Playstation Horizon: Forbidden West Announced - PS5

Necrokiller

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I mean, if CerebralTiger thinks a 77 rated game can have better world interactivity than an 86 rated one, then surely that 86 rated game can have better world interactivity than a 97 rated game. 😂

Not long left to find out now if Lolizon does it better than DL77 🤷‍♂️
 

Necrokiller

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But Horizon needed SSD to do it and CerebralTiger thinks cross-gen is holding back game design :LOL:

Now if they were able to implement it, then...yikes Mr. Game Designer. Yikes! :ROFLMAO:
 
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Necrokiller

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That's one way to back track from cross-gen holding back game design :ROFLMAO:


Damn right. Forbidden West is looking to continue the trend. Gonna be skipping it altogether. Skipping rep 🤜
Kind of like backtracking from skipping it altogether to wanting to play it on Dex pass 🤷‍♂️ :ROFLMAO:
 

CerebralTiger

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Cross-gen is holding back game design for sure, but the ability to fly in an open world game was possible even on the PS2 lol. Developers plan ahead for that kind of thing, both in terms of asset quality and density. After all, you wouldn't want a towering structure to pop-in 3 feet away from your character because a) the storage wasn't fast enough to stream data from, or b) the gpu didn't have enough resources to render it in time 🤷‍♂️ :LOL:
 
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Necrokiller

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I mean, that's what I've been saying too. Just like a certain PS2 platformer at heart can achieve what its doing now back in PS2 as well. The only difference is pulling higher detailed assets, not changing game design 🤷‍♂️ :ROFLMAO:
 
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CerebralTiger

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PS2's dvd drive read speeds were awful, and there wasn't enough memory available to pull off something like this, even with PS2 quality assets at a low density 🤷‍♂️

PS3 couldn't do it for the same reasons with PS3 quality assets at a low density 🤷‍♂️

PS4 had a substantial increase in available memory, but would need to begin streaming data from its slow hard drive and storing it in memory well before arriving at a portal. There are examples of games that handle it in this manner on the console i.e. Dishonored 2, Titanfall 2. This approach has design limitations of its own 🤷‍♂️

PS5 can load a brand new environment with PS5 quality assets in a second or so during the portal transition 🤷‍♂️

A PS5-only Horizon FW could've benefited from not having narrow passages to travel through in order to give the PS4 enough time to read data off its slower storage and load the area ahead 🤷‍♂️

Pooossibilities, yo 🤣
 

Necrokiller

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PS2's dvd drive read speeds were awful, and there wasn't enough memory available to pull off something like this, even with PS2 quality assets at a low density 🤷‍♂️

PS3 couldn't do it for the same reasons with PS3 quality assets at a low density 🤷‍♂️

PS4 had a substantial increase in available memory, but would need to begin streaming data from its slow hard drive and storing it in memory well before arriving at a portal 🤷‍♂️

PS5 can load a brand new environment with PS5 quality assets in a second or so during the portal transition 🤷‍♂️
I mean, ALL that is missing the point that some developers selling "next-gen" gimmicks have been utilized creatively in gameplay on previous gen hardware by better developers 🤷‍♂️:ROFLMAO:

You have to think about these idea first, before you can attempt to implement them. Insomniac is just playing catch up in that regard :LOL:


A PS5-only Horizon FW could've benefited from not having narrow passages to travel through in order to give the PS4 enough time to read data off its slower storage and load the area ahead 🤷‍♂️
We saw narrow passages in the very first UE5 tech demo on PS5, so 🤷‍♂️ :ROFLMAO:
 

CerebralTiger

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I mean, ALL that is missing the point that some developers selling "next-gen" gimmicks have been utilized creatively in gameplay on previous gen hardware by better developers 🤷‍♂️:ROFLMAO:
There are examples of games that handle it in this manner on the console i.e. Dishonored 2, Titanfall 2. This approach has design limitations of its own 🤷‍♂️
Missed my edit, then 🤷‍♂️ :LOL:

When I say design limitations, I mean that there's simply less memory to work with when using - in Necrokiller's words - "creative" workarounds. When Dishonored 2's 'A crack in the slab' mission begins, it loads assets for both time periods into the memory. Due to memory limitations, the mansion is the only area where you're able to use the time travel mechanic.

Moreover, in both Dishonored 2 and Titanfall 2's time travel missions, the core structure of the level remains the same. It's largely a texture swap along with some 2ndary assets/props getting replaced.

On a PS5 (and Series X|S) game, developers would be unshackled from such limitations, and a time travel mechanic of this nature would be available on the entire map, not just the mansion 🤷‍♂️

Also, unlike in Dishonored 2 and Titanfall, A Rift Apart is changing the entire scene multiple times in the opening portal sequence within a matter of seconds. It's not using any "creative" techniques to achieve this. It's straight up loading an entirely new level during the portal transition 🤷‍♂️

And lmao @ "better developers". IMO Insomniac is the only studio that has made a cross-gen game that did justice to current-gen hardware.


Spider-man 2 will be glorious! 🤜
 
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CerebralTiger

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You didn't even mention Titanfall 2 tho 🤷‍♂️ (perhaps because ab Respawn bura hou gya hai 🤣).

We saw narrow passages in the very first UE5 tech demo on PS5, so 🤷‍♂️ :ROFLMAO:
And it was clarified by the devs that it wasn't for the purpose of masking loading, but to show Nanite geometry from a closer camera perspective 🤷‍♂️:LOL:

Then came the 2nd UE5 demo, which is entirely on-rails in Necrokiller's mind 🤣
 

Necrokiller

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You didn't even mention Titanfall 2 tho 🤷‍♂️ (perhaps because ab Respawn bura hou gya hai 🤣).
Less impressive example 🤷‍♂️
Also second to Dishonored 2 in your own edit 😂

Respawn kyun burra hoga? Respawn still amazing 🤜


And it was clarified by the devs that it wasn't for the purpose of masking loading, but to show Nanite geometry from a closer camera perspective 🤷‍♂️:LOL:
Except that they literally zoomed in to the geometry at the beginning of the demo with free cam where they had fooooool control of the camera perspective :ROFLMAO:




CerebralTiger already bumped up his prediction for Forbidden West. Looks like he has secretly been impressed by each showing 🤣
 
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CerebralTiger

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“Forbidden West’s” graphical issues occasionally shatter this immersion. I ran into problems with textures and objects failing to fully load or popping in, as well as important items that wouldn’t function as designed until I restarted the quest. The issues began cropping up about halfway through my playthrough, and became more frequent the further I progressed. During one cutscene, the game seemed to decide midway through that, actually, the scene was taking place underwater, and everyone’s hair started flowing accordingly.
Chandoo ought to wait for a couple of patches here as well :p

Also,

Occasional graphical issues aside, my leading criticism of “Forbidden West” is that, like a lot of open-world games, it feels bloated. When it comes to climbing Tall Necks, a type of side quest players will remember from the first game, Guerrilla Games shakes up the formula enough to keep things from feeling stale or repetitive. The same can’t be said of “Forbidden West’s” dozens of other side quests. The quality of writing and voice acting takes a steep dive compared to the mainline quests and characters. There are a dizzying number of optional activities dotting the world map, some of which are genuinely fun (like mech racing); others, meanwhile, feel shoehorned in at best (like the tabletop minigame NPCs won’t stop challenging me to play).
Necrokiller ought to avoid this at all cost 🤣
 
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CerebralTiger

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6.5/10


8/10


8.5/10
 
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