The actress of the voice acting of the female version of VI first did not know that she was working on Cyberpunk 2077

One of the strengths of Cyberpunk 2077 is interestingly registered characters. However, we are not talking about people such as Johnny Silly Super, Panama or Judy, but about Vi itself – depending on which floor we choose. Chemes Lee, who voiced the female role of VI in English -speaking dubbing, spoke about work on the character and shared some interesting facts.

Chemes Lee gave a long interview on Kawacon 2023 in March, during which she talked about her work. Although a long time has passed since this event, it is worth bringing a fragment about its cooperation with CD Projekt RED and voicing the female version of VI.

The actress said that at first she did not even know which game was working on. At first, she played the scenes of conversations with characters such as Victor Vector and Jackie. As she admitted, usually at this stage she went home after work and did not think too much about the project in which she participated, but in this case it did not give her rest, so she decided to look for any information on the network. This led her to the trailer Cyberpunk 2077.

It is interesting that Gavin Drea, who voices the male version of Vi, also did not know at first what project he was working on. Further, the actress said that in many games where you can choose the floor of the protagonist, the actors of the voicing work in such a way that if in the Title the main attention is paid to the male character, then the replicas are first recorded by the actor, and then the actress should adapt to how she says to her predecessor during recording. In the case of work on Cyberpunk 2077, there was no such situation, which allowed both Chemes and Gavin to completely reveal his creative potential.

Listening to the conversation, the audience was difficult not to notice that the Chemes did not sound like VI, that she only shows how talented she is like an actress. Also, among the comments, words of praise often sounded to her very impressive portfolio.

The developers of the Men of War II strategy talked about cards, modes and much more May Open Beta testing

Fulqrum Publinging and Best Way today reported additional details about many multiplayer content available in the upcoming open beta version of Men of War II, including completely new modes and previously unprecedented cards-all will be available in Steam from May 15, on May 15.

Players can count on a large amount of content in the upcoming beta version, including the new PVP and PVE mode, new cards and missions for a single game, in addition to all content available earlier in the March multiplayer technical test.

“Combined arms battle” is a completely new PVP combat regime, which supports up to six players (3 to 3), in which they are not limited in choosing units with specialized battalions, and instead they can configure their regiment from all units of the selected nation. In this mode, the maximum number of command glasses increases from 30 to 50, which allows players to simultaneously control more units on the battlefield. In the “Combined Wrestling Fight” it will be possible to play in the competitive mode “Front Line” using the selection of players or in the “Front Line”, “The Zone of attack” and “Boy” through the lobby.

The “defensive line”, a new dynamic PVE mode, in which players should protect three zones from the opponents of AI who try to capture them, pouring the front line around themselves,. Victory glasses are accrued for the time spent on control over each area.

Two new cards will also appear in open beta testing: “Aerodrome” and “Carpathians”. In the game “Aerodrome”, players fight in the sand dunes of North Africa in the battle for control of a strategically important airport. In the Carpathians, players visit the calm, forested hills and idyllic villages of the bygone era, and the war brings ruins and destruction to a lush rural area.

On both maps, you can play both in the “front line” and in the “battle” mode (standard or combined arms), and the “Carpathians” can also be played in the new mode “Defense Line”.

In addition, all content from the previous multi -user technical test will be available, including the “Front Line”, “Boil”, “Boil Line” and “Intervention” modes in PVP, each of which supports matches up to 5 by 5. The front line is available through the player selection system, and access to all modes can be obtained through the lobby. The cards “Borovaya River”, “Winter March”, “Baserville”, “Coast” and “Farmland” will also return.

In addition to multiplayer matches, players can perform three single missions during beta testing-“Battle of Kuasson”, “On the Way to Freedom” and “An ambush”-in all of which you can also play in a cooperative.

Men of War II will be available for PC in Steam, Epic Games Store and other digital stores in 2023.

Roots of Pacha developers revealed the upcoming updates

The developers of the player of the Farming of Roots of Pacha expressed their admiration for the reaction of the game community and gave an idea of ​​what players could expect in future updates. These details appeared after recent proceedings with the publisher of Crytivo, who, fortunately, were settled.

Developers plan to make a number of improvements and extensions aimed at further improvement of the gameplay and maintaining the interest of players. Their plan includes two large updates, each of which is preceded by a small patch to improve the quality of life.

The first of small updates, the output of which is expected in the coming weeks, will be aimed at improving the user experience of the game. It will include general improvements in the quality of life, fixing localization and some player reviews.

A larger update that will follow this will expand existing game systems, presenting such opportunities as the development of children before "children’s stage", The evolution of plant species and animals, as well as the expansion of the content of the final game. Among the additional functions that will appear in the game are new locations of the Union, new options for romantic relations, expanded possibilities of interaction with pets and the opportunity to dissolve unions. In response to communities, developers also plan to add smaller details, for example, the opportunity to sit in various places of the game world.

Although Roots of Pacha developers strive to improve the game, they also seek to maintain the quality of updates. In this regard, they set only the total exit time of the updates to avoid rush and ensure thorough testing.

The developers intend to confuse the release of this significant update to the debut of the game on console platforms. Such synchronization is possible, since both processes go simultaneously and, as expected, will be completed at the end of this year.

The second major update, the exit of which is scheduled for the next year, will raise the game to a completely new level. Update will allow children in the game to develop into adolescents, and will also enter the game "Sport with the ball", which was announced on Kickstarter. The main attention in the update will be given the possibility of visiting the settlements of Morogor and Yakuan. Players will have the opportunity to explore the tundra and turtle of the island, discover a new fauna and flora, interact with new characters, some of which will be romantic and explore new caves.

Baldur’s Gate 3 developers responded to criticism of the third act and promised some corrections

Despite the fact that Baldur’s Gate 3 was generally loved by almost everyone, players are increasingly expressing the opinions that the third act does not comply with the standards established at the previous stages of the game. Larian Studios developers directly responded to these comments and said that some (but not all) of them would be fixed.

Criticism of the third act is mainly expressed in three forms: performance is not on top, there are too many mistakes, and there are signs that part of the content was cut out. As for the first point, in its blog, Larian said that it knows that the performance of the third act "not as good as the first two", But already in the second patch, some noticeable improvements will be made.

During September, we will also work on further improvement in the performance of the third act using the new technology, the release of which took a little more time than we expected.

In the second patch, some of the most egregious mistakes of the third act remaining after the first major update will be eliminated.

As for most of what some players call "Cutten content", then, according to Larian, he was not cut out at all – at least not because of a lack of time. In particular, Larian says about the epilogue:

This is not entirely cut content, but content that we did not want to release because we thought that it did not work. We are quite strict to ourselves and our ideas. If this is not very good – if it is not interesting to play it, it does not fall into the game. We are sure that Baldur’s Gate 3 has enough content in the city to get a game in a few weeks. But this does not mean that Baldur’s Gate 3 was not subject to abbreviations, like any other game. It is simply important to know that what happened in the end was planned for a long time, and first of all, so that it was interesting to play in Baldur’s Gate 3, and not so that we quickly closed the development

For good, it was necessary to post the third act in early access, otherwise the next manipulation turned out: they call the release what actually should have finished in early access.

Depending on what is considered for manipulation, performance in the third act, yes, bad, everything else is already purely subjective opinion and experience of each.

