I'd like to atleast have bullet holes / decals on the walls and some kind of impact damage / blood splatters on the floor and models ala CSS / HL2...basically every First person shooter and RTS to date.
<!--quoteo(post=1813637:date=Dec 5 2010, 09:34 PM:name=Revi.uk)--><div class='quotetop'>QUOTE (Revi.uk @ Dec 5 2010, 09:34 PM) <a href="index.php?act=findpost&pid=1813637"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'd like to atleast have bullet holes / decals on the walls and some kind of impact damage / blood splatters on the floor and models ala CSS / HL2...basically every First person shooter and RTS to date.<!--QuoteEnd--></div><!--QuoteEEnd-->This indeed is most needed.....
otherwiseÂ
<!--coloro:#ffff00--><span style="color:#ffff00"><!--/coloro-->-1<!--colorc--></span><!--/colorc--> for b-movie-gore and slow motion disembowelment
<!--coloro:#ffff00--><span style="color:#ffff00"><!--/coloro-->+1<!--colorc--></span><!--/colorc--> for recognisable and atmospherically integrated hit-feedbackÂ
<!--quoteo(post=1813579:date=Dec 5 2010, 02:44 PM:name=Triggerman)--><div class='quotetop'>QUOTE (Triggerman @ Dec 5 2010, 02:44 PM) <a href="index.php?act=findpost&pid=1813579"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But the game needs some blood, and I really hope a patch soon will address the lack of hit-confirmations. You play a Lerk and you barely see the spikes or hits on a marine, and gunshots cannot make dents or sparks on the map itself, only other entities.<!--QuoteEnd--></div><!--QuoteEEnd--> These are different issues that are mentioned here, and not missing because of any anti gore policy (though we are against excessive amounts of gore).
The Lerk spikes are intended to be much more visible, both flying out from the view model and hitting the marines. We also plan for them to stick into the ground and walls where they hit. There are some programming issues with projectile models that need to be fixed for this, and its on the list, though not as high priority at the moment.
Bulletholes, scratches, dents and possibly blood splashes as well, appearing on walls is also something we are planning to do, but at the moment we do not have decals working in the game. Once those have been added it opens up a range of stuff like that that we can do.
In general, we don't want NS2 to be a really gory game with dismemberment, buckets of blood splashing everywhere, and limbs scattered all over the ground, but we do want to add enough to give the player adequate gameplay feedback when playing.
<!--quoteo(post=1813650:date=Dec 5 2010, 08:32 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Dec 5 2010, 08:32 PM) <a href="index.php?act=findpost&pid=1813650"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->These are different issues that are mentioned here, and not missing because of any anti gore policy (though we are against excessive amounts of gore).
The Lerk spikes are intended to be much more visible, both flying out from the view model and hitting the marines. We also plan for them to stick into the ground and walls where they hit. There are some programming issues with projectile models that need to be fixed for this, and its on the list, though not as high priority at the moment.
Bulletholes, scratches, dents and possibly blood splashes as well, appearing on walls is also something we are planning to do, but at the moment we do not have decals working in the game. Once those have been added it opens up a range of stuff like that that we can do.
In general, we don't want NS2 to be a really gory game with dismemberment, buckets of blood splashing everywhere, and limbs scattered all over the ground, but we do want to add enough to give the player adequate gameplay feedback when playing.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd--> This is roughly how I'd like it. For me the priorities are how it blends into the rest of the game athmosphere and how it serves the gameplay values. Subtle, but still noticeable worked well in NS1 at least.
<!--quoteo(post=1813650:date=Dec 5 2010, 11:32 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Dec 5 2010, 11:32 AM) <a href="index.php?act=findpost&pid=1813650"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->These are different issues that are mentioned here, and not missing because of any anti gore policy (though we are against excessive amounts of gore).<!--QuoteEnd--></div><!--QuoteEEnd-->
Ah, thanks, yeah I went a bit off-topic but really those hit-confirmations will do a buttload for the game. Not urgent perhaps but I hope it could be implemented in the not so far-away future. Glad to hear you are aware of the issue :)
Also Cory, completely unrelated question... is it possible to open a NS2 model and pose it differently in a program? I'm itching to try and make some cool wallpapers with custom poses.
