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Ninja Theory dev on Hellblade II demo It's all real-time, no tricks

Jigsaah

Gold Member
I don't think they're even close.


Regardless of how many people feel about TLOU 2, the in-game cutscenes they were able to pull off are still just about the very best in the industry. Not only that, the amount of detail they put in the gameplay mechanics is still just about the best.
To be fair, we are comparing a last gen game to one that isn't even out yet. We would need to see what Naughty Dog produces this gen. Still, the line is getting blurrier.
 
Never any doubt it was running real-time in engine, but given the very precise way everything flowed and was framed (tightly scripted and basically on rails) the distinction between "gameplay" and "in-engine cut-scene" is razor thin.

You can make something go from looking good to great by carefully controlling the lighting, framing and edit. Which isn't to say its "cheating" because what it represents is purely more work on the part of the devs, just that realistically it implies constraints to player agency. As I pointed out in another post, a QTE is both gameplay and an in-engine cut-scene because although the event is triggered by the user its still a "canned" event.
Well said. A perfect example of this is the Matrix Unreal 5 demo's car chase sequence vs walking around the city.
 
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