I recently finished my first passage, it took me about 200 hours, for all this time I did not meet a critical bug, I had not a single funny quest and a magazine of tasks before the final battle was actually empty.

And the carved content is just a banal desire of players to get even more content, as we will allow the personal quest of Karllah, in my subjective opinion it has a logical end of history, it either dies that its engine is overheated, or survives in hell where its engine works normally, because we are in one way or another to the fact that it cannot be "fix", Now, if we were told "You know, but there is a way to fix Dviglo and stay on Torila", then OK, then the outrage of the players about the fact that she could not be saved, but this is not

The feeling that you do not play other games that do not correct anything at all

The matter is not only in bugs, but also in improvements. The objective criterion of an unfinished game is huge patches and promises of the same finishing.

Yes, you know, even do not care. The game even in this form is better a lot that has been released over the past years, it is better to let them finish what they didn’t have time to throw. Of course, this can be a strange topic in its own way, but with DOS2 it was so there and even then an updated version of the game came out with many improvements and a processed final act, maybe they will do the same. But the game is even good in this form and I received great pleasure from it and continue to receive it, and if it is also supplemented by it, it will not be superfluous at all.

I do not argue that the game is excellent.
They almost had this with every game, this is the problem. Why play without these improvements and corrections? I better wait until the game is infused.

How funny the crawling out "Cutten content" Haters, especially if you look at the list of cut out from Reddite, where it is obvious that most of the one is removed at an early stage, some are just concepts, ideas. But no, almost every creature will yell that "Before the release" Cut. Disi, by the way, also cut out before the release and the whole plot with the emperor was added in one day, yes?

That is, how this epilogue is not important? I suffered so much, climbed on all holes (played by bard). Naturally, I want to know what my actions led to and how they influenced the inaccuations.

Well, so. Why do you need an ending and the final aftertaste, which, with proper performance, will be delighted with you if "The gameplay is important"?)

Did not live with the worked out ending, so it is not and start.

Of course, when the players have deceived the expectations of the Steam and more than 12 thousand negative reviews (and I’m glad that they are growing), they promised one thing, and they released the unfinished castrate in essence the rest of the particularly gifted do not even understand what the essence of the problem, now these false assholes, which are now, which They just sawed the budget, tell fairy tales for suckers, as for most of what some players call "Cutten content", then, according to Larian, he was not cut out at all – at least not because of a lack of time. <. >This is not entirely cut content, but content that we did not want to release because we thought that it did not work.

That is, we spent and sawed the budget in their opinion on non -working content and therefore it was remarkably removed by Karl, and you asked the opinion of the players, no, now the plot holes in this sinking ship are packed on them. I think it was not worth giving Larian the right to create a game Baldur’s Gate 3.

However, I have a big question for the developers: why the hell was to release the game, while cutting half the originally conceived game. Where is Averno? Where are Rafail quests? Where is the normal plot of Mintars? Where is the normal plot and the normal ending of the Karllah? Where are the consequences of using ilitides? Why is the third act from a nonlinear game turns into direct rails without a fork and congresses? Where is the full -fledged upper city, which was demonstrated shortly before the game?

It would be possible to update early access, transfer the game for a month, damn, and even leave hopes for adding the rest of the content to Dlsi. What did the outfits say? "DLS and new content are not planned". There is no need for a new one, it would be possible to add the initially planned add. As a result, it turned out as with the release of Cyberpan, only about him was immediately said that after a while everything would be repaired and most of the carved content would be added. Immediately, according to my feelings, someone knocked me very offended.

Game good first two acts. The third act and finale of the game are just a huge spoon of tar in a barrel of honey. No epilogue, no completion, empty unnecessary NPS non -optimized locations. The absence of intelligible dialogs with satellites, starting from the third act (some have nothing at all, mercenaries, I am talking about you Minsk, Mintara, Halsin). Not to mention the incomplete chains of tasks. And also this is a misunderstanding by name "Emperor". And the fighter and the player and the hero is generally on the dud, well "You can’t let it go, because because". How? Like after such a good early access, where there were other replicas and another image of "Satellite in dreams", It was born something.

And the finale. This is something, it is literally as if you had been patted on the shoulder and said "You are doing great", and then credits to sad music, thanks. After all. After all the tasks passed, decisions made, after all. They absolutely do not affect anything. The whole game did not use the larvae? Well done, but this is not necessary, the squid all the same will want you. The end will be one. And it would seem why so damp? And everything is simple, Datamainers find tons of the promised content and "17000 endings" The game files that take place, but are not used in the game. And not ashamed? Why release an incomplete game? Why it was impossible to wait another year and finish? Yes, literally in screenshots for the game in the Steam store, missing scenes.

The first act of the year is definitely. And the game will become when it comes out completely. Thanks for the tons of noodles on my ears, I ate delicious.

Messir Sven and Co. Although, if it rolled with DOS2, then why not try again?-Hams are not only shocked, but they will also enthusiastically squeak ¯ \ _ (ツ) _/¯ The user from Reddit gathered in a single post all the content from BG3 cut out before the release. Pour yourself a cup of something and enjoy reading (carefully spoilers):

1. The upper city is 2 weeks before the release, Sven promised its presence in the game and confirmed the possibility of exploring it

2. Clerik could choose a ball as a deity, receiving unique branches of dialogs with Shedouhart

3. Karllae had a full ending and a bunch of content related to her in the third act

4. Mintara had a deeper personal story that included even her pregnancy O_0

5. Khalsin was supposed to get much more content in the late game, including the Druid circle

6. Rafael was supposed to become an alternative plot branch, he could completely remove the larva near the GG and his Sopartians in exchange for their souls. Behind "Coins of the soul" It was possible to redeem your soul from Raphael, as well as acquire powerful unique artifacts that only he sold

7. Avern-Tslaya area for the game. It was assumed that Avern would be fully available for research and in size will be approximately like a dungeon from the first act. He was not only a source of soul coins, but also especially complex battles, as well as unique content for Karllah

8. Tav, like the dark temptation, was also the outfit of Baal

9. From the second act, the battle in which Orin with the cultists Baal attacks the nursery. The player could join any side or fight against all.

10. Orin had to display the larva of the red dragon of the Kitrak, which led to the battle with "corrupted" Dragon as a mini boss

eleven. In the second and third acts, the story with Ethel received a sequel in the form of interaction with her sisters (sea and night cargo), as well as a certain mysterious "M", who was their leader

12. Epilogue. Lariana said before the release that the game takes into account all the player’s solutions (until 17k!), and at the end you will receive an epilogue with all your elections, which can stretch for 15 minutes

13. Kazador was supposed to play a huge role in the upper city and be a significant political force with which an alliance could be concluded against the Absolute

14. Minsk must be recruited in a party in the first act, but it was cut out

15. Dialogues and events. Even from the first act, thousands of lines of dialogs and many cats were carved. All this was removed immediately before the release of the final version

16. Baal, Mirkul and Bane could be chosen by clericals as their patrons, which gave unique replicas of dialogs

17. Daisy is no secret that Daisy was cut out of the game after the last release of EA and replaced by a guard. Diyzi initially represented the larva in your head, not the emperor, and tried to seduce your character to stay with her in the meadow by the river forever. A happy life with an imaginary dream lover, while your body has been subjected to ceramorphosis and was lost for you forever. Daisy was such an important part of the plot that both musical topics of the game “Down by the River” and “The Power” are completely based on Daisy. Content, extracted from the data, also shows that there was originally the final in which the players began the romance with Daisy and gave up the parasite, forever leaving their individual consciousness “below the river” with Dazy