Nothing screams atmosphere like entering a room where a group of your friends were. Only to see them strewn across the room, Blood on the walls, Remains on the floor, the tenebrous glowing of the red lights, and that endless gnawing of paranoia on your conscience as you make your way through it, knowing something was there.
It would be really cool, if like when you shot an alien they spilled green alien blood when they run away so you can follow the tracks and hunt down the aliens. Much easier to find their hiding spots. Or maybe if they are injured you can see alien blood dripping from the ceiling if they are on the walls.
You already heard the official opinion on this topic... if you want more you ll need to mod it in yourself.
Dunno why this is so hard to understand...
PS: There arent even hitzones for (right left upper lower) arms, (right left upper lower)legs, head, chest to make most of this possible. So no way to lose an arm because the game doesnt even know you hit this part of the body - all it knows, that you hit your enemys body. (or not)
<!--quoteo(post=1813659:date=Dec 5 2010, 09:05 PM:name=Triggerman)--><div class='quotetop'>QUOTE (Triggerman @ Dec 5 2010, 09:05 PM) <a href="index.php?act=findpost&pid=1813659"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also Cory, completely unrelated question... is it possible to open a NS2 model and pose it differently in a program? I'm itching to try and make some cool wallpapers with custom poses.<!--QuoteEnd--></div><!--QuoteEEnd--> You need 3DStudioMax to open the files and repose them, if you want to use a unique pose that is not already in the game.
Otherwise, you could open the models in the cinematic editor along with a map file and select one of the models specific animation poses and have them play that, and render out that as a frame for a wallpaper. Or, similar to that, you could use an existing pose in the model viewer, and take a screencapture, and pop the model out of the black background and add it as a layer in Photoshop to whatever you want behind it. Some of the drawbacks of the Cinematic Editor and Model Viewer are that, for the Marines, their weapons will not show up automatically. For the Fade Reveal movie, for example, we needed to export separate versions of the marines with their weapons included for all of the animations.
<!--quoteo(post=1813734:date=Dec 5 2010, 05:22 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Dec 5 2010, 05:22 PM) <a href="index.php?act=findpost&pid=1813734"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You need 3DStudioMax to open the files and repose them, if you want to use a unique pose that is not already in the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hm okay, I'll see if I can find a way to perhaps convert it to work with Maya then, but that shouldn't be too hard. And since it's just a wallpaper I think I'll be fine just extracting a shot of a weapon and neatly put it into place and it will work for my purposes :p I'll use the modelviewer as a last resort though. I have done WoW wallpapers before so this is a fun return to that kind of work, although this time around I'm pretty sure it's going to look more awesome considering what I have to work with this time.
No B-movie gore, but some realistic ones could be cool.
The feels of death are needed for a game with visual style like this. Well, just some decals here and there would add to the game, also different physic for different kinds of alien would be cool too.
Dismemberment is bad in many games, but a very fast, shocking, rarely seen dismemberment is good for NS2. Imagine you're a marine following your mate, a fade blink there and swipe your mate, he instantly fall to the ground with a realistic ragdoll(unlike current one) part of his body was dismembered by the scythe but not enough to cut him. This make the marine looks like he was really swiped by the fade. NS2 consist of many quick and short combats, the casualties are high and the gore/blood are there to make every attack look fatal enough that the casualties are this high.
PS. Current ragdoll should be used for onos' charge attack. XD It would be even cooler if rine's body twist badly like all his bones are broken.
