KMFDMvsEnya wrote:
Sai, I think that maybe what they will do is film different angles of the actors for general perspective changes in the 3-D space. What I can remember is CJ mentioned that their solution will be similar to the prior games.
True. I had forgotten about what Frogacuda mentioned in Pandora Directive (been awhile). So I guess when they said it'd be like the previous games I was thinking of Under A Killing Moon with that unblinking cardboard cutout of Chelsee propped up behind the counter

I remember now also this area where Reagen is standing in the environment. They seem to of filmed her at a few different angles and also she is moving a little bit, looking side to side,so she looks less flat. Plus she is also standing with a wall behind her as a simple way of stopping you from walking all the way around.
From the sideFrom the front.What the programmer alluded to in the Google+ video was pretty interesting in that it sounded like they would be doing something different with the actors during gameplay, so thats kind of what I was thinking about but I realise that my wording may of come across as more negative than I had intended. I just meant if it was a confirmation that what the programmer said he was aiming for could not be done that would be dissapointing just because it sounded really cool. But I do note they say "similar" not "exactly like". Plus I also think its early days too so they wouldn't really want to promise anything or say too much, incase doing something different proved too difficult with whats on hand. Here's the part of the Google+ video I mean, when the programmer said (paraphrasing)
Quote:
The biggest focus will be the user experience, how does the gameplay mesh with the video. The idea is to make those transitions between FMV and gameplay nearly seamless. So that when you're playing there's no break in that illusion. I guess the thing that will make it easier is there are a lot of engines now out of box, it looks like we've got one that will work very well for us. But it's still going to be challenging to write a system that will load an entire sequence of film on the fly and keep that seamless. The idea is to have no transitions between the game and the video. I can't tell you how challenging that will be yet, but I'll tell you when we get there [laughs]
http://www.youtube.com/watch?v=7d5_t30F ... ge#t=1417s I think just expanding on what they managed in Pandora Directive would be cool. I'm guessing that what they mean by "similar". Either way it'll be cool to hear from the programmer again in future during the dev blogs as he seems amibitous and I am eager to see what he comes up with as I am still not totally sure what he meant in the Google+ video but it sounded pretty epic. I could be misunderstanding you see what he meant by "seamless", I had thought it meant they will try something new with the appearance of walking up to a character and talking to them but they could just mean no loading time but then I don't think the previous games had much loading before a cutscene played.
Anyway as stated by the programmer, they are still figuring out the off the shelf engines and new FMV tech compared to their previous in-house stuff so it could prove too much of a challenge still. Either way I like that they are exploring these ideas even if they don't all come to fruition, just the drive behind that motivation will certainly make its way into the game in other ways.