18. The companions and larvae of Illitid – initially the companions were supposed to accept or refuse to gifts of ilitides regardless of the choice of the player. Of course, you could influence them through a dialogue to decide who took it and who did not take the proposed gifts, but in the end it will be based on the choice of individual characters. This can still be seen in the game as a mistake when the partners wake up after a long rest and claim that they received a gift from their guard, but do not receive real strength

19. Romantic relationship with Jaheira. Were cut at the last moment

20. Larvae and consequences. Initially, it was assumed that the too intense use of the forces of Illitids and too many investments in the strength of the larvae should lead to serious consequences. This seems obvious in the game, but, ultimately, nothing happens in the release version, since the ending is reduced to about 4 selection options made in the last stage of the game. You can use all the larvae or not one and get the same ending

21. Dialogs with companions in the third act. If you notice that the companions have nothing to say at the end of the path, then this is because in the final act thousands of lines of dialogue were cut out in the companions, and all for various reasons. It seems that it seems to be a source of most accompanying errors that appear only in the final act, since they are still trying to call events that simply do not exist

22. Like Rafael. Is it not strange that they say it just runs away from Rafael and says that it was “easy”? It turns out that this is because the Larias cut out what the last stage of this quest was supposed to be. Instead, they allow them to escape on their own

23. Queen of Voronov (another deity). In the second act, a whole storyline dedicated to it was cut

24. Fugu plan (local world of the dead)

25. The epilogue of withered. He was supposed to tell the players an epilogue, to what extent it is unknown, but instead he had one event after the credits, where he reveals himself like a Jergala and mocks the dead trio

26. Full craft. The assembly with early access contained a workbench for craft, and it seems that initially we had to have full access to our own equipment for craft/enchanting. Moreover, in the RD, the Larias promised us a real craft after the release. That is why objects such as bullion, precious stones, wood and other materials appear in the game and are not used, except for garbage for the sale of merchants

27. Helia, another of our potential Sopartian, half-carrier-waswolf

28. Belts. There are slots for them in the inventory, but there is not a single belt in the whole game. It was also with cloaks in early access, but the cloaks added on the release

Street Fighter 6 has a funny dialogue with Chun Lee about her massive hips

One of the main new additions to Street Fighter 6 is the World Tour mode, a special single -user regime in which you can create your character and interact with the rest of the characters. As expected from Capcom, the game has a lot of Easter ladies, references and funny interactions of characters.

One of the interactions, which seems to have particularly responded in the hearts of Street Fighter fans, is associated with Lee. Chun is the second master that you can open in the game, which gives you access to her combat style and some of her techniques. The use of these techniques increases your relationship with it, which leads to some interesting conversations.

As one user on Sabredite Street Fighter noted, in one of the conversations that players can conduct with Chun Lee, all the famous massive hips are mentioned, which shows that Capcom understands well why some fans love this character so much.

When talking with Chun, she sometimes says: "You looked at my legs, right?", Then he asks what attracted your attention. The player can either answer what they inspire, or be more honest and say: "They are very. Fat". If you answer, whether it will sigh loudly and say: "If you want to know why they "Fat", I will be glad to teach you – until you beg for mercy".

Fortunately, this does not lead to a fight, like some conversations with the masters in the World Tour, since Chun will calm down quickly and tell the player that something needs to be conveyed to him "Fat skull". Chun will tell that he considers his feet a source of power of his blows, the subject of his pride and "An unmistakable brand".

This, by the way, is not the first time when Chuni directly recognizes the size of his legs in the game – at least the second time. If you played for her at Tatsunoko vs Capcom: Ultimate All Stars, whether Chun sometimes spoke as a winning quote: "After a fight with you, I can’t help but think. Are my hips really so thick?". At least in Street Fighter 6, she reconciled and began to be proud of this.

The fifth patch for Baldur’s Gate 3 adds a new playable epilogue with 3,589 lines of dialogs and much more

Many Western media reported the release of the fifth patch for Baldur’s Gate 3, which adds many new content to the large -scale role -playing game Dungeons & Dragons.

Ordinary players still have no access to him. Probably, it will be possible to download it over the next hours, but this is just guesses, not official information. Here’s what I managed to find out about the main contents of this patch:

Patch 5 eliminates the problems with the brakes caused by Patch 4, adds a completely new epilogue that finishes the journey of each player, and even new game modes.

A new playable epilogue available to all players occurs before the credits. Players find themselves in the camp, six months after the events of Baldur’s Gate 3, where they "They meet new and old friends, getting as much time as they need to finally say goodbye to the party".

Larian called this epilogue "last farewell". For the scriptwriters Larian it is "Final farewell" has become one of the most difficult scenarios in the game at the moment, since it uses the flexibility of the game throughout the adventure", – The developer says. "The giant rear of the permutation determines the content in which new texts appear (3,589 lines, to be precise), cinematic videos and even characters joining the gathering in the camp organized by the exhausted".

In addition, 5 patch adds two new game modes: the honor mode and user mode. Mode "Honour Mode" It complicates the game in the battle and offers more than 30 new changes to all the battles with the bosses, as well as a new system of legendary actions, designed to find the players by surprise and increase the complexity of the game. According to Larian, now the bosses can perform new actions, adding a highlight to all the main battles of the game.

Inspiration glasses become more valuable in mode "Honor", the authors explained because the loading of previous games – or "Resetting storage" – Disabled, which means that players need to keep an account. Some of the most powerful "unintentional exploits" were deleted for players who went to the adventure in honor mode, but remained open to players at other complexity settings.

When the player dies, he will be shown the statistics of his journey, including the duration and distance on which he lasted. If desired, players can continue their adventure, which will lead to a shutdown of the mode "Honor". Players who will be able to go through the entire game with the mode of honor (not dead) will receive the treasured gold D20.

User mode, on the contrary, allows players to choose the most suitable type of experience for them. Among the options is the ability to hide the throw necessary for successful check of cubes, which makes the game more realistic in style D&D, as well as the ability to hide the enemy HP in battle, which again more accurately corresponds to the desktop style. Other possibilities include short breaks that completely heal the party, the disconnection of the rescuers from death and the hidden of unsuccessful perception checks, which means that you will never know that the throw was at all.

Patch 5 also improves access to the inventory, allowing players to manage the inventory of all companions from one user interface, regardless of whether they are currently in your party or not. Larian also mentioned the improvement of performance, which was created thanks to the Xbox version of Baldur’s Gate 3, which will favorably affect all platforms. Baldur’s Gate 3 will be released on Xbox Series X and S in December, and the release date will be announced at The Game Awards ceremony.

As previously reported, the fifth patch weighs 30 GB, but it is necessary to install 130 GB of free space to install it. Larian offers those who have no place to install the update, remove Baldur’s Gate 3, and then re -load the corrected version. Here you will find a complete list of changes

Adventure action movie Unknown 9: AWAKENing received an age rating in Singapore

More than three years ago, at Gamescom in August 2020, Reflector Entertainment announced its debut project Unknown 9: Awakening, an adventure action movie in which the players will be in the place of Haruna, a young girl from Calcutta, India with mysterious abilities. However, since the promising announcement of the game updates has not been at all, although, perhaps, the situation will change soon.