<!--quoteo(post=1813691:date=Dec 6 2010, 12:30 AM:name=NurEinMensch)--><div class='quotetop'>QUOTE (NurEinMensch @ Dec 6 2010, 12:30 AM) <a href="index.php?act=findpost&pid=1813691"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like the pseudo-realistic visual style of NS2, and excessive gore isn't really realistic and just doesn't fit into that.<!--QuoteEnd--></div><!--QuoteEEnd-->
I like the pseudo-realistic visual style of NS2, and lack of blood when you'd expect to see it (i.e. when someone gets impaled with a giant claw) detracts from the "realistic" aspects.
I understand that some kids have parents which they are afraid will not buy the game for them if theres blood, and I understand your concern. But I think "less kids" is a good tradeoff for VFX that meet the general standard of action games in 2010.
im not a 100% sure, but i think when it comes to giblets and gore, the engine has to be built around this from the start to allow it. I don't think its an easy process to just throw some gore into just any engine. Unreal 3 engine has some of the best gore I've seen. By looking at high def videos on youtube, UWE engine looks really similar to Half-life 2's so I don't think we will see anything much gorier (is that a word) than that.
<!--quoteo(post=1813974:date=Dec 6 2010, 11:54 PM:name=zex)--><div class='quotetop'>QUOTE (zex @ Dec 6 2010, 11:54 PM) <a href="index.php?act=findpost&pid=1813974"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like the pseudo-realistic visual style of NS2, and lack of blood when you'd expect to see it (i.e. when someone gets impaled with a giant claw) detracts from the "realistic" aspects.
I understand that some kids have parents which they are afraid will not buy the game for them if theres blood, and I understand your concern. But I think "less kids" is a good tradeoff for VFX that meet the general standard of action games in 2010.<!--QuoteEnd--></div><!--QuoteEEnd-->
Right back at you, it's usually the little kids who get off on this gore crap. Your expectations of what the described event would look like are based on what you've seen on TV and other video games where the human body appear to contain 50 liters of blood, but have little to do with reality.
<!--quoteo(post=1814004:date=Dec 7 2010, 01:57 AM:name=NurEinMensch)--><div class='quotetop'>QUOTE (NurEinMensch @ Dec 7 2010, 01:57 AM) <a href="index.php?act=findpost&pid=1814004"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Right back at you, it's usually the little kids who get off on this gore crap. Your expectations of what the described event would look like are based on what you've seen on TV and other video games where the human body appear to contain 50 liters of blood, but have little to do with reality.<!--QuoteEnd--></div><!--QuoteEEnd-->
how much liters of blood does an onos contain? - or a fade? - of how much liquid waits inside a gorge? mhh?
okay its obvious that an armored marine cant spray blood all over but... there are also uncovered areas!
it would be cool if you would do more damage when hitting a not covered place on your opponent and have that visible.
i am in for an blood mod/patch. shoot off legs bite off arms.
ah gameplay affecting wish: make the corpses stay a lil bit longer pls. so i can see whats going on, like in counterstrike, when joining the scene immediately after some one died. would be good for gameplay but not bad for the ratings i think.
<!--quoteo(post=1814004:date=Dec 7 2010, 01:57 AM:name=NurEinMensch)--><div class='quotetop'>QUOTE (NurEinMensch @ Dec 7 2010, 01:57 AM) <a href="index.php?act=findpost&pid=1814004"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Right back at you, it's usually the little kids who get off on this gore crap. Your expectations of what the described event would look like are based on what you've seen on TV and other video games where the human body appear to contain 50 liters of blood, but have little to do with reality.<!--QuoteEnd--></div><!--QuoteEEnd-->
Did you not understand what I wrote? Your reply seems oddly like a personal attack, rather than a response to anything I said. Fact - cartoonish VFX detract from the visual style. UW will have to do better than this <img src="http://content.screencast.com/users/Mcplanner/folders/Jing/media/d69c9cb7-a9fe-44fd-a0bb-e35fcc5477c1/2010-12-06_1941.png" border="0" class="linked-image" />
<!--quoteo(post=1814004:date=Dec 7 2010, 02:57 AM:name=NurEinMensch)--><div class='quotetop'>QUOTE (NurEinMensch @ Dec 7 2010, 02:57 AM) <a href="index.php?act=findpost&pid=1814004"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Right back at you, it's usually the little kids who get off on this gore crap. Your expectations of what the described event would look like are based on what you've seen on TV and other video games where the human body appear to contain 50 liters of blood, but have little to do with reality.<!--QuoteEnd--></div><!--QuoteEEnd-->
Even if the human body does not "contain 50 liters of blood", one single predatory creature (like a wolf or dog) can make quite a mess. I'm pretty sure most people would get the pukes if a package of blood plasma is spread around a room of roughly 30 to 40 square meters.
