[HN Gopher] Northlight technology in Alan Wake 2
       ___________________________________________________________________
        
       Northlight technology in Alan Wake 2
        
       Author : vblanco
       Score  : 211 points
       Date   : 2023-11-07 18:32 UTC (4 hours ago)
        
 (HTM) web link (www.remedygames.com)
 (TXT) w3m dump (www.remedygames.com)
        
       | simbolit wrote:
       | Love the tone of the article.
       | 
       | Example:
       | 
       | Our marketing folks would say the characters are more responsive
       | and lifelike than ever before; our internal dev notes described
       | it as "the characters won't bump or get stuck into objects in
       | tight spaces".
        
         | wilg wrote:
         | The perennial problem with marketing language seems to be that
         | everything needs to be reworded to "make sense" to someone who
         | doesn't know anything about the actual product that is being
         | marketed.
        
           | mpalmer wrote:
           | Not nearly as big a problem as the positive spin they feel
           | compelled put on everything. When everything sounds like a
           | win, nothing does.
        
             | aydio wrote:
             | "Winflation"?
        
               | Smoosh wrote:
               | Hype~r~inflation
        
       | kevingadd wrote:
       | Considering their size (a few hundred people for the whole studio
       | AFAIK), Remedy consistently punches above their weight when it
       | comes to graphics. Off the top of my head only Remedy and CD
       | Projekt Red are able to compete with the big dogs (Unreal, Unity,
       | EA Frostbite) when it comes to image fidelity and performance.
       | Their GDC/siggraph/etc presentations are fantastic for anyone
       | interested in computer graphics or technical art.
       | 
       | Alan Wake 2 is easily one of the most beautiful (from a technical
       | perspective - IMO also from an artistic one but that's a 100%
       | subjective thing) games ever released and it still looks good
       | even when you turn all the settings down, which is a true
       | achievement. It's hard to make a game scale down to older
       | hardware while still looking good.
       | 
       | Though as commentators like Digital Foundry have noted, the game
       | runs really badly if your GPU doesn't support Mesh Shaders (they
       | mention the use of those for culling in the article). Mesh
       | Shaders in this case enable a lot of really smart culling and
       | dynamic level of detail so that things like coffee cups or tires
       | can be perfectly round without having the 'every NPC has 10k-poly
       | teeth in their mouth' problem that's currently sabotaging Cities
       | Skylines 2's performance, and this is one of the big advantages
       | offered by Unreal 5's Nanite.
        
         | dharma1 wrote:
         | Some extremely good GPU devs in Finland, demoscene prob has a
         | lot to do with it. Remedy rocks.
         | 
         | Isn't CD Projekt Red moving to UE5 for future titles? Shame,
         | Cyberpunk was gorgeous - would have loved a multiplayer game
         | with that engine.
        
           | capableweb wrote:
           | Funnily enough, both Colossal Order (Cities: Skylines 2 devs)
           | and Remedy are Finnish companies, yet only one suffers from
           | GPU performance issues.
        
             | dharma1 wrote:
             | One is a small company developing a city builder in Unity,
             | the other are ex demoscene GPU gods building a custom
             | state-of-the-art engine themselves. Nuff said!
        
           | spywaregorilla wrote:
           | > would have loved a multiplayer game with that engine.
           | 
           | this strikes me as an extremely silly statement. Their engine
           | doesn't seem to have multiplayer.
        
             | dharma1 wrote:
             | REDengine doesn't do multiplayer at the moment, but it
             | could in the future if they kept developing it / more games
             | with it. I'm sure they'll make great games with Unreal too
        
             | xu_ituairo wrote:
             | Your reply would have been a lot nicer without the first
             | sentence
        
               | spywaregorilla wrote:
               | that's ok
        
           | rstat1 wrote:
           | Only for the next Witcher series. Cyberpunk 2 (w/e it ends up
           | being called) is still on their in house engine.
           | 
           | (Don't ask me for a source, I don't remember where I saw that
           | info)
        
             | justinclift wrote:
             | > Cyberpunk 2 (w/e it ends up being called) is still on
             | their in house engine.
             | 
             | How sure of that are you?
             | 
             | There are several reports that the sequel to Cyberpunk 2077
             | will be using UE5 as well.
             | 
             | As in, CD Projekt Red have purposely switched all future
             | projects to UE5.
             | 
             | * https://screenrant.com/cyberpunk-2077-phantom-liberty-
             | dlc-la...
             | 
             | * https://kotaku.com/cyberpunk-2077-phantom-liberty-
             | expansion-...
        