Unknown 9: AWAKENING recently received an assessment of the Singapore Classification Commission, the Office for the Development of Information Technologies. This in itself usually indicates that the launch of the game will take place in the near future, but, in addition, the launch of the Unknown 9: Awakening is scheduled for 2024, which means that we may soon hear about the game more about the game. Perhaps on The Game Awards December 7?

Description of the game that accompanies the rating also reveals some details of the plot and gameplay. It says:

“Playing from a third person, the main character will move between reality and fold, exploring various locations for promotion in the game. The gameplay includes battles and victories over enemies-loves with the help of various techniques. These include hand -to -hand combat, telekinetic shock waves and obsession, shooting, hidden attacks and undermining of explosive materials. The turret gun can also be used for shooting at approaching enemy aircraft during a game event.

Progress can be improved by restoring health and gaining glasses to acquire new skills. During the game you can encounter moderate violence. The scenes depict characters who are shocked or who disappear in puffs of smoke without blood effects when they are attacked or killed. When the main character is injured and she has little health, red flashes appear on the edges of the screen. Stronger images include a cut-scene with a character, who was hit in the chest with a knife, and blood splashes are visible “.

In addition, according to the rating, Unknown 9: AWAKENING will be released on PS5, PS4 and PC. When the game was announced in 2020, it was reported that it will be released on a PC and new generation consoles, therefore, it seems that since then plans could change.

Unknown 9 developer: Awakening Reflector Entertainment was purchased by Bandai Namco in 2020.

Creativity and innovation in Lego Fortnite: On the way to quick movement

In the world of Lego Fortnite, where every day is a new adventure, players face a call: how to effectively move through its vast space without a quick movement system. At this stage in the development of the game, the only official way of moving is a paraglider, but it does not solve the problem of transportation of resources.

Official video of the game.

Wage paths and methods of quick movement

The only official way of moving is a paraglider, but it does not solve the issue of transportation of resources. Players have already found ways to circumvent restrictions, creating vehicles from available materials. YouTube demonstrates working planes, trains and cars. But the illegation of details and the risk of the disappearance of vehicles outside the game remain problems that require solutions.

Burty air ship and train from Elexzo

Burty introduced the idea of ​​a aircraft, which can become an ideal means of movement in Lego Fortnite: the aircraft is equipped with controlled engines on the sides, which required a creative approach to the structure. The balloons automatically raise the ship, and the landing is achieved by the addition of cargo.

At the same time, Elexzo focuses on more practical and compact trains, demonstrating that functionality is more important than form.

Car from Perfect Score

The first cars appeared in the LEGO FORTNITE arena, and one of the most interesting models is a complex design from the Perfect Score YouTube blogger. This model is noteworthy of its control concept, which can be adapted for air vehicles. Thus, the assembly of this car provides a unique opportunity to learn about the nuances and features of Lego Fortnite.

Future movement in Lego Fortnite

Currently, no one has completely disclosed the secrets of creating the perfect vehicle in Lego Fortnite. This is rather a worldwide creative competition, where it is still too early to determine the leaders. Perhaps in the near future a quick movement system will appear in Lego Fortnite, but until this moment, and even after its onset, the players will have a lot of opportunities for inventions and creative experiments with affordable tools.

According to rumors, the authors of Mass Effect 5 abandoned the elements of the open world

Mass Effect is one of the most beloved names in the Role Games genre, which BioWare introduced millions of people. During the existence of the franchise, more than 20 million were sold. copies, and currently working on a new game is underway.

At The Game Awards 2020, Bioware showed a short teaser of the next Mass Effect game, but the studio also works on the next Dragon Age game. The latter is more priority, so the details of the science fiction franchise are currently rather scarce.

However, the new hearing says that the next Mass Effect will not be elements of the open world.

During the last podcast Xbox Two, the famous insider of the Jez Corden industry said:

I heard that there will be no open world in Mass Effect 5 and the game will return to its classic format.

Although Mass Effect Andromeda was not completely open to the world, the authors experimented with elements of the open world. However, the game did not receive the proper response and became an unsuccessful part of the popular role franchise.

This was probably prompted by the studio to return to the sources of IP, focusing on a more linear and focused gameplay, as in previous games, and putting the narrative at the forefront.

After Bioware in 2017 was not able to create a worthy successor to Mass Effect Andromeda, in other parts of the game, more attention may appear to the elements of the original trilogy.

While Bioware continues to work on the approaching output of Dragon Age Dreadwolf, the developer is also confidently moving in work on Mass Effect. Recently, the studio fired 50 developers, but, according to her statement, the development of both projects goes smoothly and will not suffer from this.

No need to be open, thanks, we saw already))
And please, no procedural generation is needed. Let the content be not enough, but good.

Procedure generation is used in many games, it as a tool is available in Henrila. The only question is whether it actually comes out as it is or is being edited (it was lazy, but this does not make the tool bad)

Randy is evil, ask Oblivion, Skyrim, Folaut and other past collapse games, where you go to the subway not for Luta, but for notes. But Morovind is still played perfectly (with mods on the graphone), because everything is done and laid out there with handles.

As I understand it, they just think that they will get away with a random healing, as in Diablo 1, this will contribute. No, this does not contribute to reiglabiness, it contributes to the drop of the game even on the first passage.

If I do not feel my soul for where I spend my time, I will not spend my time here. For random there is a casino, mmoshka and so on.

By the way, the span is excellent confirmation of this. I’m not interested in exploring randomly generated space. Just not interesting and that’s it. And yes, I don’t care that there is no English, I know English perfectly, so I say absolutely impartially.

If the branches of trees and the number of spots on the mushroom hats are randomly generated, I do not mind.

Random accelerates the work (but you need to know the measure). Now there are many tools to accelerate game development. To use the same neuron or ray trace, it also went out not only as a graphic innovation, but also a relief in the development of games. Or again ready -made models that are made on freelance and exhibited in the Henryla store .. Still, the development of games despite all this only rises in price)

Okay, okay, here I agree, but look: the development of games is getting more expensive, technology is more expensive, but. Why are there fewer developers pay attention to the text. Script text, dialogue text? Why? This is the cheapest development, there is no need a million teraflops. It is only needed here. M? What? Soul. And talent. And this is not.

Better a rail game, but well worked out

In Baldurs, rails are rail, but at the same time the world is open. So one does not exclude the other

Where did the open world come from in Baldurs? These are separate limited locations, somewhere there are more cards, somewhere less.

It would be ideal as in 2 parts, small but high -quality locations. Well, or like in the Age of the Dragon 1. I think this is the standard, and the open worlds are nafig, leave to those who can realize them. Well, or in extreme cases, as in which locations, not big and there is something to do. But these millions of galaxies with thousands of planets leave sessions like elite. In solitary games, this should not be.

It would be ideal to return to the best format in the Mass Effect 1 series, when you have a sea of ​​open planets for pokatuks and a sid of quests, but at the same time the main powerful plot is also given to you and no one forces you to ride on planets if you do not want.

And what is the perfect? Plot for 3-4 hours. All other additional tasks and endless shooting. I don’t like this format. I want it to be like in Mass Effect 1 plot of 20 hours for 20 hours, and the rest of the pokatushki according to planets.

