S3 - Cinematic Cutscenes?
When I saw the Season 2 Cinematic trailer not long ago, it reminded me just how nice the cutscenes can look (and used to look in the old LucasArts days).
I'm talking of course about the increase in Polygons, so that every character and environment gets a major boost in terms of texture quality, which really brings it to life.
I'm wondering whether this would be a possible thing to consider for S3, at least for intros? Of course I realize the limitations of it within the Web Episodic realm, the major being an increase in file size and so on, but just look at the cinematic trailer of S2, it looks - amazing.
What do you think?
I'm talking of course about the increase in Polygons, so that every character and environment gets a major boost in terms of texture quality, which really brings it to life.
I'm wondering whether this would be a possible thing to consider for S3, at least for intros? Of course I realize the limitations of it within the Web Episodic realm, the major being an increase in file size and so on, but just look at the cinematic trailer of S2, it looks - amazing.
What do you think?
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Just out of interest, how long did the hand animation proccess took?
Just my 2 cents.
Yeah, I know what you mean. It's annoying, especially on games where you can get different equipment/suits for characters which show up in gameplay but magically revert to the character's default stuff whenever a cutscene comes on (prime offender, Ratchet and Clank on the PSP).
Sometimes FMVs are useful, like in the Final Fantasy games where you couldn't get the sense of scale, or the number of people wandering a street or whatever using just in-game graphics, but I still prefer cutscenes to be rendered in real-time.
Oh wait no, I think I get you.
I am looking forward to another amazing cinematic trailer for Season 3 though. It's going to be tough to top the last one.
Now making for a lightweight episodic online series? Well that may be a problem. It all relies on who are the programmers and what they are capable of.
EDIT: features that truly require high end hardware are HDR (Sam & Max really doesnt need this), High Pass Depth of Field (You can still incorporate this into S&M, but the blur passes should be a lot less. Honestly, just have the option to set the quality of the DoF), 2048x2048+ texture resolutions (Its a little excessive using this high a texture resolution anyways), real time ambient occlusion (this is pretty new to gaming and truely makes things look as if they are prerendered....honestly, we can live without this).
All you need to do is add a light amount of Bloom and Low Pass Depth of Field, and you should have yourself something that looks generally amazing. Depth of Field itself also can be used only for Conversations and cinematic.