               | rstat1 wrote:
               | Ok then they changed it. At one point it was still on the
               | in house engine.
        
               | justinclift wrote:
               | No worries. :)
        
         | simbolit wrote:
         | Remedy has 360 employees.
         | 
         | CDPR has 1236 employees.
         | 
         | DICE (makers of Frostbite) has 714 employees.
         | 
         | Epic has 2200 employees (before the recent layoffs).
         | 
         | all numbers from Wikipedia.
        
           | jguegant wrote:
           | Frostbite is its own sub-company within the E.A umbrella.
           | While Frostbite is used by the titles from DICE and we share
           | parts of our offices, the two companies are rrally distinct
           | for a couple of years now.
           | 
           | Frostbite had roughly 300 employees when I joined 2 years
           | ago.
        
             | simbolit wrote:
             | Thanks for correcting me, I am just an idiot with a
             | Wikipedia addiction.
        
         | treprinum wrote:
         | Remedy are basically Future Crew famous for Unreal/Second
         | Reality (demo). Who else should push GPU to its limits than the
         | ones who defined/popularized modern computer graphics?
        
           | Centigonal wrote:
           | If you haven't seen Second Reality, it's definitely worth a
           | watch, even as a historical artifact. Pushing the limits of
           | what was possible in 1993.
           | 
           | https://www.youtube.com/watch?v=rFv7mHTf0nA
        
             | Flow wrote:
             | Here's a 60fps video of the same demo. The demo-sceners
             | work really hard to make everything 60fps(1 vbl), so
             | watching it in any other frame-rate feels wrong.
             | 
             | https://www.youtube.com/watch?v=iw17c70uJes
        
               | phs2501 wrote:
               | Nitpicky: for a lot of parts that would have actually
               | been 70Hz (from the 320x200 VGA mode 13h), and having run
               | the demo back in 1993 it definitely was not as smooth as
               | in the video above on my 486/66MHz (and the Pentium had
               | only been out for a few months at the time).
        
         | katbyte wrote:
         | Shame I won't be able to play it as it's only on the epic game
         | store, which I refuse to use
        
           | kevingadd wrote:
           | The console versions are quite good
        
             | squidsoup wrote:
             | I usually can't stand playing anything at 30fps, but the
             | combat and pacing are deliberately slow in Alan Wake II,
             | and I've been surprised how little it has bothered me
             | (quality mode on PS5).
        
           | eddythompson80 wrote:
           | why?
        
             | p1necone wrote:
             | Not OP, but after getting used to Steam and GOG I don't
             | really want to use anything that doesn't have text reviews.
        
               | eddythompson80 wrote:
               | That's fair, as it's your preference. It's my preference
               | too to use steam just because it's where I have the most
               | games and I like keeping things tidy and in 1 place.
               | Though it's not an ideological stance, which "refuse"
               | leads me to believe. I'm genuinely curious about the
               | reason an adult would take that position. Last time I
               | asked (a couple of years ago) on Reddit I didn't get,
               | ummm, mature responses.
               | 
               | If there is a game I'm interested in, I'd use whatever is
               | cheaper/available for it.
        
               | shinymark wrote:
               | I agree with you. I want to play Alan Wake 2 on PC and
               | since it is only sold on the Epic Store I will buy it
               | there.
               | 
               | If it was on Steam I would have likely bought it on
               | Steam. But it's not. So in my case at least, this
               | exclusive is effectively driving me to buy on the Epic
               | Store.
               | 
               | I find it sort of funny that many (not all) complaints
               | about the Epic Store are the same things gamers
               | complained about when Steam was released 20 years ago.
        
               | 0cf8612b2e1e wrote:
               | I think it is only fair to compare the Epic vs modern
               | Steam. That Steam had the same issues 20 years ago, is
               | kind of irrelevant if expectations have risen.
        
               | rstat1 wrote:
               | My reason for refusing to give the Epic store money is
               | pretty simple: Paid exclusives are bullshit. Especially
               | when they're used as fodder to promote "competition",
               | when such things are anything but.
        
               | eddythompson80 wrote:
               | That's fair. I view it as just business. It certainly
               | doesn't affect me or any consumer. It only affects Valve,
               | which I don't care about. Maybe valve should pay
               | developers more. Epic takes far less than steam does from
               | developers, so I definitely understand the appeal to
               | developers.
        
               | rstat1 wrote:
               | It does effect you. Its a reduction of choice that
               | benefits no one.
               | 
               | And since there's a vastly bigger audience on Steam vs
               | the Epic Store, I don't really think that split matters
               | as much as people would have you believe.
        
