Brink 'A Choir of Guns' Trailer


(SockDog) #121

I don’t get these posts where people declare drama and ranting when people are just discussing something. Do you need to think this is a big deal to justify barging into the discussion and telling everyone to stop talking about it? If you have nothing to input then just move along.

For what it’s worth. When SD polish the game as well as they have and emphasise variety in the characters it sticks out. Maybe instead imagine that all the voices in the game are exactly the same, doesn’t affect the gameplay one bit but it does kind of stick out a little.


(Mad Hatter) #122

Well yes it would look rather strange to see someone fall into an explosion rather than away from it, but again I don’t think flailing limbs is the answer. Just a few different falling animations based on the direction of the incoming damage would work just fine in my opinion. :slight_smile:


(H0RSE) #123

For what it’s worth. When SD polish the game as well as they have and emphasise variety in the characters it sticks out. Maybe instead imagine that all the voices in the game are exactly the same, doesn’t affect the gameplay one bit but it does kind of stick out a little.

Not really…If they announced that their would be a good amount of in-game voices, and then turned around and changed it, maybe that would be annoying, but if there was only one voice from the start, I really could care less.


(SockDog) #124

LOL exaggerate much? :slight_smile:

Ragdolls don’t need to fly around the maps. I think all people are saying is introduce some ragdoll physics to the animations so they look less rigid and cardboard like. Hell even the animated deaths in CoD looked better than these.


(SockDog) #125

I’d also settle for more animations too and I’m repeating myself here but when I say ragdoll I mean intelligent ragdoll where there is some purpose and rigidity still. I totally agree that floppy ragdoll looks absolutely terrible.

So it’s annoying if they change their mind about something in development but the impact of that change in the game doesn’t annoy you at all. Yeah, yeah, okay. LOL

BTW


(darthmob) #126

Just saw that you can play videos slower in vlc (playback -> slower). That way you get to see all the details that otherwise get lost because of the fast pace of the trailer.


(H0RSE) #127

So it’s annoying if they change their mind about something in development but the impact of that change in the game doesn’t annoy you at all. Yeah, yeah, okay. LOL

I have no beef with devs changing their minds in development - it’s when they say one thing and do another that annoying.

If they announce “we’re going to have this, this and this,” (like a lot of devs do) giving players an impression of the game and an idea of what to expect, and then they go ahead and completing change their minds and remove everything they said they were going to have, the game isn’t going to be the same.

If they said that a game was only going to have 1 voice for all characters, ok, that’s cool, whatever - but if they said they were going to have a good selection of voices, and then turn around and only put 1 in, I would always play the game knowing what their original intentions were, and thinking about how the game could have been.

If they never announced their initial plans in the first place, there would be no impact of the change, since nothing changed.


(tokamak) #128

Players don’t need to be flung halfway across the map.


(Dormamu) #129

…so the guy around the 42 second mark is killed buy the molotov cocktail or the guy from the lower right side of the screen…i’m confused … this is beter than Agatha christie books
…wait

P.S. Splash Damage should make a drama tv show about ragdolls… they will make millions


(DarkangelUK) #130

No it doesn’t have to, but I’ve not played a game yet that incorporates ragdolls where someone hasn’t been propelled for miles, by design or not. I would rather see varied animations than ragdolls not done properly… but by the looks of it, I think it’s going to be an engine problem. I don’t think i’ve seen an idtech4 game yet that has them in it.


(DoHo) #131

I didn’t notice it at first because of nthe way the video cuts and breaks the scenes up, but even after looking at it closely I’m not too sure that it’s a huge problem. If you don’t sit and stare (i.e. if you’re moving and looking around for the next target) you probably won’t notice it all that much (much like in the video).

[QUOTE=tokamak;257241]Players don’t need to be flung halfway across the map.[/QUOTE]That’s how rag doll physics in most games work though. Instead of just dropping believably they end up being flung miles across a map.

Also:

It’s “I couldn’t care less” because what you mean to say is that you could not care any less than you currently do, because you do not care at all. What you said was that you do in fact care, so much in so that you could actually care less than you currently do which is contradictory to context of what you’re saying.


(SockDog) #132

I don’t think anyone is going to not play the game as a result but you’ll notice them, I know I did in ETQW.

That’s how rag doll physics in most games work though. Instead of just dropping believably they end up being flung miles across a map.

They can code the ragdoll effect however they want it’s not like there is some law of in game physics that says you can only use ragdoll to blend with fixed animations ONLY if you also fling the model across the map.

As I’ve said multiple times, I hope this is just a place holder animation they’ve used while developing either the ragdoll+animation stuff Rahdo mentioned some months ago or just putting in animated variety.

It’s “I couldn’t care less”

Thanks that pisses me off to no end too.


(H0RSE) #133

t’s “I couldn’t care less” because what you mean to say is that you could not care any less than you currently do, because you do not care at all. What you said was that you do in fact care, so much in so that you could actually care less than you currently do which is contradictory to context of what you’re saying.

Well since you obviously knew what I meant, why did you go through the trouble of explaining all that? You got the point, so what did it matter?


