TIMNARD is already the best game of the year (it is released in).
Tools are a factor when it comes to how much time you need to spend to make good facial animations. Valve put a lot of work into their facial animation tools for Source, Epic not so much.that has nothing to do with engine limitations. There's plenty UE4 games with good facial animations.
CAINARSKY is already the best game of the year (it is released in).
CAINARSKY is already the best game of the year (it is released in).
Not if Death Stranding is releasing the same year
Oh yeah, can't wait for Kojitard's latest animeCAINARSKY is already the best game of the year (it is released in).
Not if Death Stranding is releasing the same year
people who don't like companions don't actually like rpgs
Tim: None of our villains ever feel like they're just, 'I'm evil and twiddling my mustache for the fun of it.' They always think they're being good or they know they're being evil, but there's ultimately a good goal or they feel like there's no other choice but to do this
We need more psycho villains
...as romance options.Tim: None of our villains ever feel like they're just, 'I'm evil and twiddling my mustache for the fun of it.' They always think they're being good or they know they're being evil, but there's ultimately a good goal or they feel like there's no other choice but to do this
We need more psycho villains
...as protagonists.
The creators of The Outer Worlds on learning to make better RPGs
GTFO with playstation muh'exclusives.
Oh yeah, can't wait for Kojitard's latest anime
...as romance options.Tim: None of our villains ever feel like they're just, 'I'm evil and twiddling my mustache for the fun of it.' They always think they're being good or they know they're being evil, but there's ultimately a good goal or they feel like there's no other choice but to do this
We need more psycho villains
...as protagonists.
This as wellThe moment your retarded companion triggers the trap you've just avoided is when you decide never to have one.
oh I don't mind if the fuckers die :DCompanions are also a burden, not just physical, but emotional as well. Remember the number of times you had to reload while trying to save Dogmeat in Fallout? Or in games like Mass Effect, in which you felt obligated to make sure every companion survive the mission? Having companions might hinder your ability to role-play the way you want.
Striven.
Cool, so it's not an engine limitation, just Obsidian being the usual retards. "hey guys we chose to not spend so much time on X so we could focus on Y". Game releases, Y is a shitshow/mediocre anyway.Tools are a factor when it comes to how much time you need to spend to make good facial animations. Valve put a lot of work into their facial animation tools for Source, Epic not so much.that has nothing to do with engine limitations. There's plenty UE4 games with good facial animations.
the game engine itself has little to do with facial animations unless it's stuck in 1994 and incapable of handling morph targets.Tools are a factor when it comes to how much time you need to spend to make good facial animations. Valve put a lot of work into their facial animation tools for Source, Epic not so much.that has nothing to do with engine limitations. There's plenty UE4 games with good facial animations.
How do you want their budget spent?Cool, so it's not an engine limitation, just Obsidian being the usual retards. "hey guys we chose to not spend so much time on X so we could focus on Y". Game releases, Y is a shitshow/mediocre anyway.Tools are a factor when it comes to how much time you need to spend to make good facial animations. Valve put a lot of work into their facial animation tools for Source, Epic not so much.that has nothing to do with engine limitations. There's plenty UE4 games with good facial animations.
Tools being a possible limitation doesn't change the fact that lesser developers achieved much better facial animations in UE4 in half the time it has taken Obsidian to develop TOW by the time it comes out.