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Broken Sword 3: a crapload of new screenies!


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Wow! It looks absolutely gorgeous!

 

http://www.gamershell.com/imagefolio/show.php?pic=http://www.gamershell.com/imagefolio/gallery/Adventure/Broken_Sword_3/brokenswordthes18826.jpg

 

And the characters in this look so well drawn.

 

All it needs is a little of the Antialiasing thingy all you arty types are always on about :D.

 

I think this game looks amazing technically (graphics and what not). And if you watch the videos at adventurecorner.de you can see the lipsync system in operation, and from what I saw of it it looked very good.

 

I can't wait!

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Ha! The graphics are so good that the entire game is one huge playable cutscene!! Muahahahahaha!!!

 

*ahem* I remember reading somewhere that there will be non in-engine cutscenes. Can anyone confirm this? If not, it doesn't matter, the in-game graphics are that good so that they should just use it for the cutscenes.

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Originally posted by Homoludens

The graphics are so good that the entire game is one huge playable cutscene!!

This just about sums up our philosophy. What we wanted to move away from was this feeling that at certain points in the game there are pre-rendered sequences which serve as a reward for having stuck with the game through the last couple of hours. The more seamless we can make the whole experience the more immersive it will become.

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Originally posted by Not again...

This just about sums up our philosophy. What we wanted to move away from was this feeling that at certain points in the game there are pre-rendered sequences which serve as a reward for having stuck with the game through the last couple of hours. The more seamless we can make the whole experience the more immersive it will become.

 

Yep, that's exactly what I was thinking. With the next generation of adventure games exploring more powerful graphics engines, it's perfectly natural to have in game, in engine cutscenes. The advantages outweigh the shortcomings. Besides, the shortcomings themselves will eventually dissolve as the technology progresses even further. Anyone who disagrees with this should watch the G-Man and Alyx movies from Half-Life 2, or play a few spots of Silent Hill 3. At a passing glance, SH3's cutscenes could be placed alongside the Final Fantasy: The Spirits Within movie in terms of cinematic direction and nuanced presentation.

 

Compare this in-engine screen from Silent Hill 3 with this still and this still, both of which are from the feature film Final Fantasy: The Spirits Within.

 

It was only a couple of years back that real time 3D lacked the richness and technical scope to be able to do cutscenes usually done by far more advanced non-personal home computers, and these movies had to be recorded and shown by media players (Quicktime, Windows, etc.). As gorgeous as these cutscenes were, I always felt slightly disoriented when switching from in-engine gameplay to media player movie and back to in-engine gameplay. It was a little bit jarring if you think about it, and, as you implied, Not again..., distracts from the immersiveness, at least for me personally: gameplay > cutscene > gameplay > cutscene.

 

Today, with games like Half-Life 2, Broken Sword 3, No One Lives Forever 2, and Doom3, it looks like cinematics and narrative will be handled with more fluid results. No One Lives Forever 2 had near perfect lip syncing (phoneme based) and its LithTech engine was designed specifically to anticipate movie-like approaches to story. Half-Life 2 goes even further, with actual real time lip syncing, dialogue responsive A.I., and even more subtle facial expressions. And I would die to see an adventure game made with the Doom3 engine.

 

Now, I'm not at all saying that this is the only way to go for the adventure game, I'm not saying that we should abandon 2D and media player based cinematics (like in Syberia or TLJ). What I'm saying is that it's now possible for the adventure game to go this way if it needs to, to tell the story in a particularly fluid way, that is, without disrupting the flow from gameplay to plot revelation. It's just a new choice, a new way to do it.

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Can this game possibly look any better? I ask you... :D

 

Absolutly amazing how charming and warm those locations look. Yet BS3 still catches the feeling of it's predecessors.

 

And to think that these are only static shots... definitly this is going to be the most important adventure game in new century.