(Humate) #134

[QUOTE=SockDog;257261]

Thanks that pisses me off to no end too.[/QUOTE]

Same here. I’m glad someone bothered to nitpick the error. :smiley:


(3Suns) #135

[QUOTE=darthmob;257200]A comment from gametrailers.
Just watched it again and it looks like he is right. Please Splash Damage, don’t do this! Ragdolls make every kill unique. Every enemy going down the same way on the other hand ruins the immersion. :([/QUOTE]

You mean, like this?

Compare and contrast those videos. Topic is the same - guns. I have no intention of buying Bulletstorm, and I’m-35-but-I-date-19-year-olds CliffyB’s junior high school humor evidenced in recent previous promotional videos of that game have been a huge turn off, not turn on. BUT dang, if Epic doesn’t seem to have a clear vision for their marketing and the game itself. Bulletstorm is only a month away. I look forward to Bethesda pulling it together one month before release as well.

Anyway, yes, having the same death animation ruins the immersion. I agree.


(tokamak) #136

[QUOTE=DoHo;257260]That’s how rag doll physics in most games work though. Instead of just dropping believably they end up being flung miles across a map.
[/QUOTE]

It’s all a matter of parameters, simply increasing the weight, air/ground resistance of the doll makes them sink on the spot where they die.


(DoHo) #137

That might be true, but ragdolls and physics end up … spazzing out. It does happen quite often that they’ll end up flying across a map from a grenade explosion. I’ve seen it in everything from TF2 to GTAIV and even Company of Heroes. When it comes to bullet deaths GTAIV’s is pretty awesome (killing someone and having them roll down a stair case it impressive for some reason). As you said though it won’t stop anyone from playing the game, but it’s just one of those things you frown at for a bit before moving on.

[QUOTE=H0RSE;257262]Well since you obviously knew what I meant, why did you go through the trouble of explaining all that? You got the point, so what did it matter?[/QUOTE]So next time you can use the right phrase? In the other thread you used superior “knowledge” as an exuse to belittle others and be hostile and generally antogonist towards them, all I’m doing is helping you out. You used the wrong phrase, I’m informing you of the correct one so you can use it properly instead of saying silly things.

[QUOTE=3Suns;257267]You mean, like this?

Compare and contrast those videos. Topic is the same - guns. I have no intention of buying Bulletstorm, and I’m-35-but-I-date-19-year-olds CliffyB’s junior high school humor evidenced in recent previous promotional videos of that game have been a huge turn off, not turn on. BUT dang, if Epic doesn’t seem to have a clear vision for their marketing and the game itself. Bulletstorm is only a month away. I look forward to Bethesda pulling it together one month before release as well.

Anyway, yes, having the same death animation ruins the immersion. I agree.[/QUOTE]I wasn’t aware Epic Games had such a large uhh, presence(?) in the development process. Anyway, Bulletstorm does look like it’s geared towards a certain audience and I’d feel quite silly playing it. It just oozes immaturity and not in a good way. I might also add (for arguments sake) that it looks like a cross between Ut and Gears of War and so I don’t really think it’d offer anything new anyway (I’m not a fan of those series either).

[QUOTE=tokamak;257269]It’s all a matter of parameters, simply increasing the weight, air/ground resistance of the doll makes them sink on the spot where they die.[/QUOTE]As I said above I know you can change it to how you want, but in many games ragdolls end up doing ridiculous things either way. I think it was Halo (one of them) where the bodies would land stiff and could still be moved by grenade explosions and stuff, but there were still times where you could send them rocketing across the map.

So I don’t know if it’s just how rag dolls work or what, but it is one of those small details that people do notice and it’s worth investing time into.

Ah well, we’ll get what we’re given I guess. :stuck_out_tongue:


(3Suns) #138

[QUOTE=DoHo;257270] (snip) …When it comes to bullet deaths GTAIV’s is pretty awesome (killing someone and having them roll down a stair case it impressive for some reason). As you said though it won’t stop anyone from playing the game, but it’s just one of those things you frown at for a bit before moving on.

I wasn’t aware Epic Games had such a large uhh, presence(?) in the development process.
[/QUOTE]

You probably knew this already but just in case, GTA4 uses Natural Motion’s Euphoria engine, which is why generally, the death animations usually look pretty good, and sometimes downright realistic.

Epic owns a majority of People Can Fly shares and Cliffy loved their latest project so he jumped in to “help them out”. But I had forgotten though, that BS is being published by EA. That explains the obviously well-funded ad campaign a little.


(SockDog) #139

GTAIV really impressed me with its movement. Sure it wasn’t perfect but on the whole you bumped or knocked someone and they tried to stay upright or else protect themselves. It was also clever that they included the whole getting drunk thing which seems only possible because of the Euphoria Engine.

Epic owns a majority of People Can Fly shares and Cliffy loved their latest project so he jumped in to “help them out”. But I had forgotten though, that BS is being published by EA. That explains the obviously well-funded ad campaign a little.

Loved Painkiller, thought that was a great effort and very entertaining for an oldschool shooter (probably more so that Serious Sam). I agree though, Epic have cludged the hell out of the game and stabbed all the kiddie buttons. If it gets a good reception on the PC I might pick it up on a Steam sale but otherwise I’m not that fussed.

BTW - GTA IV installing. You know, I actually miss the characters in GTA IV. :slight_smile:


(tokamak) #140

They will improve GTA even further with random variations within the animations so you won’t see any repetition.