Andromeda has been made for you, enjoy

Yeah, pokatushki according to excellent desert planets, where one is a copy of the other, and the second is the basis of the third. If they were at least a little worked out, and not left with a couple of broken probes and monkeys tribes – it would be nice.

And so. These are just empty, no need for anyone, in which you spend more time thinking "God, when I get it, I will finish here and will return to the plot".

Andromeda has been created for you. With the same pigs according to planets. With the same plot for 3-4 hours. With the same dopes and endless shooting.

Yeah, I just remember everyone cursed these pokatushki in the first me, especially the means of transportation itself.

It would be great. Zadolbali these stupid Grindilles in Openvorlds.

Yes it is not needed. Large/medium, but well -developed locations that are interesting to investigate will be plenty of and without any "Another outpost needs your help". And most importantly in such games, this is the influence of your choice and the opportunity to play as you like

And I liked the open world in Andromeda. It was in this game that he perfectly corresponded to the spirit of the researcher. And fly to other planets to walk there in the intestines – this is what is.

There was no open world in any form.

there were locations, not an open world, but at least so. Andromeda’s problems were not at all in the constructions of locations, again they are trying to come up with the problem themselves and they themselves heroically solve it themselves, "Forgetting" About the problems indicated by the masses of users.

100% agree. I am wildly delighted with pokatushki on the open locations of Andromeda. And so delighted that it was already completely 2 times the game. Andromeda is somewhat reminiscent of the best in the series, in my opinion, Mass Effect 1 – there were also open worlds on the planets and it was interesting to ride them. The spirit of the discoverer, the spirit of the researcher who first visited the cosmic cobblestone is felt. It is a pity that the spirit of the researcher disappeared into the second and third parts of the trilogy and this turned the game into gatherings behind shelters with endless shooting in the GEARS of War style. This is sad, because the outfits forgot that Mass Effect began with RPG in space. Why was it necessary to go to the corridors with shooting? Unclear.

In general, Andromeda and Mass Effect 1 My Favorite Games of the series due to the presence of the spirit of the discoverer in them – without this mass, the effect is not the mass effect in fact.

What the beaten are you.

It’s just necessary to go out Starfield when suddenly the Mass Effect Andromeda is not a bad game)))

Starfield does not make Andromeda better than a millimeter

And someone is ridiculous that the gaming industry is rolling further and further. Andromeda has long been a corpse that gets only to recall animations. I didn’t remember the game anymore

In terms of animations, facial animations, for which I remember Andromeda very much trolley .

Andromeda is a cut above Starfield with their department of animators, honored cripples who have spoken all the releases of the gazebo.

I would show you a picture of the 5th series, but I will not be indecent. Come on, here she is

Right, if you do not know how to open the world is interesting to do – do not try. Better give us a suitable plot, atmosphere and action, as in the original trilogy.

On the other hand, why did I at all, if in the trilogy the ideas have exhausted themselves?

Andromeda tried to show a new story in the same universe, but the attempt came out.

So in the original trilogy, the normal plot was only in the first part, and there was a sea of ​​open planets for pokatushki. That is, the open world of a priori should be present in the mass effect, if so that it is in the original.

The second part in terms of the plot is very weak, because there is only 3-4 hours there, and the rest of the quest sides. Another thing is Mass Effect 1 First, in which the plot is 20+ hours. In fact, in the first game, the plot is more than in the next two games of the trilogy combined. I’m talking about the plot, and not about the quests sid.

I don’t like the Mass Effect 2 format. I want a new game in Mass Effect 1 format so that there are open pokatuks according to the planets, and so that the main plot also holds in voltage to the final credits. And so that without any wretched traffic lights from the three there.

At least Andromeda has a rating of positive reviews in Steam is much higher than the third mass effect. This says a lot. And specifically, Andromeda is very good as the masses of the Efext. But the third effect from the trilogy is not very. These are the reviews of Steam players. Smile off!

I perceive the original trilogy and I liked the plot there. Yes, perhaps in the 1st part there was more variability in the dialogs, but in general the whole series is good. And before the reviews of the herd from Steam I do not care, I have my own opinion

Andromeda gives to suck after 8 years)) The podkarsk game was in practice))

It seemed to me excellent on the release. There were no bugs with their faces, I don’t understand where they were looking for them. My Kate was all right with his face in every sense))) The plot was somewhat disappointed: the Ketta is boring, but by gate it was really interesting to explore and terraform the planets, even a little water came, the crogans got it, mercy)

By the way, such a thought came to mind. To be a fan of Andromeda then this is about the same as being a stenchild fan now. Or be a representative of LGBT in UK.
You cannot shout out the crowd, you cannot withstand the ocean Hayit. So why do you need this, sit on the forums and try to argue with the haters that the game is normal, that you like it, but forget it to the crowd.
Live and play what you like. I had it with Andromeda)

There is not a bug with faces but the animation of faces is terrible.

Not struck into the eyes.
In the eyes.

Starfield is not far from Andromeda gone in terms of animations)))

and no, the main thing is to make the locations good

In Mass Effect 2, in essence, there was no open and nothing one of the best parts in the series!

In terms of "in fact"? There was not even within the framework of one location. You can’t even jump, invisible walls and dead ends everywhere))

But this, of course, does not spoil the game!))

You see, in fact, you agree with me))

As well as a game with the shortest plots from the series for 3-4 hours by force. Everything else sidfields are essentially. And in the final the most miserable boss of the entire series is the terminator.

In the best in the series, in my opinion, Mass Effect 1, there was a powerful plot for 20 hours and a lot of open planets with rolls for quests sides. The open world gave freedom, but did not make a game worse, because no one forces us to ride on planets. You can stupidly run through a powerful plot and high. But you can ride on planets and also get high.

Mass Effect 2 drove the player into harsh narrow frames. Planets turned into corridors with endless shooting. Gameplain is the crooked clone of GEARS of WAR and this is the problem of the game. From the masses of the effect there is only the plot. All the rest of the crooked gatherings behind shelters. In general, the absence of open planets greatly hurt the second mass effect, turning the game into an action movie. The breeds forgot that the mass effect was originally RPG in space. It is sad.

In the first part, the open world was essentially a corridor in which there was nothing. It was needed only to get from point A to point B. In addition to empty locations dotted with deposits and unnecessary tooths. But this did not spoil the game. So I don’t understand your speech.

Andromeda suddenly about the cooler of Starfield

These are completely different games, they are united only by what is happening in space. The problem of Starfill is that this is the same Fallut and Skyrim without special improvements, the problem of Andromeda is that it is not just, but that it is many times worse than any part of the adventures of Captain Shepard. Starfield is stagnation. And Andromeda is a degradation. The central plot of both games is complete despondency and self -reproaches, but as for Andromeda’s sidkvests, it’s just a tin, if they offer me a hundred hours to perform generated quests to eliminate pirates, terramorphs and TP, in the Starfield or ten hours of Andromeda slides, I will choose a procedurally generated Starfield quests. From the fact that Tod Howard was crap, Andromeda did not become better and did not move from the bottom.

