapon barrel, which would only happen in games that can't be made 2D anyway.
Pillars of Eternity looks exactly like it would with real-time rendering, only the background becomes pixelated when zooming in. Dragon Age Origins in its isometric view looked about as good, if not better.

5971d4 No.14028

>>13800
Playmore is a bunch of cunts and the Neo Geo licenses are wasted with them.
It's a wonder they managed to actually release a good game every decade or so.

You don't know pain as well as Neo Geo fans do.
What's that? A new Samurai Shodown is coming out? Finally! Oh, nevermind it's a fucking pachinco machine. Again!

abd2f1 No.14166

>>14025
That's true, guess that leaves the only potential advantage I can see being that 2d sprites are much cheaper to render en masse, which is only useful to RTS games

1140d7 No.14167

>>13440
game of the month october 2014

2674b5 No.14169

>>14028
I would think if someone were a Neo Geo fan they would know that Playmore pretty much is SNK and wouldn't try to pretend they're some ebil outside influence or something. Whatever has been wrong with SNK the last several years is SNK's fault.

I just want fucking Metal Slug 8 already. 7 was so damn good, it'd be such a shame to squander the talent that created it.

515fb3 No.14790

>>14169

>Playmore pretty much is SNK

Yes and no.

Playmore is pretty much the former president and founder of SNK buying back all the licences to do fuck-all with them.

The people who actually made the games are mostly all gone.


2674b5 No.14801

>>14790

Incorrect. The Nazca guys never came back, but aside from that they did in fact re-hire most of the old talent lost during the bankruptcy.


a13bab No.14857

>>13924

No offense, but in my opinion, 2d sprites rendered from 3d models are the absolute worst type of graphics possible. It's the ugly of 3d combined with the limits of 2d, the worst of both worlds. If I'm gonna play a game with 2d visuals, they better have that impeccable, charming, hand-drawn feel. If it weren't completely impossible, I'd want my 3d gameplay hand-drawn too for that matter.


b75a14 No.14880

>>14857

you have no fucking idea what you're talking about.


001ebc No.14883

>>13387

Money

M'sE didn't sell shit

Devs copy what sells, how many platformers you seen with a drunk squirrel?

And that was an awesome game btw


a13bab No.15030

>>14880

How? fine, I'll break it down for you.

-For pure aesthetics, hand drawn art looks better than 3d CG.

-3d CG is the only practical way to do fully 3d gameplay, though, which has its own merits.

Therefore, at best, games can either be 3d, or have hand drawn visuals. 3d visuals are the cost of 3d gameplay, if you make 2d visual content out of 3d CG, you're paying the 3d aesthetic cost without the benefit of what 3d content can uniquely do. That combination is the worst possible combination.


2674b5 No.15037

>>14857

I agree completely. 3D graphics are a disservice to 2D gameplay.


b75a14 No.15155

File: 1429757296458-0.jpg (633.89 KB, 1024x768, 4:3, 466278-c_013.jpg)

File: 1429757296458-1.jpg (304.2 KB, 1024x768, 4:3, ee_batallas_06.jpg)

File: 1429757296458-2.jpg (255.45 KB, 1024x768, 4:3, Siedler_wirtschaft.jpg)

>>15030

Alright,

have fun hand-drawing the sprites of an isometric game where all units need at least 4, if not 8 or 16 different angles. Not only would it be extremely time intensive, your entire art department would have to consist of savants because the normal human mind can't just rotate things in its head by 45/22.5/11.125 degrees and draw them accurately.

Also, have fun running a 3D game of the graphical fidelity of a prerendered 2D game on a computer that can run the 2D game. As a reminder, here's what a 2D and a 3D strategy game from 2001 look like.

Last but not least, check out these totally terrible, non-charming prerendered graphics from Settlers 3 (1998)

also

>-For pure aesthetics, hand drawn art looks better than 3d CG.

that's some hot opinions right there


b8f6f9 No.15157

File: 1429758193363.jpg (539.6 KB, 1920x912, 40:19, ss_0e29b17d35d5fe749072b31….jpg)

Hover : Revolt Of Gamers looks kind of like Mirror's Edge and Jet Set Radio's lovechild.


abd2f1 No.15188

>>14857

>impeccable, charming, hand-drawn feel

Care to back that up with some examples?


3a5b46 No.15190

I havnt heard of Mirror's Edge but the game that looks the best in my book is Wind Waker HD, nothing does colour that well


2674b5 No.15205

>>15155

>Last but not least, check out these totally terrible, non-charming prerendered graphics from Settlers 3 (1998)

Are you trying to disprove your own point with those images? Those graphics look like dildos.