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Originally posted by Homoludens

Details in the background? No, not if you can physically move them around in the gameworld. :cool:

 

so...em....they can be just items... and you can only move them...:p

 

Is it realism that everything that moves...you should use it? :D

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Originally posted by DomStLeger

Just because we see a few pictures of crates everyone asumes this going to be a crate/adventure game! Come on, there were crates in Broken Sword 2 you know, and they were implemented well. To all Broken Sword 3's detractors, BS3 will NOT be just another crate game; yes there will be some crates but they will be integrated into the game using well scripted Crate-events.

 

So it's not going to be just another crate game, just an adventure game with some crate-events woven skillfully into the plot to help vary the pace a little.

 

And in conclusion, crate crate cratey crate crate crate.

 

 

BTW, I'd like to add just another opinion exalting the magnificent lighting in these shots. A few of those screens absolutely brought me to my knees.

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Originally posted by Homoludens

Yes. Because it pulls you in deeper into the gameworld.

 

:rolleyes:

 

so now that i will get up i will take this calculator i have in front of me and get out of the house...Who knows...it can get useful to me :p

 

 

------------------------------------------------------------------------

 

let's play Devil's advocate...

 

Aren't those wires too edgy? :D

 

02.jpg

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Whoa those are beautiful!

I really hope they release a pack with all 3 games, otherwise I will have to hunt them down because playing the 3rd game before 1 and 2 is unthinkable, and hopefully I'll never have to. Besides, I've wanted to play for quite a long time now..

 

This one is simply stunning! hehe, that nest in the mouth reminds of Josh's game (purely because of the combination of a nest and a 'strange rock formation' ;))

 

http://www.gamershell.com/imagefolio/show.php?pic=http://www.gamershell.com/imagefolio/gallery/Adventure/Broken_Sword_3/brokenswordthes18819.jpg

 

Ah, amazing.

 

http://www.gamershell.com/imagefolio/show.php?pic=http://www.gamershell.com/imagefolio/gallery/Adventure/Broken_Sword_3/brokenswordthes18815.jpg

 

This too.

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Originally posted by Homoludens

peoples.gif Nitpicking, are we? We'll see. That screenshot is old, so hopefully they'll have added even more shadow effects to things.

[geek]Doubtful. As mentioned in one of those CVG developer diraries (whatever happened to those?), Rev uses radiosity to pre-render a lot of shadow and lighting information. As I write this, I realize that George has a shadow. Interesting. Faking soft-shadows -- works for me. So, I take back that "doubtful" thing. Yes, I know, I could just re-write this paragraph, but that would be no fun.

 

BTW, I had always thought radiosity was going overboard, considering all the drawbacks (time to pre-render, pixelation in shadow boundaries, etc.), but I am awed by the beauty of this screenshot (working link for those of us who use Mozilla/Fbird). How the shadow takes on a yellow/orange tinge, as reflected off the yellow-orange buildings. Beautiful.[/geek]

 

Wait, I tried that before, and it didn't work. So I might as well not try again. [geek]

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The Doom3 fansluts incessantly rave about that game's lighting. As much I like it and think it's quite impressive and dramatic, it always makes me feel like that whole damn game takes place on a vaudeville show stage with cheap tungsten footlights. Everything has to be uplit, harsh, and over-the-top, annoying after a while.

 

But honestly I ultimately prefer radiosity lighting because, whereas Doom3 looks dramatically realistic in motion (if you've seen the E3 movies), the radiosity lighting in such games as ICO, Max Payne, and Broken Sword 3 imbues the gameworld with much more natural glow and effect - it feels real as opposed to just looking realistic. In ICO, for example, I could practically feel the heat of the mid-morning sun on the grass, trees, and outerwalls of the castle. In Max Payne I was flabbergasted by how accurately fluorescent lighting was conveyed. And of course, in BS3, as I stated above, the streetlighting alone evoked my memorable evening strolls with my sister when we had visited Paris years ago - that's exactly how it looked! Paris positively glows in the evening, and Revolution did an astounding job recreating it.

 

BTW, Half-Life 2 is also using radiosity lighting.

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