Shepard’s trilogy is over, Andromedka is another game, another story, in the same universe. Hate began with animations, there is a jamb and cho, this is not impressive, so they reached the plot demonstrating their absolute autism. Here are autists yes, they do not change, regardless of any game. XD)

Yes, shit at the animation generally, in the game a stupid plot, and sides of the Korean MMO level. This is the problem, and yes boring and not expressive companions. It is sick who believes that the game is bad due to animations. For such things, not players have been cheat, but a herd of mimic -crocodiles, and a console community with an automatic game system called Utubeubheiming. Those who really went through the game, note that the game has a dull plot and a dull presentation of the plot, the atmosphere of the discoverer of the veneran. And the series is kept only at the expense of the Laura, the plot and its direction, which sets tons with a sufficiently mediocre gameplay. Remove the plot from the original trilogy that the game will remain? Take off the main plot from for example Fallaut and Skyrim, nothing will change there. Here in Andromeda shooting mechanics is better than in me, but it is not so good that the game holds on it.

I am exclusively about my perception of games. I am not a pros, like most here – I just either get pleasure from the game, or do not get

Well, if I wrote it right away, then there would be no questions, t.To. The taste and color is everyone’s business. For example, in general, I liked Starfield, but if you look objectively then in the game of Dofig negative moments and hacks, and I liked it rather against the backdrop of the bezbia in the genre. Given the heap of problems in it, the lack of development, and even some degradation regarding the past games of the studio, I would not recommend it to buy at a price of 70 bucks. The maximum within the framework of the passing pass or torrent, for this will reduce the degree of disappointment, and here is optimization and animation, even the old engine and endless loading of locations, these are not the problems that spoil the game, these problems in mechanics. There is an absolutely all -time and posterity stealth, but at the same time there is a whole fraction with the tasks of stealth. The lack of a variety of biomes, and the normal manually worked out locations for research, all-in-law missions for investigations, in which there are no mechanics, and of course de patterned mission generator for cleaning. I expected from them that at least here they would take at least some step forward, and will wind the generator to at least two or three level missions. No, the pirate lair eliminate the pirate in space, eliminate the pirate at the base, eliminate the terorph on the planet.

I love games with the open world (my loved ones are just like that), but the effect of the effect is not needed, it is a plot cosmo operator and an open world here is extra

We wish them good luck in development

It’s just too lazy to work out worlds, now a lot of all kinds of possibilities, from Henryl to Assets, in a word, someone does not want to leave the comfort zone. just conveyors, at the present time, someone does not want to treat games seriously.

Andromeda Hayt did not catch because of the planets. I liked the format: one planet is a big location.Terraforming. Avvanposts. There were no complaints about this

The open world should be one location and not with loading screens. Here in Odyssey is a great world without loading screens. I saw a mountain on a nearby skeleton you take a boat or ship and calmly sail and then climb on it. Any place you see accessible.

This is actually just a wonderful news!!And this is a chance that the game will be excellent (carefully developed locations without generation. optimization ..Working and Katsets) How am I glad that more and more developers are abandoning the vomiting open world with empty multi -kilometer deserts in fact

Just like in the assassins of new. Yes, big, yes, beautiful. But Osto314 in 20 minutes, because there is nothing to do there. Better to small locations, but filled with content to the eyeballs, as in BG3, for example.

What a chance? Based on what?

Game in space but without an open world and this is in 2024 and not from a poor studio.This is why so?Because it’s very too lazy to do this and very dumbstead.Everything rests first of all on laziness in a hurry to finish everything rather and disrupt the money.In the game where events take place in space that is endless and stuffed with all kinds of beauty and secrets and studied only by a couple of percent make it closed.This is, for example, how to bring a child to Disneyland to outline not a large circle around him so that he does not go for him.This is what a game of space with a closed space is a game.

Their hands are not enough to do normally with procedural generation. In addition, now the departure is from the open world to more worked out locations, and in my opinion it is much better than getting an empty but open world.

The case is in laziness, this is easy to write- "space that is endless and stuffed with all kinds of beauty and secrets and is studied by only a couple of percent", But the chance to realize this for a wide audience is zero, one will not like one, the other another, the third third, as a result, the game will scold everything, the example of Starfield, there were many promises, they seemed to be stuffed with all the dofig, as a result there was no indigenous adventure atmosphere.

Piper with beauty and secrets? And yes, I forgot, the ancient ruins on every planet.

So that’s great. Andromeda strangled her huge locations, like the Inquisition. Better to make small and rich hubs.

OPEN VORLD is a cancer killing RPG and turning them into protracted and empty sandboxes with craft, collection of garbage and a complete absence of individuality.

It’s just not for everyone he is suitable. Some RPGs only live and live, and some seemed to be inserted 5.

I sincerely believe that biovars will be able to create another good game.True, many bastards will not be able to understand her because they are used to eating a second -rate shit from Tod Howard.And it is strange that now if the game of norms is not honored with special attention.

Toda can say thanks for making Andromeda not so bad)))

I don’t understand why everyone is driving on me: Andromeda yes, there is not such a rich plot as in the past parts, maybe less charismatic characters, and indeed Andromeda is not a direct continuation of the previous parts, its plot develops in parallel, but still in our Swami of the beloved universe and does not violate the ENT. I liked the game, in general it is high -quality. That people do not like it in it, your versions?

At the time of the release, it was an unfinished horror. And in fact, it is much weaker than the main trilogy. Plot, characters, main villain, conflict. I went through it in 80 hours and was not going to return. But he put her again after the Fiasco Starfield, and after the hour of playing ME, it feels like in his soul he washed off the ton shit on himself, which was left by Todd Howard.

You have already written above: Andromeda as a whole, the fifth wheel, the fresh plot, especially, especially "the villain", Zero directing is everywhere except the final (although Starfield is now trying to prove the opposite), the absence of any chemistry with characters, and the vast majority of Andromeda’s characters are bullshit. You are not a pioneer, and not even a pioneer, views from the Milky Way have been living in Andromede for some time, so much so that their stories are many times more interesting than your "adventures". UEBISHIC animations, especially facial ones, are bad, almost all sides, open worlds are empty (the open world of the game only harms) and dull (2 deserts, one ice desert, wasteland, meteorite and only one adequate planet, both in structure and in landscapes), Management is straight from the first part, which is why the ass is burning separately, all your gameplay outside the fighting – scanning, Sudoku’s decision, give the quests -bring

Andromeda has bright moments in the form of graphics, very rarely sides (without missions for loyalty would be a misfortune), fights and in general movements, multiplayer, but this is all hidden behind such a layer of gloom that the sheepskin is not worth the cost.

So, I’m going to try to stop the gadfly from science fiction here and still try to play ms. In which part is the open world?

Conditionally, elements of the open world of B1 and in Andromeda, which consists in the fact that you can explore a large area without a fixed path.

And what is there in the second? Corridors?

Yeah, but there is a choice in which corridor is the first to go to which after

Direct open world – Andromeda. At first I passed it, the game seemed not as bad as it was called, Grindilka in the spirit of the Games of Jubisoft and the plot is nothing like that. (Then he went through the main trilogy and realized what Andromeda is licked with his own original trilogy)
In the first trilogy, there is a mediocre open world, in general, classic for the ~ 10s. They are more likely expanded corridors. In the first part, you can only ride on the planets on a typewriter, but in fact, it is still nudity.

So let’s start in order

This is apparently capykhotanchotan. XD)

This has long been obvious, the game has been developed on UE and it has long been known. But they promised the news with the news, and there will be a year soon, but the news. )

So they have never been in this game

I wanted to try in this

Mass Effect Andromeda was not a completely open world, the authors experimented with elements of the open world. However, the game did not receive the proper response and became an unsuccessful part of the popular role franchise.

