

It's not a matter of I think Starfield couldn't or shouldn't look better, it's just a matter of, I don't care, and it's not relevant if it does. Far Cry 6 may visually look pretty good, but it lacks basically everywhere else. But that might be what happens, because you have to maintain an actual budget for the project. Would I want them to make cuts to voice acting and actual gameplay design to hire more animation people? No.

You're treating every open world as if they all act and behave the same way, and they don't. Because you have a financial and technical budget to work with, and the basic design principals of games are different. Why can't I stash an item in a random box in any game, then come back 40 hours later and get it? Perhaps maybe their engine just doesn't work that way? Why doesn't every game have 150,000 lines of voiced dialogue in numerous languages? Why doesn't every game have branching story lines with numerous outcomes based on skill points I've allocated to my character and decisions I made? Simple.

Id rather be optomistic than pessimistic for this title now I have more of an idea what it will be! I really hope they deliver. now Im more comfortable with what it is, rather than what I wanted it to be, I still think we could get a great adventure with good writting, and im hopeful for improvements in other areas too. I cant pretend I wasn't dissapointed with what we saw of starfield, in that I dont think they have been very ambitious in many areas (no aliens, janky combat with ballistics only etc).
#Forza horizon modding tool code#
You took that code out and the animation system didnt work any more for any target platform! 😂 Obviously, the fifa engine has had at least 2 rewrites since then. I worked with a fifa engine which still had sega megadrive code in it 10 years after that gen. I suspect this is why Micheal mentions Xbox one. In common with many long term developed game engines, code is often built on what went before, so some engine foibles are sometimes through older gen hardware having helped guide the code.
#Forza horizon modding tool full#
However, it is optimised for the kind of branching story naritive system that will be the main draw of this title, and is already full of great tools a modding community can really get creative with, so I can see why they went with it. Im going to admit im dissapointed, but not surprised they are sticking with their creation engine, as its not as technically proficient as many other modern engines, and im convinced we wont even get a 60fps option on that engine (hope im wrong). If you utube, you might want to see his home channel 'nx gamer'. Every bit as informed as any of them at Digital Foundry, and I say that with huge respect having worked and talked game tech with Richard Leadbetter when we both worked for EA in the late 90s. This is a fantastic technical look at the game from Michael, who is one of the brightest technical minds analysing game engines today. It's an interesting look at Starfield either way, at least before Xbox drops any more official footage ahead of the game's early 2023 launch! Mainly, this look at Starfield compares the upcoming sci-fi RPG with Bethesda Game Studios' previous work, especially how it's Creation Engine has evolved since Fallout 4, and even as far back as Skyrim. Of course, a lot of these details could change for the final build of the game.

For some reason, Xbox One is mentioned as a potential explanation for certain techniques being used by Bethesda, even though the game hasn't been announced for last-gen. This analysis is focusing purely on publicly available footage from June's event, with the outlet going over some of the visual techniques on show during the demo. The game was finally fully revealed at the Xbox & Bethesda Games Showcase this year, with lengthy gameplay clips featured in the extensive showing. A new video from IGN goes into a little more detail about Xbox's big Starfield blowout from last month.