               | doikor wrote:
               | This usually applies but for Alan Wake 2 Epic is the
               | publisher. So your argument is like getting angry at
               | Valve for not releasing their games (dota, cs, half life,
               | etc) on Epic store or GOG.
        
               | rstat1 wrote:
               | Well I wasn't specifically thinking about Epic the
               | publisher there, because yes I agree that is dumb and I
               | didn't actually know that Epic was the publisher here. I
               | thought it was just another dumb exclusivity thing.
        
         | boppo1 wrote:
         | >Alan Wake 2 is easily one of the most beautiful (from a
         | technical perspective - IMO also from an artistic one but
         | that's a 100% subjective thing) games ever released
         | 
         | I just don't see it. Looks like RE2make to me. And as far as
         | art direction Dishonored 2/DOTO are dramatically better looking
        
           | wilg wrote:
           | I see it!
        
           | stuckinhell wrote:
           | Capcom's engine is extremely impressive especially the fact
           | it can handle extremely beautiful triple AAA games then they
           | can also go around and port old nintendo DS games as well.
        
         | capableweb wrote:
         | > without having the 'every NPC has 10k-poly teeth in their
         | mouth' problem that's currently sabotaging Cities Skylines 2's
         | performance
         | 
         | Sad to see an otherwise good comment end with a misconception.
         | The problems with the performance is much grander than just
         | "teeth rendered but not visible" (https://blog.paavo.me/cities-
         | skylines-2-performance/), although I guess it's a illustrative
         | point. Missing LODs and lack of culling are the grander issues.
        
           | lloeki wrote:
           | > Missing LODs and lack of culling
           | 
           | That is the exact start of the sentence of which you quoted
           | the end of:
           | 
           | > Mesh Shaders in this case enable a lot of really smart
           | culling and dynamic level of detail
        
           | Sharlin wrote:
           | "Teeth rendered but not visible" is just saying "missing lods
           | and lack of culling" in a rhetorically more effective way. I
           | don't think anybody thinks it's the teeth _specifically_
           | causing the perf issues, they 're merely a concrete example.
        
         | Cu3PO42 wrote:
         | Insomniac Games (Spider-Man (2), Ratchet&Clank: Rift Apart) and
         | Guerilla Games (Horizon Forbidden West) also both have amazing
         | looking engines.
        
           | imbnwa wrote:
           | Also Naughty Dog
        
         | Centigonal wrote:
         | Remedy was started by Demoscene hackers, including a bunch of
         | Future Crew folks.
         | 
         | You can draw a pretty clean line from the incredible _Second
         | Reality_ demo[1] in 1993 to _Alan Wake 2_ thirty years later.
         | 
         | [1] https://www.youtube.com/watch?v=iw17c70uJes
        
           | pixelpoet wrote:
           | Not to mention crucial middleware like Umbra visibility, the
           | development of Nvidia's RTX, an AI revolution or two, ...
           | 
           | As I've commented before on HN, honestly I could write a
           | small book about these Finnish demoscene gods.
        
             | pjbeam wrote:
             | If you do please advertise it on HN. I'll buy a copy.
        
         | Sharlin wrote:
         | You don't exactly need Mesh Shaders or any other state-of-the-
         | art techniques to cull 99% of C:S2's polys. Just some simple
         | stuff that games have done since the 90s.
        
       | holoduke wrote:
       | Its refreshing to see something different than another unreal
       | engine based game. It must be extremely challenging to have your
       | own inhouse engine. The engine is one thing. The tooling to build
       | levels, animations etc is maybe even harder. I guess it also
       | gives some advantages. More control over low level architecture
       | gives you more opportunities to optimize. Harder with a all
       | purpose engine like Unreal. Cant wait to play this game.
        
         | dundarious wrote:
         | The continued legacy of demoscene.
        
       | squidsoup wrote:
       | Technical achievements aside, this game is delightful,
       | particularly if you're a fan of Twin Peaks or scandi noir. Highly
       | recommended if you have a penchant for the weird or macabre. A
       | milestone in interactive storytelling.
        
         | add-sub-mul-div wrote:
         | Is this reasonably okay for someone who hasn't played Control
         | or AW1, if they're not strict about needing to know all the
         | backstory?
        
           | wilg wrote:
           | Yeah I played it without playing either. I did watch an AW1
           | recap halfway through. But its basically all so crazy its fun
           | not knowing stuff too.
        