It is written beautifully, except for the fact that "failure" Mea is in no way connected with locations. In the same Witcher 3 there were also extensive locations, but for some reason there were no problems with this, just as the game did not become unsuccessful.

I still have nightmares at night from these frog jumps in Andromeda). It was necessary to think of this "brilliant" gameplay in mass effect.

Well, good.Let there be just a decent location size

Oh really? Yes, finally, these open worlds are slowly going forest.

Well, if it is not like the first part.Then go and forget it.Nonsense in general.

This is a good sign. Let’s see how much the new one will come out, then it will be possible to judge the possible quality of the role part and interestingness of the plot.

If it comes out. For nine years since the release of the DAI, and the WHO there is there.

And that’s right, the open world is always. Stupid pulling the game, useless, stupid activities such as stripping next bandits

If so, then it would be cool.

The game risks repeating the fate of the Inquisition, when it castrated the content that was imprisoned for MMO. As a result, empty locations left quests with flowers. However it was not here.

Well, it would be nice to immediately reject the open world at the beginning of the development.

Who played in Starfield, does it make sense there in the open world?

there is but you do not believe me, because the game is a failure according to all

Well, let them go to FIG with their parash then

If the game does not have such an open world as in the previous part, then it will fail in the bottom of hell.

We are waiting for the return of Shepard and pray for his health&#128519;

And at least in one, there was an open world?

All this is interesting. But the final product may well differ from the idea if it happens in general.

The open world requires an increase in the state several times to fill it with content, which many studios do not have.

For me, it’s good.

If so, then this is wonderful news, locations will be created wisely, and their design is fully consistent with the scriptwriter’s idea, instead of a soulless open world with clearings of grazing enemies and herbs, which we must collect.

This is the norm, you need to do how the first part should be done.The main thing is that they refuse the rainbow men)

Andromeda became unsuccessful not because of whether there was an open world or not, but because of the homosexual and other tolerance.

Phah, disappear from here the sea.Whoever GG in 5 parts is/it will also have options for a single -sex novel.Not a single major game in which there are novels now it comes out purely with hetero novels, even Indie games are now fully followed by sex trends.

Andromeda became unsuccessful due to the ending of the masses of effect 3 and a high bar with a given trilogy from which there was a yawn plot, not particularly peppy partners and antagonists near the small unsuccessful solutions of the game design and the game also encountered some kind of antihape before the release.

Adromedka is a great game, certainly not a failure. The fat line under this smelly hypocrisy was led by Khoraisen Zero Davn, which is also a biogeevsky project, even with classic gameplayed biogeevskiy jesels, but emerging from the nouns, and how it was licked and still licked licking. And the reason is only, in the column the developer is not written biogea. And the main reason is that they brought envelopes, unlike biogeus. And then these strings themselves groan that the games are hollowing.. Duc what games, such and games. XD)

"Sex trends" – OMG, now I saw everything.

Well, what else to call it?I will not say that I support it with my hands and feet, it’s just a fact, even all sorts of drumber farms are now coming out with the opportunity to romance male characters for male gg, although the game is basically not about romance.

There will be a good old corridor rainbow jumper)

Praise to the creator. Bioles are not allowed to make open worlds, in vain they generally climbed into this matter. From the beginning of SWTOR, then DAI and ME Andromeda. Well, Anthem as an apogee of squalor. Better rivet as it was at the beginning – an interesting corridor with fanastic partners.

Sweater of the game, do not drive, there is a plot of hours for 500 and quite high quality, at the level of which. For the rest from the list .

The mea compared to the original trilogy is over. But if not compared, then a good game. In places in general, excellent. Night Pandora of amazing beauty, incomparable pokatushki on an asteroid, juicy shooters in some incredible dungeon. In contrast, even both deserts are good for something good.

To get a kaka from the game, you need:

1) the lightest level of complexity

2) send all side effects to hell, including partners.

3) Do not talk to anyone, only the plot

4) Hakk to loot, resources and automatic hackles of reboses, add all kinds of

5) clear the mind from negativity

6) enjoy.

2 new races that are practically not spelled out, crooked animations, large empty locations, the main characters are adolescents who always fall out of their humor (the game has lost any seriousness). Naturally, the motivation of the chapters corresponds to the assessment of the game on metacritic

And win in the lottery of 10 thousand green

In Andromeda, the best combat system in the series. Putting a slight difficulty, you deprive yourself of a high -quality interesting gameplay.

In general, Andromeda and Mass Effect 1 My favorite games in the series, because they have the spirit of the discoverer, the spirit of the researcher. Without this mass, the effect is not the mass effect.

The second and third part of the trilogy are ordinary post -shooters behind shelters in the GEARS of War style. From the mass effect in them one name. And in general, gameplay resemble a third -person shooter. And from the masses of the effect you wait for RPG as in the first part with open planets, but definitely not a shooter with shelters.

Service there the combat system ala mmofps

At least some good news in the game, and in any game with closed locations, the first locations themselves are always more interesting, and secondly, it is better, from moronic, stupid Grindilles ala anniversary, it has long been sick.

I heard that there will be no open world in Mass Effect 5 and the game will return to its classic format.

So the classic format is an open world. We have already forgotten that the sea of ​​open planets in the classical best in the Mass Effect 1 series? Without an open world of masses, the effect is not mass effect.

This is not an open world, these are just locations.

When the open world became classic? For that matter, then classic is a level construction of the game and Sidskroling. The open world began to preach at the beginning of the two thousandth and, in fact, the peak of the glory of the open world has already passed. For this very open world really could not work out and no one could work. To be honest, an attempt to simulate life in games already podzaeba. It is time to return to the fact that the game is storitelling, a narrative, and not being.

So the game is most likely with nonsense. Again, tunnel gameplay with a shooting range of 2 and 3 parts with a completely static hub environment. Maybe only static lighting will allow the graphone on the consoles depending on the engine. Because on Frostbayta, I Igor did not see the couple with completely dynamic lighting, and Anrial specialized in statics, but in the 5th version began to depart from it.

I have not seen? Well, although yes, the hated Andromedka, and even in 4K. XD)

As for the UE, there was no speakers on it, there was no. They try to simulate dynamics on it through graphic buns, and shadows and lighting. The last test sample was not very good, graphic shoals climbed. Although not to say that nothing happened, in general it worked, but there were enough jambs.

I did not see that there was a change of day or weather in real time with a complete recount of lighting and I have a suspicion that the Kako engine is a problem to do this for a big world. The only thing I remember in the Inquisition was the transition to click into night lighting on the main base of the Ion was accompanied by a lag that it hints that the lighting there is not updated each frame.
In anryl 5 there is a lumen for direct and indirect completely dynamic lighting. U4 gradually surrounded all sorts of features and bilds, but he could not cut something there like Light is a wolium and all sorts of things so that by the end of UE4 it was possible to get a relatively sane picture with a total completely seamless speaker in hefty worlds.

It is unlikely that the problem. Screenshots above, complete dynamic lighting, and from each light source in the frame. This is especially clearly visible on the second screenshot, Sarah Ryder, front lighting, lighting from the lamps from the top, and even from the upper blue bulb on her neck from the right side. Rather, Frostbayta did not develop such games, in which there would be a dynamic change of day. It seems to be in Anthem, but this is not for sure, I no longer remember. And the change of day is not an indicator, the same mentioned Lumen changes them through Render. But the fact that from each source of light in the frame there is dynamic lighting and shadows, this is a much larger indicator.

