Jump to content

Vilham

Members
  • Content count

    2,035
  • Joined

  • Last visited

  • Days Won

    7

Vilham last won the day on October 30 2017

Vilham had the most liked content!

3 Followers

About Vilham

  • Rank
    Veteran
  • Birthday 07/10/1988

Profile Information

  • Real Name
    Will Josephy
  • Job
    Lead Level Designer
  • Location
    London

Profile Fields

  • Website
    http://willjosephy.com

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Vilham

    The Last of Us Part 2

    So that guy pretty much agrees, everything is technically possible to do. Its just not realistic that everything is that systemic and that perfect. Hes also not bringing up the actual events that happen that are too well framed for it not to be massive scripted. This is an uninterrupted sequence of 7 minutes. I've seen/done the work that goes into getting a perfect take for gameplay footage/trailers numerous times. Getting 7 minutes without any hick ups (not even the slightest little thing) is completely unheard of. I'll break down the number of perfect things (systemic or otherwise) that happen then you tell me if you think that is possible to capture without anything going wrong. 4:32 - jump down is perfectly timed with the camera coming around to look at them. (so they have a quick pause in their patrol at the top, perfectly normal, they happen to drop down just as the camera brings them back into frame. That requires perfect user timing/input to capture (thats the running theme, the person "playing" this has to remember and nail the timing on all the camera movements)) 5:08 - onwards definitely scripted but I imagine its meant to look that way. 5:49 - climb up and lo and behold two guys in a patrolling behaviour are perfectly there (again given the systemic nature of the systems claimed and the openness of the levels in TLOU1 where scripting that stuff becomes impossible, seems very convenient) 7:00 - perfect timing, guy jumps down (remember open nature of encounters, where the AI are any time is essentially random) just as the fight has concluded. 7:05 - pretty sure the AI wouldn't be able to take that 2nd shot from his position given the cover in the way. He would of had to fire and move at lightning speed to get to a position where he could fire. 7:06 - conveniently placed AI (remember open nature of encounters, where the AI are any time is essentially random) 7:25 - o look two more incredibly well framed and conveniently placed AI (remember open nature of encounters, where the AI are any time is essentially random) just as you turn the camera 7:40 - really that's part of their AI behaviours, impressed if it is. 8:15 - perfectly timed guy starts shooting (remember open nature of encounters, where the AI are any time is essentially random) just as the fight has concluded. What happened to the 2nd guy who was behind you, why in all the time hasn't he moved up to engage given that he was happy to after the first encounter. 8:29 - another perfectly timed AI (seeing a theme yet?) 8:34 - another perfectly timed AI 8:44 - another perfectly timed AI, infact the guy that probably should of been shooting at you before given he had a good minute to get to the fight (he was surprisingly fast earlier but now hes not, almost like they despawned and respawned him there) 8:46 - another perfectly timed AI 8:47 - misses and blows out the glass, totally achievable, just requires you to litter the level with markup and destructible objects (technically possible, doubt you can have it on a default PS4 and all this other complex AI perception, destructibles, etc) 8:53 - perfect timing again 9:50 - lots of AI failing to see you even though they do in other situtations (light/dark stealth mechanics potentially) 10:00 - we are now at about a minute of a perfect stealth encounter in a small space with 4 AI, not a single hick up 10:07 - at this point we are assuming physics objects everywhere right, why did not a single physics shelve get destroyed in that explosion yet they do 2 seconds later in a small melee fight, also note that the destruction there was very specifically only the bottom part he hits. 10:13 - where the hell did bow woman go, she was literally 10ft away from you, yet she doesn't appear in this fight for another 10 seconds 10:18 - ok so ai markup with destructible, again totally possible, but extrapolate this to be systemic and there are about 50 destructible in this shop alone, yeah good luck getting that running on a default PS4. 10:24 - lets say they are using the IK system from god of war for the hammer impact, in god of war that is only on Kratos, here presumable for it to be systemic its on every single AI in the scene. yeah good luck getting that running on a default PS4. 10:26 - o there's bow woman, what perfect timing and then she gets perfectly framed by some pretty lighting showing of real time reflections. 10:35 - hammer man just took 10 seconds to move 5ft and then perfectly timed to attack as the last person is dead So yeah, all of that stuff has to happen for this perfect recording. 23 separate events that given the AI systems they have should be completely unpredictable. Like if hammer guy at the end didn't somehow take 10 seconds to move the who thing would be blown. Honestly its so obviously scripted this shouldn't be a talking point. Its no different than The Division 1 E3 reveal. My quote from back then in 2013: "It's not the graphics tech that is impressive, its actually quite mundane stuff that unreal and cryengine have done for a few years now. Its the absurd amount of detail in the scene + all the effects + all the "non scripted" things like the car door being pushed.and the car getting shot and having a hundred holes made in it. Those together make me extreme skeptical, especially considering Ubisofts significant downgrades on WatchDogs since its first reveal." Its the same thing here. Its not that things can't be done individually its all of it together and too many "non scripted" things happening. If they have managed to pull all of this off, hats off to them. I'm looking forward to the game either way.
  2. Vilham

    The Last of Us Part 2

    No that element of the game was good. But it wasn't a stealth game, there were large sections where you were forced into combat and I would argue the combat wasn't that great.
  3. Vilham

    The Last of Us Part 2

    Do I like stealth games HP o HP, I completed MGS4 with a Big Boss Rating. Yes I like stealth games, atleast good ones. The combat was just floaty and pretty plain. Essentially core gameplay was a little too shallow, story made up for it.
  4. Vilham

    The Last of Us Part 2

    Pretty sure half of the combat sections are precanned anims. Which is probably why it felt so scripted. If its not I will be amazed. Honestly I hope the combat and stuff is better in 2. In the first one it was the worst part of the game, luckily it was probably the best story in a game to date, if that wasn't the case it would of been an ok game instead of a fantastic one.
  5. Vilham

    God of War

    Been playing this, its pretty damn good. Starts off a little rough, doesn't introduce mechanics the best way.
  6. Vilham

    Level Design Help Files

    Hey a bit of a necro but the first post in the thread now auto embeds stuff which totally breaks everything.
  7. Vilham

    Europa

    Nice work HP, any explanation of what kind of mechanics there are?
  8. Vilham

    Looking for UE4 Level Designers and 2D/3D Artists

    As an addition to HP comment. A project mailing address makes it seem a little more official than some random personal email.
  9. Vilham

    Fortnite (new game by Epic Games)

    Suing him for failing to comply with a DMCA take down.
  10. Vilham

    Overwatch

    How many of those later changes are driven by art vs ld? Seems like it changes alot after blockout, often changing the gameplay massively. Like entire routes being closed off or high ground changing position. Also a bit of drama from Paladins using a screenshot straight of Tiagos art station: https://www.artstation.com/artwork/N8YgP
  11. Vilham

    Fredric Grapensparr - Level Designer

    Top downs are far more important than a video tbh, you should always show a top down where you can.
  12. Vilham

    Rage 2

    Avalanche
  13. Vilham

    Yanzl's Source Emporium

    Awesome.
  14. Vilham

    Corwin's house renovation adventure

    Looking nice clem
×