           | lfkdev wrote:
           | Alan Wake has nothing todo with Control. AW1 is not important
           | to know, but you'll miss some details.
        
             | wilg wrote:
             | > Alan Wake has nothing todo with Control.
             | 
             | Interesting theory.
        
             | anaisbetts wrote:
             | ...did we play the same game?
        
             | rickstanley wrote:
             | It has though. There are hints "everywhere" (not to be
             | specific, otherwise I'll spoil it) in the game, but it's
             | not vital to play AW2, I would add what you said about AW1,
             | "you'll miss some details."
             | 
             | AW2 is a step forward to the shared universe of Remedy.
        
             | SketchySeaBeast wrote:
             | Control had a whole DLC devoted to the link (haven't played
             | AW2 yet).
             | 
             | https://control.fandom.com/wiki/AWE_(expansion)
        
             | squidsoup wrote:
             | The Alan Wake and Tom Zane characters are mentioned in
             | Control a number of times, and the FBC make several
             | appearances in Alan Wake II.
        
           | anaisbetts wrote:
           | Start here: https://www.youtube.com/watch?v=309aaFblCJI, then
           | watch the next few videos in the series until the end of
           | Control (Control Pt. 1 => Alan Wake Pt. 1+2 => Control Pt. 2)
           | and you will be completely thoroughly caught up
        
         | Night_Thastus wrote:
         | I think it deserves a lot of praise, but also some criticism:
         | 
         | * While it may keep their creative vision "pure", the lack of
         | lower graphical settings makes it run pretty terribly on an RTX
         | 3080, which is very frustrating. You can brute-force this
         | problem away with DLSS, but I like native resolution and I'm
         | sick of DLSS being used as a crutch.
         | 
         | * The difficulty is all over the place. "Story" mode is likely
         | too easy, while "Normal" varies between being reasonable and
         | damn near impossible. A weaker enemy can take 2 bullets in
         | Story, and 10 in normal. That's frustrating when ammo is so
         | tight early on. In general, the game lacks a good "progression"
         | of difficulty. It's a roller-coaster instead of a curve.
         | 
         | * To add on to the difficulty, the mechanics do not feel as
         | consistent in AW2 as AW1. Why do some enemy types have a shield
         | you need to burn away, while others don't? (Despite looking
         | similar) For others, it's unclear which ones will vanish with a
         | little light and which ones require an intense light - and what
         | exactly gets them to disappear. Why can't the flashlight have a
         | bit more grace when a target leaves the crosshair for 0.1
         | seconds? Why do so many enemies have extendo-reach and
         | teleporting? Why isn't dodging timing better telegraphed? Etc.
         | 
         | * The story, at least so far, hasn't hit the same highs for me.
         | It feels a little like we're doing the same thing over again,
         | and it doesn't hit as hard the second time after the reveals
         | and twists from AW1 are already used up.
        
           | zaptrem wrote:
           | I've found DLSS Quality mode actually looks better than no
           | DLSS at all in most games.
        
             | MaxikCZ wrote:
             | That's because DLSS2 actually also antialiases the game
             | fairly well and cheap, compared to other methods commonly
             | used.
        
           | wilg wrote:
           | Doesn't make much sense to me to be OK with lower graphical
           | settings but not DLSS. Just use DLSS.
        
             | Night_Thastus wrote:
             | I don't like the kind of artifacts or presentation that
             | DLSS creates. It's a different kind of image than one with
             | native, but say - lower foliage density or a lower-
             | resolution mesh, etc.
        
           | Geee wrote:
           | Just use DLSS. It looks great and the graphics settings are
           | designed around it. I'm not sure if the earlier DLSS versions
           | were crappy, but this latest one doesn't seem to have any
           | weird artifacts.
           | 
           | I much prefer setting DLSS on performance and playing with
           | medium settings and raytracing on a 3090. The game looks way
           | better that way.
        
           | kevingadd wrote:
           | I'm on a 3080 and it ran fine for me. Did you turn off ray-
           | traced direct/indirect lighting? Those really require a 40
           | series, even at low quality levels. Is your native resolution
           | 4K? At 4K I needed to turn on DLSS, but I was also able to
           | set most of the quality knobs (other than RT) to medium or
           | high, not low. I wonder if maybe you're running into some
           | sort of driver problem.
        
