Curious to see how it goes. There's always these interesting ideas that catch on in youtube, especially in horror circles, and how well they adapt to games is mixed. This obviously has liminal...
Curious to see how it goes. There's always these interesting ideas that catch on in youtube, especially in horror circles, and how well they adapt to games is mixed. This obviously has liminal spaces and things like Local 58 as influences, and it's a wonderful environment. Just going to be curious if they can deliver on it.
The assets look great of course, but once a certain threshold of photorealism has been reached, I feel like it's really the camerawork that's going to make or break the realism. The way the camera...
The assets look great of course, but once a certain threshold of photorealism has been reached, I feel like it's really the camerawork that's going to make or break the realism. The way the camera jumps, tilts and bobs about in the home scene starting from about 1:00 and in the corridor scene at 1:45 look good and evokes something filmed on a phone camera.
Reminds me of that UNRECORD game with a similar approach -- photogrammetry boosted by extremely natural camera movement. I wonder how they'll feel to play, though.
Reminds me of that UNRECORD game with a similar approach -- photogrammetry boosted by extremely natural camera movement. I wonder how they'll feel to play, though.
Curious to see how it goes. There's always these interesting ideas that catch on in youtube, especially in horror circles, and how well they adapt to games is mixed. This obviously has liminal spaces and things like Local 58 as influences, and it's a wonderful environment. Just going to be curious if they can deliver on it.
Is that what it's supposed to be? I was wondering what I was missing because it didn't seem scary at all to me.
At least on my phone screen, these are the nicest pixels I’ve ever seen from a video game.
The assets look great of course, but once a certain threshold of photorealism has been reached, I feel like it's really the camerawork that's going to make or break the realism. The way the camera jumps, tilts and bobs about in the home scene starting from about 1:00 and in the corridor scene at 1:45 look good and evokes something filmed on a phone camera.
Reminds me of that UNRECORD game with a similar approach -- photogrammetry boosted by extremely natural camera movement. I wonder how they'll feel to play, though.