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C.A. Sinner
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« Reply #285 on: November 19, 2011, 02:50:44 AM » |
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I use to put the width mark to make it fit the column, but here the small details are important and would get lost, That's why I left the "wide" image. It's full of subtle computer generated brush strokes made in a way I had never seen and is very convincing. And it's done on a weak machine who don't have the processing power to do full screen analysis.
So i'm showing the tricks in case someone has an answer (but yep it should be in technical forums)...
Idk about the technical side of things but the "brushstroke" effect is even more noticeable on the actual wii and it looks REALLY good. It's pretty strange though because I didn't see it in any of the screenshots or trailers, they all had the same flat cel-shaded look as Wind Waker.  Re: story: I know the story in Zelda was never good or interesting but in the previous games it was pretty much just a side thing to add more flavor to the game, this time it's much more central (but not necessarily better). Don't care about the "timeline." BTW, they already made Link respond emotionally to events in cutscenes. As has been noted, he's a "character" this time, not a self-insert. Then why not go that extra mile and make him talk? It seems like a strange compromise to make.
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Adamski
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« Reply #286 on: November 19, 2011, 06:13:15 AM » |
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"Then why not go that extra mile and make him talk? It seems like a strange compromise to make."
Because there would be thousands of anal fans who disagree with his accent, the way he talks, or the fact that he's talking at all.
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Gimym TILBERT
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« Reply #287 on: November 19, 2011, 07:15:15 AM » |
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they goes extra miles to give you dialog tree! It's both MORE self insert and more "character" so you can "role play" a bit
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Geeze
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« Reply #288 on: November 19, 2011, 07:24:35 AM » |
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C.A. Sinner
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« Reply #289 on: November 19, 2011, 09:02:04 AM » |
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been playing this gam all day and loving it despite aforementioned gripes. i've just finished the first real dungeon and am sidequesting in skyloft right now. definitely getting a strong clocktown vibe from it, minus the time limit stuff ofc.
not sure what all the pre-release talk about "more linear dungeons" or w/e. the dungeons are structured p much the same, the only real difference being that the individual rooms are now larger and more multilayered.
also the combat is much deeper and more challenging than in any other zelda game. the motion controls are used well and in a non-gimmicky way.
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« Last Edit: November 19, 2011, 09:10:50 AM by C.A. Sinclair »
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Gimym TILBERT
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« Reply #290 on: November 19, 2011, 09:35:35 AM » |
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So you are past the 10h marks? (the time range of fake dungeon like review call them)
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Dugan
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« Reply #291 on: November 19, 2011, 10:31:18 AM » |
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From the videos I can spot on Youtube, it's more or less like that, but without the crisp edges on the models- rather disappointing, really, but I'm thinking it'll still look nice. I know it's cliche, but part of me hopes that the Wii U will upscale Wii games to look at least something like what running it on the Dolphin emulator looks like.
Me too! But they will probably not, to help encourage sales of new games (rather than have folks buy a wii-U to only replay their old games in HD). But for me being able to play wii games in HD would be a real incentive to buy wii-u. I never use my wii these days 
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Falmil
Level 6
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« Reply #292 on: November 19, 2011, 10:47:20 AM » |
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This thread is killing me with its disappointment and praises. I am nervous about forking over $70 and cannot wait to do so.
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C.A. Sinner
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« Reply #293 on: November 19, 2011, 04:28:23 PM » |
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you know what some aspects of this game kinda remind me of? monster hunter.
1. hub town from which individual areas are accessible separately
2. crafting system and farming for resources
3. stamina bar for actions like sprinting, climbing etc
4. timing-based combat (sorta)
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Gimym TILBERT
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« Reply #294 on: November 19, 2011, 04:56:21 PM » |
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Idk about the technical side of things but the "brushstroke" effect is even more noticeable on the actual wii and it looks REALLY good. It's pretty strange though because I didn't see it in any of the screenshots or trailers, they all had the same flat cel-shaded look as Wind Waker.  Apparently the brush effect was a late addition, Searching for data I found promotional hirez, Look at the blue flower, it's the same effect but with a plain filled stroke, they didn't figure out how to use it like they did intensively afterward. They must have a AHA moment and went crazy with it. They also use the same effect Banjo kazooie used, ie, remove the bilinear smoothing for a more "banded" one with threshold + cutout transparency. It's harder to take apart the techniwue in older screen shot because it blend with all these tricks + the painting style of texture. It's pretty sophisticate already, but I'm glad they thought out what they did in the final game. Character are still plain spheremap cell shading (but with a MUCH better gradient than the one dull plain gray cut to white in wind waker) http://wiimedia.ign.com/wii/image/article/109/1097928/the-legend-of-zelda-skyward-sword-20100615103813563.jpgedit other example: http://wiimedia.ign.com/wii/image/article/109/1097928/the-legend-of-zelda-skyward-sword-20100615103826468.jpgthis one have some half ass artefact visible on stone on the ground that hint at previous attempt  Wow those look amazing. Does the game actually look like that running on the Wii? That looks so good. I really like the mountains in the back of the first image.
  Almost lift from cezanne's
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« Last Edit: November 19, 2011, 05:11:48 PM by Gimmy TILBERT »
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Adamski
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« Reply #295 on: November 19, 2011, 05:45:25 PM » |
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I love the intro story music (I guess dont listen if you want to hear it in game) http://youtu.be/gKcTSN7Sr9s Quite dark/dramatic. Love the horns/bugle sounds.
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C.A. Sinner
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« Reply #296 on: November 19, 2011, 05:51:14 PM » |
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Gimym TILBERT
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« Reply #297 on: November 19, 2011, 09:26:09 PM » |
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I was refering to the mountain but yeah, that's spot on http://www.youtube.com/watch?feature=player_detailpage&v=clWznfxUflo#t=564sI have been looking to this HD video to understand the effect, it's pretty early in the game (right after zelda fall I think). Of course the effect isn't a simple shader, it's multiple effect combine together. Obvious one are premade object and "static" particle (tied to object mesh) There is also a bit of edge detection (backfacing triangle edge share with visible triangle), A bit of LOD (fade and replace by particle after a distance) A bit of a scanline like effect for texture (not sure). And some magic obviously through post processing of screen AND texture. I don't get all of it, it's pretty complex. Some part I don't explain it at all, also very great temporal consistency. Also obvious art rules applications (light seems to be above darker colors, rules bases on object locality, etc...) It's one of best NPR rendering I had ever seen.
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Atnas
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« Reply #298 on: November 20, 2011, 05:22:44 AM » |
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so the time has come to pick up my preorder ; U ;
but my wallet seems to have disappeared for the first time o'_'o
*envious of everyone already playing zelda*
Is it as good as they say it is?
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xraven13
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« Reply #299 on: November 20, 2011, 05:58:12 AM » |
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Not sure what to do. This game is so tempting. But there is not much to play on Wii. I already had it before and I played key games. So only games that I want to play now is this and Donkey Kong Country Returns.
So should I wait for Wii U because from what I heard, Wii U will also run Wii games. And they will probably release even better version for Wii U...
As for the game itself, it looks like everything I ever wanted in Zelda game. It really seems like they grabbed everything good that 2D had to offer and placed it in 3D world. To be honest I hated Twilight Princess, it was so boring, story was generic, battle was generic, puzzles was already seen etc. Basically I was yawning all the time until I gave up... Though, I don't think I played it more then 5 hours to be honest, I just couldn't stand it...
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