There <b>needs</b> to be blood, and the amount needs to be above the thimble full disney uses in their flicks.
<!--quoteo(post=1814041:date=Dec 7 2010, 05:33 AM:name=zex)--><div class='quotetop'>QUOTE (zex @ Dec 7 2010, 05:33 AM) <a href="index.php?act=findpost&pid=1814041"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Did you not understand what I wrote? Your reply seems oddly like a personal attack, rather than a response to anything I said. Fact - cartoonish VFX detract from the visual style. UW will have to do better than this <img src="http://content.screencast.com/users/Mcplanner/folders/Jing/media/d69c9cb7-a9fe-44fd-a0bb-e35fcc5477c1/2010-12-06_1941.png" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Let me guess. You expect the claw to be covered in blood?
<!--quoteo(post=1814041:date=Dec 7 2010, 04:33 AM:name=zex)--><div class='quotetop'>QUOTE (zex @ Dec 7 2010, 04:33 AM) <a href="index.php?act=findpost&pid=1814041"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Did you not understand what I wrote? Your reply seems oddly like a personal attack, rather than a response to anything I said. Fact - cartoonish VFX detract from the visual style. UW will have to do better than this <img src="http://content.screencast.com/users/Mcplanner/folders/Jing/media/d69c9cb7-a9fe-44fd-a0bb-e35fcc5477c1/2010-12-06_1941.png" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Actually that's more or less fine, you'd expect a bit of blood to come out the back but generally just the fact that the claw is going through the dude is what sells it.
Basically if you want a good guide to gore, try the alien films, generally it's fairly discreet about gore (chestbursters aside). You see people getting impaled and lifted off the floor and thrown around by the alien, but it doesn't result in hilarious multiple dismemberment and elevator-loads of blood.
Aliens need to feel powerful, so they need to be able to bash marines around and impale them and do all the stuff aliens do in the movies, marines need to have powerful guns, so they need to blow chunks of infestation around with explosions and shotguns need to blow aliens apart and stuff.
Good suspense/action movies are a good guide for gore, you need some to sell the idea, you don't need mountains of it.
<!--quoteo(post=1814004:date=Dec 7 2010, 12:57 AM:name=NurEinMensch)--><div class='quotetop'>QUOTE (NurEinMensch @ Dec 7 2010, 12:57 AM) <a href="index.php?act=findpost&pid=1814004"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Right back at you, it's usually the little kids who get off on this gore crap. Your expectations of what the described event would look like are based on what you've seen on TV and other video games where the human body appear to contain 50 liters of blood, but have little to do with reality.<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually if you cut deep enough to sever an artery you really will get blood spurting out like a bad effect. Realism is kind of overrated though, you don't go with what's realistic, you go with what people <i>think</i> is realistic. Which is usually what they see on TV.
Actual reality is not very cinematic, hence why cinematography is an acquired skill.
