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It’s called art direction. It’s a game if you don’t want to do realistic lighting that’s fine you can do what you want.
Chaos theory still looks amazing, and that was on the unreal 2.5 engine with hugely prebaked lighting. Just legitimately do that again.
It’s not any worse than what we had for the OG Splinter Cell except when the developers make it way too damn dark. Hollywood has a similar problem with a lot of modern movies.
Also I find it ironic that one of the things I remember seeing people complain about with Hitman: Blood Money was the, at the time, new system that let 47 highlight usable objects in the world. The previous games made you faf around just trying to use anything because you couldn’t tell a random background object from something you could actually use. Lotta people whined that it oversimplified the game.
Stop worrying about realism!
Right? I play games to escape reality anyway
What? As if with global illumination there are no hard shadows. If you walk around when the sun is shining, guess what type of shadow you have? So the solution is to only create levels with few, bright light sources so that hard shadows get cast.
This is a peak AAA problem. The need for ultra high fidelity realism clashes with the need to make the actual gameplay.
Maybe they need splashes of yellow paint to show where the stealth area is.
They also need red vision cones to show where the un-stealth area is.
You just dont have to do that? You can change the lighting so it is more informative for a stealth game rather than have it be realismmaxxed for no reason.
Honestly games focus so much on unimportant nonsense to keep the feeling of realism, then you clip through a wall and see your character’s teeth from the inside.
Had a nice giggle, thanks
Yeah a big trend right now is indie games made with what is basically PS1 graphics. Having more tools for better graphics and lighting does not at all mean you have to make your game look a certain way.
I love the look of cel shading. Make a stylistic art choice. Hell, make it pixelated. Idc of i can count the stitching on the clothes.
Or make lighting less of a factor in detection. Line of sight only worked just fine for Dishonored, and Assassin’s Creed used to have a fantastic social stealth system.
As a thief fan, Dishonored’s stealth system felt terrible in comparison.
No. Light was like, the primary stealth mechanic of Splinter Cell games. Well, the good ones anyway. The HUD literally has a Light Meter on it to tell you how detectable you are.
Thats like saying “Just make Sonic slower.” Its literally the main mechanic of the game.
In a world where game designers decided “yellow” means “climb here”, it seems crazy that a stealth game can’t be made with better lighting and textures because it becomes readable. That’s the point of stealth.
Oh sure, a genre that got on the radar with a 1987 MSX game, one that became what it is partly because of hardware limitations, is impossible to do nowadays because “now we can do realism”.
Talk about creating problems for yourself.
There are two really good examples of how to represent that from the past two Splinter Cell games. I’m not convinced it got any harder from this explanation.
It definitely didn’t. The lighting doesn’t need to be AMAZING when you can literally add a light blue bloom to the edge of the screen to simply express that you’re hidden.
Theyr all just out here tryna make me buy a new video card. Ain’t happinen slick