This is what they did with Silent Hill 2. Except for Silent hill 2 they got into green suits and did every cut scene like that. Another reason why it’s my favorite game.
To the point, this game looks super promising. Definitly gonna pick it up.
This is what they did with Silent Hill 2. Except for Silent hill 2 they got into green suits and did every cut scene like that. Another reason why it’s my favorite game.
To the point, this game looks super promising. Definitly gonna pick it up.
I’m not really sure if I want any type of ragdolls in a game like this, be it euphoria or otherwise. It just doesn’t look like it would fit it, sort of like Heavy Rain.
Now, I like what they’re doing with this form of facial animation. It seems to work with what they’re doing, although, if they could manage to capture the full body animation instead of just the face, that would make it twice as good. That way, we won’t have realistic faces and “mechanic” body movement.
These two engines have their different places in the gaming industry. The facial animations for Noire aren’t something I could see being done with any Source game or vice-versa. I’m hoping they make something great with this technology. I don’t want to remember it as “that half-assed game with pretty faces.”
You saw the vid right? There ARE no capture points. It’s the actor’s face straight up. I gotta laugh at the uncanney valley comments though. They are right. They need to work on their shaders, but can’t because of how the method works. They wouldn’t be able to separate the eyes.
That’s this method’s biggest problem.
Since the whole head model is taken from the actor’s performance vids, they can’t separate the models into any parts at all. The eyes are flat, so they can’t repose them or add a different shader to them to make them stand out or be more reflective because they don’t exist. They can’t even pose them for accurate eye lines. Every time a mouth is partway closed you’ll get this wierd vertex snapping thing going on where there wasn’t enough information for the cameras to see inside the mouth.
Guys, just think of the head as being made of voxels. It’s not, but it may as well be (in fact, I think that may be what the raw recording data is). The heads aren’t objects and can’t be treated the same as the character’s body (which they totally slumped on). That being said, I’m surprised they even got the detective’s hat to stay fixed on his head.
I say this method has a future, but it’s way too early to implement it into a game.
As for the audio?
idk. maybe it’s all placeholder. It’d suck for them to have to redo all the scenes AGAIN after doing them all twice. But I can see how it turned out how it did seeing as the first pass they were in a mocap studio where there was no room for a mic to be close enough, and the second time they were doing face capture in an environment that demands flat sound reflective surfaces and a far away mic. Fuck, maybe they will do a third pass. idk.
Surely good music is as trivial as graphics, both of which I don’t think are trivial at all by the way. My point being that good music adds to the game the same as or less than graphics.
I agree on the multiplayer point, as multiplayer is only any fun with real life friends.
I think this can completely break the uncanny valley - so long as it’s not overacted, and that I think will be the main problem, having to get top actors in to make it look realistic will seriously push the budget. As for an individual game though, why has no-one mentioned Enslaved??? The facial animations in that were better than most movies I’ve seen!
Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.