<!--quoteo(post=1814138:date=Dec 7 2010, 04:10 PM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Dec 7 2010, 04:10 PM) <a href="index.php?act=findpost&pid=1814138"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Actually that's more or less fine, you'd expect a bit of blood to come out the back but generally just the fact that the claw is going through the dude is what sells it.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree with most of your post but come on, the "blood" is a dozen gigantic cartoonish red blobs. I can't speak for anyone else but I expect UW to ship the game with VFX that are up to the same standards as the rest of their graphics, and to the same standards of other modern games.
<!--quoteo(post=1814199:date=Dec 7 2010, 09:05 PM:name=zex)--><div class='quotetop'>QUOTE (zex @ Dec 7 2010, 09:05 PM) <a href="index.php?act=findpost&pid=1814199"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree with most of your post but come on, the "blood" is a dozen gigantic cartoonish red blobs. I can't speak for anyone else but I expect UW to ship the game with VFX that are up to the same standards as the rest of their graphics, and to the same standards of other modern games.<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually that's what most games use, just a sort of vague blob of red which comes out quickly so you don't notice it's a vague blob of red.
The only off thing I notice about it is the colour, a bit overbright, otherwise fine.
Particle effects don't screenshot well, because they are supposed to be seen in motion, if you take a random screenshot of any game you will probably not get something particularly good, even if it looks excellent in motion.
<!--quoteo(post=1814201:date=Dec 7 2010, 10:50 PM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Dec 7 2010, 10:50 PM) <a href="index.php?act=findpost&pid=1814201"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Actually that's what most games use, just a sort of vague blob of red which comes out quickly so you don't notice it's a vague blob of red.<!--QuoteEnd--></div><!--QuoteEEnd-->
No. Most PC games released in the past 5 years use image animation for each individual particle resulting in a realistic blood spray, and have secondary screen-level FX when the spray occurs close to the player's POV.
This is a game released in 2006: <img src="http://www.dignews.com/legacy/screenshots/gears_of_war_10.jpg" border="0" class="linked-image" />
Comments
otherwiseÂ
<!--coloro:#ffff00--><span style="color:#ffff00"><!--/coloro-->-1<!--colorc--></span><!--/colorc--> for b-movie-gore and slow motion disembowelment
<!--coloro:#ffff00--><span style="color:#ffff00"><!--/coloro-->+1<!--colorc--></span><!--/colorc--> for recognisable and atmospherically integrated hit-feedbackÂ
These are different issues that are mentioned here, and not missing because of any anti gore policy (though we are against excessive amounts of gore).
The Lerk spikes are intended to be much more visible, both flying out from the view model and hitting the marines. We also plan for them to stick into the ground and walls where they hit. There are some programming issues with projectile models that need to be fixed for this, and its on the list, though not as high priority at the moment.
Bulletholes, scratches, dents and possibly blood splashes as well, appearing on walls is also something we are planning to do, but at the moment we do not have decals working in the game. Once those have been added it opens up a range of stuff like that that we can do.
In general, we don't want NS2 to be a really gory game with dismemberment, buckets of blood splashing everywhere, and limbs scattered all over the ground, but we do want to add enough to give the player adequate gameplay feedback when playing.
--Cory
The Lerk spikes are intended to be much more visible, both flying out from the view model and hitting the marines. We also plan for them to stick into the ground and walls where they hit. There are some programming issues with projectile models that need to be fixed for this, and its on the list, though not as high priority at the moment.
Bulletholes, scratches, dents and possibly blood splashes as well, appearing on walls is also something we are planning to do, but at the moment we do not have decals working in the game. Once those have been added it opens up a range of stuff like that that we can do.
In general, we don't want NS2 to be a really gory game with dismemberment, buckets of blood splashing everywhere, and limbs scattered all over the ground, but we do want to add enough to give the player adequate gameplay feedback when playing.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
This is roughly how I'd like it. For me the priorities are how it blends into the rest of the game athmosphere and how it serves the gameplay values. Subtle, but still noticeable worked well in NS1 at least.