And about UE, I wrote that all this is added by graphic buns. There is no dynamics or physics on it, he does not know how to. Lumen is a graphic render, just like. Vidosik. Particularly visual at 7:40, where the bonfire buries at night. There is no dynamics there, and it cannot be.:

But UE can perfectly in facial animations and forefront. That for plot games is more preferable of course. He was also the scale of the locations decently affected him, the question is only how much it will be implemented in Me. Whatever Frostbeit, but in real time, he does not know how to do it unlike UE. And generally universal engines, so that everything at once, does not exist.

As I understand it, you didn’t even touch UE5?

On fingers, lighting in games works like this
There is a source of the sun. It shines in a simple way with a certain vector to normal and optionally draws shadows that have a direct projection. And there is a type of heavenly light is a similar source of light that has no time has no shadows and often directions, but that all objects are needed at the level of which the light does not fall have some additional simple lighting, otherwise they will be black. Optionally, they can mark the card like the CDR and how to invert it in the space of all objects so that if somewhere yellow sunset, it contributed and not simple, it was the only gray in blue. These colors (from any source of Saet) can change in time. And there are point light sources that also have some color and optional texture of the same color for what such as a flashlight or fake shadows, which were in that Wolver 2.
And here is shorter the difference between the engines since the time of the dinosaurs is about this. In static lighting, they decided to count shadows and indirect lighting for all objects expensive for performance and therefore all objects that do not move at the level will be through aunt or some kind of station texture will have a shadow, lighting or + indirect lighting. but since there are dynamic objects that run, only for them the lighting is calculated in real time. And how it right it looks very all -owe and approximately the games of the PS3 era Hbox 360 All Bivar Games and most giant on the u4 era.
The number of spot light sources in this regard is not an indicator. Of course, every engine has some restrictions on this and this can ruin everything, but often it is artificially artificially for optimization. In old open games, these are usually many light sources that give lighting by normal and only 3 sources of light that give a shadow of often in the games of the time of soap kinz at all there were no light sources with shadows. And cunning shader Vasyans could completely do without leaves of light as such.
For example, on UE4 there were all sorts of Temki at the beginning and there was a manual static light in large quantities, therefore, they looked cool and gave out 60 FPS in all sorts of 660ZhTX and there was a techno or just a video where the time was roughly replaced through the post -process. I have never been interested in static lighting and if you take the demo and transfer it to the full dynamic. then it looked as sad as much as possible like a 2007 hut and some depth could give a post the process of the type Embipant Office and a cunning shader Vasyan could do the same as in the MGS5 where in Afghanistan like from an indirect land from the sand to the bottom of the object. And there was an experimental LPV that were made for Faybel 4 Yes. But gradually the engine was overgrown with all sorts of pluses and jokes that allowed to make some kind of seamless lighting. Heavenly Light learned to be blocked from specially baked geometry. At the same time, it is baked not in the global space, but in its own so that it was dynamic, as it were. The house can go by level only bending cannot. LPV+ plus a rebound in a real trash for indirect lighting. all sorts of indirect rebound light for static geometry and capsule shadows and it will be that the Starfield level is approximately probably how much I examined it on a vidosik, but seamless. You go into the basement there relatively dark, regardless of the time of day A n street in the shade lighter than this in this basement, ITP plus windows and mines will give some kind of halo. And in the forest it will be a little darker and the most important thing is that all this can be moved and turned on, turn off any accurate light everywhere and walk with it. large level elements can be moved. but look not very impressive. It would only look like the full lighting on the RTX O 2060C so that it is beautiful 3 FPS and the annoying restrictions there (it was possible on UE4 and remained) so this is definitely not for consoles.
In UE5, everything is better than PLS there brought elongated shadows (which is true not in real time) but they can probably accelerate them, otherwise I think something like Gothic 4. very wretched everything that is far -handed once in the frame. and Lumen essentially solves mainly the problem with indirect lighting in real time.
and that before Frostbeit I got the feeling that there is a type of lighting clusters. Those are dynamic but only within the cluster each frame and so when you look at the detailed landscape with hills and grams and all kinds of bushes, the fact that it counts the lighting of each frame and therefore starting a quick unlimited sunny cycle while preserving the soft graphone is possible. and therefore it works quickly enough. At the same time, Fori and point sources can. Or maybe these are my concessions, maybe the designers of biovar tika as designers of the gazebo love loading these lies of lighting from the era of soap kinz because I remember the advertising video Dragon Aga Inquisitor like the rain ended on the location. However, the rain could be the result of the post of process and not direct total lighting. And open worlds without changing the daily cycle and shoulder straps in my opinion. Even in the Starfidry, he is even to close that it is always on neon rain and night, somewhere always the evening of ITP.

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Sven Vink hopes that after the success of Baldur’s Gate 3 more studios will create CRPG

For many reasons, Baldur’s Gate 3 is one of the most discussed games of 2023. Along with fantastic role -playing mechanics and awarded plot, it aroused an increased interest in the suck CRPG, and now many are thinking about what this means for CRPG in the future.

After winning the nomination "The best game of the year" On Golden Joystick Awards 2023, the founder and general director of Larian Studios, Sven Vinka talked with reporters to talk about the game and his hopes for the development of the CRPG frying after the success of BG3.

"We have always been very focused on creating a game, and many people associate a lot with this, because the game turned out to be what we wanted to see it", – told Vink in response to the attention of the industry to their game and CRPG. "Therefore, I hope that there will be more games like CRPG. This is a game that I like to play, and many people in the industry also like to play. So, if such games appear, and there will not be a plot that we already know, I think it will be great. I’m looking forward to such games".

After the release of the full version 1.0 In August Baldur’s Gate 3 deserved great attention from fans and creative industry workers. The author of Baldur’s Gate 2 David Gaider from BioWare praised the work of Larian Studios and said that she "resurrects the feeling of Baldur’s Gate in every way".

The author of Larian Studios Adam Smith, after the game, said that Baldur’s Gate 3 is a big adventure, since the developers made every effort to create not only excellent CRPGs, but also a large -scale cinematic role -playing game.

It’s too early to talk about what CRPG is waiting for in the future, as well as what Larian Studios awaits. Nevertheless, in recent years, CPRPG is on the rise, and such noticeable games as Divinity: Original Sin 2, the Pathfinder series by Owlcat Games and Disco Elysium from ZA/UM. The future of the genre looks rainbow, but for now, Baldur’s Gate 3 is the top of the squeal, which constantly attracts attention.

It’s too early to talk about what CRPG is waiting for in the future, as well as what Larian Studios awaits. Nevertheless, in recent years, CPRPG is on the rise, and such noticeable games as Divinity: Original Sin 2, the Pathfinder series by Owlcat Games and Disco Elysium from ZA/UM. The future of the genre looks rainbow, but for now, Baldur’s Gate 3 is the top of the squeal, which constantly attracts attention. For many reasons, Baldur’s Gate 3 is one of the most discussed games of 2023. Along with fantastic role -playing mechanics and awarded plot, she attracted an increased interest in the suck CRPG, and now many are thinking about what this means for CRPG in the future.