             | Night_Thastus wrote:
             | I turned everything to the lowest available setting, except
             | textures, which I kept on high. I checked and that setting
             | doesn't seem to make any difference on my card.
             | 
             | Native resolution is 1440p.
             | 
             | Most of the time it hovers around 60-ish, but it dips into
             | the 40's occasionally and is overall inconsistent. To me,
             | at 1440p, that's not acceptable.
             | 
             | Drivers are the latest Nvidia offers, but I didn't scrape
             | the old ones out with DDU - hopefully that's not necessary.
        
         | imiric wrote:
         | I'm a few hours in, and it's enjoyable, but I'm not blown away
         | by the gameplay as much as the graphics and sound design. It's
         | a fairly linear affair with a lot of backtracking, and I find
         | the Mind Place system tedious. It's a glorified menu system
         | that blocks off progression until you've pinned some notes to
         | predetermined places on the board, or watched some cutscenes
         | where the character miraculously figures out what to do next.
         | It's not engaging in any way, and just takes me out of the core
         | game loop.
         | 
         | But I love the numerous references to Control and Max Payne,
         | and how they've integrated it into the same universe. I can't
         | wait for the Max Payne remakes, and hopefully the next
         | installment in the series. I just wish it could be done without
         | association with Rockstar. They ruined the experience of MP3,
         | which was a solid game, but Rockstar's Social Club launcher is
         | a garbage piece of software.
        
           | squidsoup wrote:
           | > watched some cutscenes where the character miraculously
           | figures out what to do next
           | 
           | Some of your criticisms are fair I think, but this is
           | actually deliberate and explained as the story continues.
           | Saga is clearly doing more than "profiling".
        
       | SirMaster wrote:
       | In the first example it's still really jarring how much their
       | feet slide around on the ground, or sliding in place as they walk
       | into an object without moving. I wonder when this will ever be
       | solved.
       | 
       | Don't get me wrong, the engine is incredible and the visuals and
       | systems are some of the best we have seen.
        
         | Tade0 wrote:
         | I've seen a demonstration of a solution on the YouTube channel
         | Two Minute Papers - it was actually about an algorithm that
         | blended animations so that the transitions looked natural.
        
           | jay_kyburz wrote:
           | I wonder how long it will be before we stop using animation
           | and switch to an actual bipedal physics simulation where the
           | agent actually knows how to walk and jump and run.
        
             | Keyframe wrote:
             | We were there over a decade ago with Euphoria, but I think
             | they've stopped selling/developing it? GTA 4 used it.
             | https://www.youtube.com/watch?v=HauN98naZ9U
        
         | ReactiveJelly wrote:
         | I'm surprised it's still a problem. Years ago a basketball game
         | franchise bragged that the PS3 allowed them to do foot planting
         | with inverse kinematics. Years before that, Shadow of the
         | Colossus shipped on PS2... with IK foot planting.
        
         | ux-app wrote:
         | It's always a tradeoff between responsive movement and
         | realistic movement. RDR2 has very realistic animations, with
         | the tradeoff being slightly "floaty" controls.
         | 
         | Personally I prefer snappy movement i.e. when I press left the
         | screen character moves left immediately. A more realistic
         | looking animation system introduces a delay while you wait for
         | the feet animation to "catch up" to player input.
        
           | jordanthoms wrote:
           | I guess the problem there is pretty fundamental - in reality
           | you'd be tensing muscles and shifting your weight etc before
           | the snappy movement, but the game only knows that you want to
           | move when you move the stick or push a button - so it either
           | has to show that realistic motion after your button press and
           | introduce latency, or sacrifice the realism in the
           | animations.
        
       | throwaway879423 wrote:
       | Am I the only who have no interest in graphics fidelity, but
       | would like to see more physics engines created to play with? Like
       | a fully destructible world would be fun.
        
         | cubefox wrote:
         | There was actually a regress in this respect. Some ten years
         | ago there was a "destructible physics" boom in many big games,
         | but nowadays most games abandoned it. There seems to be a
         | trade-off between graphical fidelity and the opportunity for
         | physics-based manipulation of the environment.
        
           | Geee wrote:
           | Remedy's previous game, Control, had probably one of the most
           | impressive destructive environments.
           | 
           | https://www.youtube.com/watch?v=12NORuGfcLc
        
             | cubefox wrote:
             | The game seems to use relatively simple flat geometry, like
             | concrete walls and large glass windows. I would be
             | surprised if they kept the destruction physics with the
             | intricate geometry of Alan Wake 2.
        
         | roboror wrote:
         | You should check out Teardown, very impressive physics engine
         | made mostly by a single developer.
        
         | nathants wrote:
         | try fortnite solos on performance mode with a 240+ hz monitor.
        