Ah, thanks, yeah I went a bit off-topic but really those hit-confirmations will do a buttload for the game. Not urgent perhaps but I hope it could be implemented in the not so far-away future. Glad to hear you are aware of the issue :)
Also Cory, completely unrelated question... is it possible to open a NS2 model and pose it differently in a program? I'm itching to try and make some cool wallpapers with custom poses.
Only to see them strewn across the room,
Blood on the walls,
Remains on the floor,
the tenebrous glowing of the red lights,
and that endless gnawing of paranoia on your conscience as you make your way through it,
knowing something was there.
+1 for gore.
Dunno why this is so hard to understand...
PS: There arent even hitzones for (right left upper lower) arms, (right left upper lower)legs, head, chest to make most of this possible. So no way to lose an arm because the game doesnt even know you hit this part of the body - all it knows, that you hit your enemys body. (or not)
Uwe doesnt want hitzones.
You need 3DStudioMax to open the files and repose them, if you want to use a unique pose that is not already in the game.
Otherwise, you could open the models in the cinematic editor along with a map file and select one of the models specific animation poses and have them play that, and render out that as a frame for a wallpaper. Or, similar to that, you could use an existing pose in the model viewer, and take a screencapture, and pop the model out of the black background and add it as a layer in Photoshop to whatever you want behind it. Some of the drawbacks of the Cinematic Editor and Model Viewer are that, for the Marines, their weapons will not show up automatically. For the Fade Reveal movie, for example, we needed to export separate versions of the marines with their weapons included for all of the animations.
--Cory
Hm okay, I'll see if I can find a way to perhaps convert it to work with Maya then, but that shouldn't be too hard. And since it's just a wallpaper I think I'll be fine just extracting a shot of a weapon and neatly put it into place and it will work for my purposes :p I'll use the modelviewer as a last resort though.
I have done WoW wallpapers before so this is a fun return to that kind of work, although this time around I'm pretty sure it's going to look more awesome considering what I have to work with this time.
Much appreciated Cory!
*ends off-topic*
The feels of death are needed for a game with visual style like this. Well, just some decals here and there would add to the game, also different physic for different kinds of alien would be cool too.
Dismemberment is bad in many games, but a very fast, shocking, rarely seen dismemberment is good for NS2. Imagine you're a marine following your mate, a fade blink there and swipe your mate, he instantly fall to the ground with a realistic ragdoll(unlike current one) part of his body was dismembered by the scythe but not enough to cut him. This make the marine looks like he was really swiped by the fade. NS2 consist of many quick and short combats, the casualties are high and the gore/blood are there to make every attack look fatal enough that the casualties are this high.
PS. Current ragdoll should be used for onos' charge attack. XD It would be even cooler if rine's body twist badly like all his bones are broken.
I like the pseudo-realistic visual style of NS2, and lack of blood when you'd expect to see it (i.e. when someone gets impaled with a giant claw) detracts from the "realistic" aspects.
I understand that some kids have parents which they are afraid will not buy the game for them if theres blood, and I understand your concern. But I think "less kids" is a good tradeoff for VFX that meet the general standard of action games in 2010.
Like cs for kids. Normal. And Extreme gore edition.
I understand that some kids have parents which they are afraid will not buy the game for them if theres blood, and I understand your concern. But I think "less kids" is a good tradeoff for VFX that meet the general standard of action games in 2010.<!--QuoteEnd--></div><!--QuoteEEnd-->
Right back at you, it's usually the little kids who get off on this gore crap. Your expectations of what the described event would look like are based on what you've seen on TV and other video games where the human body appear to contain 50 liters of blood, but have little to do with reality.
how much liters of blood does an onos contain? - or a fade? - of how much liquid waits inside a gorge? mhh?
okay its obvious that an armored marine cant spray blood all over but... there are also uncovered areas!
it would be cool if you would do more damage when hitting a not covered place on your opponent and
have that visible.
i am in for an blood mod/patch. shoot off legs bite off arms.
ah gameplay affecting wish: make the corpses stay a lil bit longer pls.
so i can see whats going on, like in counterstrike, when joining the scene immediately after some one died.
would be good for gameplay but not bad for the ratings i think.
