Gamescom Fallout 4 Impressions

Well they claimed F4 was being worked on right after F3. I thought in all that time they would managed to fix this shit.

Well, "worked on" likely just means pre-production, which means they're figuring out what they want to make when they get around to making it, but they're not actually making anything. So you're coming up with environments, plots, factions, etc. but you're not actually making anything.

So stuff like "the animations are bad" isn't going to get fixed in pre-production no matter how long it goes.
 
As for the animation, Beth has always had issues with animating stuff.

S'why there aren't any diagonal walking motions in Fallout 3.
And by the looks if it ... it doesnt seem like F4 will have them either :/

Looky here

I mean how hard can it be to do correct move/walking animations in a game these days? And particularly after so many years of experience in making games.

For fucks sake, if memory doesnt fail me the 15 year old Jedi Knight II Jedi Outcast had already diagonal walking animations for characters.
I remembered something about this, and went looking for it... Turns out I remembered it from NMA:
ancalimon said:
:sad: I can't understand why they didn't add a diagonal moving animation. It can't be that hard. I guess there is no hope for it to be fixed anymore as it never got fixed for Fallout3.

Maybe if hundreds of people asked for it...
Actually it is that hard, apparently. Someone asked Sawyer and he said that the engine they were given to use doesn't really support animation blending, and that as a consequence they would have to manually create diagonal animations for the upper and lower bodies (since the upper would still have to be pointing its weapon at the crosshair) for each diagonal (since the poses are asymmetrical). Considering the schedule they had I can't really blame them for not wanting to take that on.

Bethesda has the source, but [presumably] it opens a can of worms that they either don't want to mess with, or don't consider worth it to bother. :(
 
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So after 200 years of Gamebryo engine they still could not figure something out that was done 150 years ago in gaming. Splendid :ugly:

You know, as someone who knows the one or other thing about programming and engines - I am not a programmer really, but a few years of schooling here and there, I always cringe when someone brings up engine-limitation because it is usually a buzzword. Engine limitations don't exist.

It either means that they had not enough time/resources to make it happen or they simply didn't felt it was worth their time. Now I don't want to completely rule out some super obscure reason that prevents them from doing it ... but seriously, I somehow can't believe that an engine like Gamebryo hasn't seen some substantial updates over the years.
 
Well engine limitations DO exist, is just that the line is used as a pologism for shit that doesn't apply.
I mean a huge amount of the best mods all require third party script extenders to be able to do half the shit they do.

I have downloaded Animation replacer mods and the animation bleding is always notoriously clunky and it just doesn't look good half the time when you force it.
 
When you have full access to the source code, limitations don't exist. Believe it or not. It is a made up buzzword. Like Imershun. It all comes down to, how much time have you available. Gamebyro is based on C++ like many other engines, for example the Unreal engine is also based on C++. Now, there might be things that can be achieved easier, faster and in more elegant ways with other engines, different scripts and script languages. But if your engine is missing something vital than you have to writte a script for it, and extend the code to make it work. Granted, if you're dealing with real projects and dead lines you have to make compromises. But something like limitations? They don't exist really. Just limitations on your resources. Like time. Or money.
 
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That's what I mean, you can always write new script and plugins and crap, but the basic engine has it's limits. Still with New Vegas is understandable why they didn't try and fix that (18 month development cycle and all) but with 3 and 4? Bethesda just follows the path of least effort. Same reason they scrapped multiple endings in 3 and the entire Skill system in 4.


Skyrim had diagonal movement animatons? I don't remember.
 
Well, not always, there's been a couple good ones, Valkyria Chronicles comes to mind with the flamethrower attachment that Shocktroopers get. YOU WANNA HIDE BEHIND SOME SANDBAGS? BURN MWAHAHAHAHAHAH)

Gentleman, you had my curiosity. Now you have my attention: imma play that game asap :twisted:
 
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I have a feeling that's not the diagonal walk they are talking about. *shrugs*. But what do I know.

That's what I mean, you can always write new script and plugins and crap, but the basic engine has it's limits. Still with New Vegas is understandable why they didn't try and fix that (18 month development cycle and all) but with 3 and 4? Bethesda just follows the path of least effort. Same reason they scrapped multiple endings in 3 and the entire Skill system in 4.


Skyrim had diagonal movement animatons? I don't remember.

But that's exactly the point. They don't! Or the whole process of programming engines and software in general would be pretty much poignant! It's just code. Nothing more. Nothing less! Programming languages like C and similar are set up in a way to prevent that. If something doesn't suit your needs you simply get back to the basic code and rewritte it. That is what they usually do when they go from version 1, to version 2, 3 etc - see unreal engine. Of course if you move far enough with the versions you will hardly notice the source anymore except for a few lines here and there, the latest version of the Unreal engine is very different to first one. But to say that there are some kind of "limitations", like real physical ones, is inacurate. If one engine in C can do this or that, than you can re-writte your engine to do the same. It's just that no one will do that as it would be cheaper to simply buy the rights to using the already written code - at least today.
 
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Uhmmm so these diagonal walking animation just rotates the character model and runs the regular walking animation, I guess it serves it's purpouse but it's not really what most people had in mind.
 
Guys, I hope you remember that F4 wont use the Gamebryo engine, but Creation engine, the same as in Skyrim but "better".
 
When you have full access to the source code, limitations don't exist.
... Eh... I bet one can have the blueprints to a skyscraper and hope and pray to never need to redesign its toilet plumbing ~after it's built and freestanding.
It should be possible of course, but perhaps also obvious as to just how in depth such an endeavor would need to be, and what offal can of worms it might open.

It's hard to imagine them not doing it years ago if it was trivial.
 
Well, not always, there's been a couple good ones, Valkyria Chronicles comes to mind with the flamethrower attachment that Shocktroopers get. YOU WANNA HIDE BEHIND SOME SANDBAGS? BURN MWAHAHAHAHAHAH)

Gentleman, you had my curiosity. Now you have my attention: imma play that game asap :twisted:

I bought it but have yet to try it out.

Flamethrowers should burn you to a crisp without armor. Just got done playing Fallout 2 and the combat was sooo much better, especially with flamethrowers.
 
Valkyria Chronicles is probably the best phase-based strategy game that ever came out on consoles.

It's hilariously irritating at times (both narratively and in terms of gameplay), but it's pretty fun taking your squad of individual snowflakes out to war knowing that any battle could be their last.
 
Animu Wars is pretty cool, and I always chuckle at the fact that one of the Unit traits can just be "They are goddamn racists". It's hilarious to get a bespectacled cute anime girl who by the way also hates thos damned Black hairs stealing their jerbs.
 
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