         | smolder wrote:
         | The game "The Finals" has an impressively destructible world,
         | and good quality graphics to boot. It just completed an open
         | beta period, but will return soon for a full release.
        
       | spywaregorilla wrote:
       | the team behind some of the best content on the unreal
       | marketplace did work on this game iirc.
       | 
       | https://mawiunited.com/
       | 
       | Wonderful content. I hope we see more shops like this building
       | content for ue5
        
       | rickstanley wrote:
       | I would love to know how they feel today about using D in their
       | ecosystem, that is, if they still are, and see what challenges
       | they have faced during AW2 development.
       | 
       | For reference:
       | 
       | - Using an Emerging Language in Quantum Break (https://ubm-
       | twvideo01.s3.amazonaws.com/o1/vault/gdceurope201... );
       | 
       | - DConf 2016: Quantum Break: AAA Gaming With Some D Code -- Ethan
       | Watson (https://www.youtube.com/watch?v=7YjLW7anNfc).
        
         | spookie wrote:
         | Same, would love to know more about it!
        
         | dom96 wrote:
         | Same. My guess is that they no longer use D, seeing as the
         | person doing those talks no longer works there and other big
         | places like Facebook have ceased using it. But I'd love to be
         | proven wrong!
        
         | ferbivore wrote:
         | I don't think it was ever officially confirmed, but word is
         | they excised all the D from their codebase after Quantum Break.
         | They're certainly not looking for D programmers now.
         | 
         | Possible starting point if you want to dig for sources:
         | https://forum.dlang.org/post/lymybpygzfalbdgoaizr@forum.dlan...
        
       | debugnik wrote:
       | Yet another team that switches to Luau for scripting; they even
       | made their own VS Code extension.
       | 
       | I gave Luau a try recently but the syntax for external type
       | declarations is undocumented and unstable, which made it awkward
       | to test properly, and the available VS Code extensions default to
       | a Roblox environment until you mess with their settings.
       | 
       | So mixed feelings for now, I guess this is why they built their
       | own tooling for it.
        
         | hipadev23 wrote:
         | > but the syntax for external type declarations is undocumented
         | 
         | https://luau-lang.org/typecheck
         | 
         | https://luau-lang.org/grammar
        
           | debugnik wrote:
           | That's not it, I mean the "declare" statements that aren't
           | even listed in the grammar, but are needed to give the type
           | checker information about C API exports; I had to discover
           | them by digging through source code. The analyzer even
           | hardcodes a bunch of them.
           | 
           | luau-lsp for example ships this globalTypes.d.lua file[1] for
           | Roblox development and lets you configure your own.
           | 
           | [1]: https://github.com/JohnnyMorganz/luau-
           | lsp/blob/4b7872349d9b8...
        
       | d--b wrote:
       | The rendering is really impressive. Character animation is not
       | great. It's really an area where video games need to improve.
       | Hopefully AI will help...
        
       | Archelaos wrote:
       | Somehow the movement of the characters feels still quite uncanny
       | to me. In the video about the "voxel-based character controller"
       | the walking looks more like gliding. And in the first few second
       | in "NPC locomotion" the walking just does not seem right. I think
       | it is the fact that each step looks exactly the same and everyone
       | uses the same step size. So the character are awkwardly tightly
       | coordinated. One can see more variety later in the video, when
       | the characters change individually between walking and running.
       | That looks much more realistic. -- I wonder what makes it so
       | difficult to generally achieve more variety in the movement
       | details.
        
         | ljm wrote:
         | A lot of it becomes un-noticeable when you're in the middle of
         | the action. You're too busy looking at other things.
         | 
         | Although to support your point, pretty much every friendly NPC
         | is stationary. Once the hostile zone in on you you're not
         | looking at how they walk - they're shrouded in mist anyway.
         | 
         | IMO control was a tech demo for all of this and it also
         | supports why the enemy count is much lower and framed as a
         | horror story.
        
       | antiterra wrote:
       | > "the characters won't bump or get stuck into objects in tight
       | spaces".
       | 
       | After playing the first 'boss' in AW2, this is an amusing claim
       | to read. The controls and environment interaction are maddening.
        
       | Pr0ject217 wrote:
       | I want to read it, but I don't want any spoilers (or, remove any
       | surprise). I'll check it out after I've played the game!
        
         | Strom wrote:
         | There are no spoilers in the article. It's less revealing than
         | the trailer.
        
       ___________________________________________________________________
       (page generated 2023-11-07 23:00 UTC)