Did you not understand what I wrote? Your reply seems oddly like a personal attack, rather than a response to anything I said. Fact - cartoonish VFX detract from the visual style.
UW will have to do better than this
<img src="http://content.screencast.com/users/Mcplanner/folders/Jing/media/d69c9cb7-a9fe-44fd-a0bb-e35fcc5477c1/2010-12-06_1941.png" border="0" class="linked-image" />
Even if the human body does not "contain 50 liters of blood", one single predatory creature (like a wolf or dog) can make quite a mess.
I'm pretty sure most people would get the pukes if a package of blood plasma is spread around a room of roughly 30 to 40 square meters.
There <b>needs</b> to be blood, and the amount needs to be above the thimble full disney uses in their flicks.
UW will have to do better than this
<img src="http://content.screencast.com/users/Mcplanner/folders/Jing/media/d69c9cb7-a9fe-44fd-a0bb-e35fcc5477c1/2010-12-06_1941.png" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Let me guess. You expect the claw to be covered in blood?
UW will have to do better than this
<img src="http://content.screencast.com/users/Mcplanner/folders/Jing/media/d69c9cb7-a9fe-44fd-a0bb-e35fcc5477c1/2010-12-06_1941.png" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Actually that's more or less fine, you'd expect a bit of blood to come out the back but generally just the fact that the claw is going through the dude is what sells it.
Basically if you want a good guide to gore, try the alien films, generally it's fairly discreet about gore (chestbursters aside). You see people getting impaled and lifted off the floor and thrown around by the alien, but it doesn't result in hilarious multiple dismemberment and elevator-loads of blood.
Aliens need to feel powerful, so they need to be able to bash marines around and impale them and do all the stuff aliens do in the movies, marines need to have powerful guns, so they need to blow chunks of infestation around with explosions and shotguns need to blow aliens apart and stuff.
Good suspense/action movies are a good guide for gore, you need some to sell the idea, you don't need mountains of it.
<!--quoteo(post=1814004:date=Dec 7 2010, 12:57 AM:name=NurEinMensch)--><div class='quotetop'>QUOTE (NurEinMensch @ Dec 7 2010, 12:57 AM) <a href="index.php?act=findpost&pid=1814004"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Right back at you, it's usually the little kids who get off on this gore crap. Your expectations of what the described event would look like are based on what you've seen on TV and other video games where the human body appear to contain 50 liters of blood, but have little to do with reality.<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually if you cut deep enough to sever an artery you really will get blood spurting out like a bad effect. Realism is kind of overrated though, you don't go with what's realistic, you go with what people <i>think</i> is realistic. Which is usually what they see on TV.
Actual reality is not very cinematic, hence why cinematography is an acquired skill.
I agree with most of your post but come on, the "blood" is a dozen gigantic cartoonish red blobs. I can't speak for anyone else but I expect UW to ship the game with VFX that are up to the same standards as the rest of their graphics, and to the same standards of other modern games.
Actually that's what most games use, just a sort of vague blob of red which comes out quickly so you don't notice it's a vague blob of red.
The only off thing I notice about it is the colour, a bit overbright, otherwise fine.
Particle effects don't screenshot well, because they are supposed to be seen in motion, if you take a random screenshot of any game you will probably not get something particularly good, even if it looks excellent in motion.
No. Most PC games released in the past 5 years use image animation for each individual particle resulting in a realistic blood spray, and have secondary screen-level FX when the spray occurs close to the player's POV.
This is a game released in 2006:
<img src="http://www.dignews.com/legacy/screenshots/gears_of_war_10.jpg" border="0" class="linked-image" />