Jump to content

Alan Wake


SchizoidFreud
 Share

Recommended Posts

time for another texture comparison

 

sonic adventure released waaaay back in 1999

24176_full.jpg

 

Eleven years later we have, Final fantasy 13

 

84710393.jpg

 

so as we can see, the ground (grass) textures are clearly much much better in Sonic adventure. therefore i hereby conclude that dreamcast was/is more powerful than the xbox 360.

 

:clapping:

Link to comment
Share on other sites

time for another texture comparison

 

sonic adventure released waaaay back in 1999

 

 

Eleven years later we have, Final fantasy 13

 

 

 

so as we can see, the ground (grass) textures are clearly much much better in Sonic adventure. therefore i hereby conclude that dreamcast was/is more powerful than the xbox 360.

 

:P

How can you even compare Sonic with other games? :scratchchin:

 

:scratchchin:

Link to comment
Share on other sites

Gamespot is all praise:

Gamespot Hands-on

:fear:

 

So is IGN:

IGN Video Preview

5 minute Gameplay video

Note: Its the same as the clips above but there is some daylight footage of Alan on a boat which looks beautiful.. :O

 

 

BTW the videos look great...those cries giving me creeps... :chair:

Edited by AlanVivek
Link to comment
Share on other sites

From the Hands-on:

 

Something new:

 

"....we discovered one of Alan Wake's more interesting facets. Ammo stashes are hidden around the various areas, placed there by an enigmatic helper who scrawls arrows and cryptic messages on the sides of buildings. You can see these hints only when you pass the beam of your flashlight over them, so you'll need to keep your eyes open if you want to have enough ammo and batteries to get by..."

 

"...Your flashlight doesn't have unlimited energy, though. Each time you focus light on an enemy, you lose battery life, and you need to replenish flashlight batteries in the same way you replenish ammo. Tapping Y replaces your battery, while tapping X reloads your ammo..."

 

Spoiler alert:

 

"The demo began after Alan wakes from his stupor. As Alan, you see a gas station in the distance, across a deep ravine and the river that flows through it, and Alan surmises he'll probably find a telephone there, or someone who can help. We started off down the path and through the forest, but as you can imagine, this was not a stress-free trek. We glimpsed a shadowy figure on the path, who appeared and disappeared, spouting gibberish that didn't make a whole lot of sense. However, we did catch his name as he rambled: Carl Stuckey. As we mentioned in our prior preview, Carl is the man Alan was to meet in order to receive keys to a lakeside cabin. When he went to the diner to meet Carl, a mysterious figure emerged from the shadows and told Alan that Carl was indisposed. In this case, it seems "indisposed" is a major understatement.

 

Eventually we saw lights ahead at a logging camp, where a cabin rested amid a maze of stacked logs. However, Carl continued to flit across our path, and it became quickly clear that we'd need to defend ourselves. Eventually we made our way to a shed and found a telephone inside. We tried to make a call out and reached the sheriff's office, only for the call to give way to some far more insidious cries and scowls. A phone was not the only device to be found in the small cabin, however, and we picked up a flashlight and a pistol, knowing they'd come in handy. As soon as we did, however, we met with the realization that something wasn't right. Indeed, Carl was trying to push the shed into the ravine with some industrial equipment. We jumped out just in the nick of time, and the makeshift cabin plummeted into the river."

 

Link to comment
Share on other sites

http://n4g.com/xbox360/News-478235.aspx

 

5min footage...

 

 

Game has 4xAA and FR locked @ 30 and Alan's character model is made up of 10-20k triangles

 

http://forum.alanwake.com/showpost.php? ... stcount=16

 

From the top of my head I'll just say about 10k-20k triangles. There's several versions of the character (hmm, did I just spoil something?) and with various item attachments so it's not that exact.

 

 

 

http://forum.alanwake.com/showpost.p...2&postcount=18

 

We hate dithering and aliasing just as much as you I think. Hardware 4xAA on the Xbox360 is nice for a lot of things - it did take us a while to get the most out of it (E.g, refactoring the renderer quite a few times).

 

Shadow aliasing doesn't really have anything to do with the generic framebuffer resolution or aliasing quality, but having the game run with 4xAA in the framebuffer is kind of rubbing in any other visual quality problems there might be.

 

We don't like ugly things, so we fix them before shipping.

 

 

 

http://forum.alanwake.com/showpost.p...2&postcount=23

 

We like 4xAA. Due to the alpha-to-coverage feature on the Xbox 360 GPU, it's one of the key reasons we can render a lot of "alpha test" foliage like trees and bushes without them starting to shimmer or dither (as alpha-to-coverage with 4xAA effectively gives us 5 samples of alpha "blend" without actually using alpha blend). Of course that leads into a lot of interesting ways how to get the the other "standard" z-buffer based rendering schemes to not alias, but let's not get into that discussion right now.

 

 

 

http://forum.alanwake.com/showpost.p...7&postcount=26

 

 

The game is locked to 30 FPS (well, except menus, manuscript pages, etc which run at 60 FPS). All cinematics are guaranteed to run 30 FPS (as we actually background load the next location, in case there's a location change). If you saw video tearing in the published press material, it's 99% due to video sync issues (E.g, PAL video cams or 59.97 Hz vs. 60.00 Hz screen update).

 

While playing Alan Wake on a Xbox 360, if the game framerate drops below 30 FPS we resort to screen tearing (same idea as Gears of War uses).

 

We're right now just fixing bugs and making sure nowhere in the game would the framerate never dip below 30 FPS. I know there's still a few heavy locations in the game where we resort to dipping below 30 FPS, but we're working very very hard to get all those solved.

 

 

Remedy "Betting the Farm" on Alan Wake

 

 

Alan Wake developer Remedy has revealed the success of the game is crucial to the survival of the company.

 

In an interview with IncGamers during a studio tour in Finland, Remedy's Matias Myllyrinne stressed just how important the upcoming psychological thriller is to the developer's future.

 

http://n4g.com/xbox360/News-478357.aspx

 

 

 

BUT IT FOR REMEDY GUYS :panic:...I will get L.E....IVG Contact MS and tell them...We want L.E in India :x .

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...