nie:automata_ps4_p_o_vs_ps4_sc_eenshot_compa_ison
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| nie:automata_ps4_p_o_vs_ps4_sc_eenshot_compa_ison [2026/02/02 18:26] – created santoshodel2522 | nie:automata_ps4_p_o_vs_ps4_sc_eenshot_compa_ison [2026/02/02 21:03] (aktuell) – created paulinefrodsham | ||
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| - | Yoko-san might be referring to this post , in which Twitter user Kibu  provided a  handy gallery of a whole lot of dedicated fan art, for which the Game Director took time to thank him personally . On the other hand, user kuchiekoo  provided an actual zip . It's worth mentioning that, while the art included in both links is absolutely charming, it might be considered not safe for work in some workplaces, so click at your own r | ||
| - | Naval combat is absolutely fantastic. It's a mix of collaboration, tactical thinking and old plain guts. It definitely isn't limited | + | (Image: [[https:// |
| - | NieR: Automata | + | As a series, it has managed to keep up with the times in good stride ( even if it got weirder along the way ). Nier and its predecessor Drakengard were both superb reflections of their time. Nier: Automata is already looking to address certain themes all too familiar for the times right now. Again, making |
| - | As an animator first and foremost, there’s a lot you can’t help but want to leave in. But you’re not making a movie here – you’re making a game, and it has to be tight and responsive. The truest sign of a skilled game animator | + | |
| + | We weren't sure what the response would be like, but many more votes than we expected poured | ||
| - | Square Enix Japan doesn't seem to have trouble showing it off even in official promotional screenshots, | + | Soon we'll be able to play the demo of the game ourselves. It will be released for PS4 on December 22nd , while the game will release in North America on March 7th, 2017, while Europe will get it on March 1 |
| - | Like all the machine lifeforms | + | On the other hand, Square Enix mentioned better lighting and shadows definition for PS4 Pro, but from what we can see in the comparison screenshots above, and playing the demo, those improvements might not yet be implemented in the demo. That's quite understandable, considering that we're still about two months from release. |
| - | + | As usual we encourage you to allow the pictures below load properly, since they' | |
| - | While some among the easily offended crowd might take issue at the display, a whole lot of artistically-inclined fans appear to be appreciating, and that has given birth to a veritable cornucopia of fan art prominently showcasing 2B's rear | + | |
| - | On paper, [[https:// | ||
| Nier, which creative director Taro Yoko has stated is the direct follow-up to Drakengard 2, follows suit perfectly for what these games offer up. Nier might take place a thousand-plus years in the future, but that changes nothing. There could easily be a whole essay on how all the games are connected (there probably is), but that’s not what this article is about. The series is asking deep questions, questions that might not be as obvious at first. The series, for as wacky and bombastic as it can be, is a reflection on events taking place in our world and how " | Nier, which creative director Taro Yoko has stated is the direct follow-up to Drakengard 2, follows suit perfectly for what these games offer up. Nier might take place a thousand-plus years in the future, but that changes nothing. There could easily be a whole essay on how all the games are connected (there probably is), but that’s not what this article is about. The series is asking deep questions, questions that might not be as obvious at first. The series, for as wacky and bombastic as it can be, is a reflection on events taking place in our world and how " | ||
| - | In a tight, closed space, sounds don’t echo very much. In a wide open room like the one above, though, echoes last longer. Echoes also change depending on the materials that make up an area: They’re louder when you’re surrounded by metal than when you’re surrounded by dirt, for example. Each area you explore | + | After a bit of tweaking, we try it out and see how it feels. Then we tweak again, and test again, then tweak again, then… It’s repetitive work, but all this testing is essential to make NieR: Automata feel exactly as it should. Sometimes we end up spending |
| - | The moment you manage to place your ship in a position that allows you to bring down a full broadside | + | |
| + | [[https:// | ||
| - | The beginning | + | Character models are animated through a system of joints that we call " |
| The difference appears to be less visible during cutscenes, where developers probably managed to squeeze a little more juice out of the standard PS4 due to the controlled rendering environment, | The difference appears to be less visible during cutscenes, where developers probably managed to squeeze a little more juice out of the standard PS4 due to the controlled rendering environment, | ||
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| + | What you see here is a test level where we check characters’ animations to make sure they’re ready to go in the game. We also use this level to try out visual effects, like the sword arc you can see above, as well as special effects like clouds of dust, explosions and more. | ||
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| + | On top of that, it looks gorgeous for a 3DS game, even thanks to the clean anime-ish graphics that really depict monsters and characters in a charming way. Now we only have to wait for the announcement of a western rele | ||
nie/automata_ps4_p_o_vs_ps4_sc_eenshot_compa_ison.txt · Zuletzt geändert: von paulinefrodsham