21175a No.15209

>>15190

>nothing does colour that well

Shame you can't see any of it because of the bloom.


f49042 No.15284

File: 1429836862500.gif (127.86 KB, 108x128, 27:32, Anakaris.gif)

Darkstalkers for 2d artwork. Not only do the characters stretch and squash nicely, but they also change shape altogether as they perform moves. They may sprout limbs or spikes or weapons, they transform into other forms or materials, and so forth, almost every move.

This would be very difficult to do well in 3d, but it looks terrific in 2d.


b75a14 No.15295

>>15205

Of course they do. :^)


595981 No.15341

>>13475

Do you mean the story and events? Because from twenty seconds looking at screenshots it looks like the standard washed out post apocalyptic shit as far as visual art style is concerned.


d72df9 No.15393

File: 1429907356269-0.jpg (87.45 KB, 456x645, 152:215, image.jpg)

File: 1429907356269-1.jpg (327.46 KB, 1300x433, 1300:433, image2.jpg)

>Eleven years and there still isn't a game that looks as good as Myst IV.

Why this?

Also, rate my daughteru.


435f6a No.15440

File: 1429937328193-0.gif (171.95 KB, 800x336, 50:21, GIFG.gif)

File: 1429937328194-1.gif (260.12 KB, 1024x384, 8:3, GIFF.gif)

File: 1429937328207-2.gif (91.15 KB, 752x224, 47:14, Kof96aofbg.gif)

File: 1429937328207-3.gif (951.85 KB, 624x384, 13:8, latest.gif)

>>15284

>2D artwork

May i include SNK?


12b7d7 No.15470

File: 1429957106590-0.gif (62.41 KB, 800x336, 50:21, 3yEmUFm.gif)

File: 1429957106591-1.gif (195.11 KB, 768x256, 3:1, 4FCpx4v.gif)

File: 1429957106591-2.gif (274.13 KB, 768x384, 2:1, 6VFWhnV.gif)

File: 1429957106592-3.gif (70.28 KB, 800x336, 50:21, 4003cn5.gif)


f49042 No.15481

re: Myst IV

Obduction is supposed to be coming out towards the end of the year. It's a new game by Cyan, the makers of Myst. I have no idea about the quality, I'm not in on the kickstarter/beta, and there isn't much info yet. But it might be pretty.


25f298 No.15507

>looks good

I'd rather say as unique as Mirror's Edge. With all this gritty dark atmosphere coming out in games, Mirror's Edge was a sweet taste of bleach and freshly coated plaster. Just wish they wrote a better damn plot.


93dfca No.15933

>>15205

>Settlers III/IV

>not charming as fuck

You must be an expert concerning dildos, I guess


61e190 No.17472

File: 1433492497421.jpg (2.37 KB, 125x125, 1:1, 1355838348656s.jpg)


61e190 No.17474

>>13465

>the bath pic

what happened? why now we get shit as >>13440


61e190 No.17475

File: 1433492810240.jpg (87.77 KB, 400x303, 400:303, 1359839204398.jpg)

>>13457

are you somehow openly baiting?


6ea9ea No.17497

File: 1433547992551.jpg (491.44 KB, 1920x1080, 16:9, bYZ4PVx.jpg)

The Vanishing of Ethan Carter looks really nice.


ff808c No.17528

>>15507

It wasn't that bad. Sure, it was simple and rather underdeveloped, but it wasn't bad.


1989b9 No.17530

It's only good looking because the concept art is cliche. Different shades of white and gray with bright colorful polygons just look good.

clean design is just too easy, it's used everywhere.

I always wanted to see how Mirror's Edge would look if someone decided to make a mod where you replace those whitey and strong color textures for realistic textures. But I've never seen such a mod.

Also, I just realized Mirror's Edge is a perfect game for speedrun, watching it right now:

https://www.youtube.com/watch?v=p-OUNPqRzII


1989b9 No.17531

>>17530

Also, I have to admit that those rooftops looked really good, they feel very urban.


0010e8 No.17548

File: 1433816251358.jpg (821.5 KB, 3200x1800, 16:9, 2015-01-23_00020.jpg)

SS3 looks really nice. Especially considering how well it runs.


429db0 No.17551

File: 1433825666160.webm (7.61 MB, 854x480, 427:240, new Graphics.webm)

Unreal Tournament 4




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