Assassin's Creed IV "More Immersive" on PS4

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Darks63

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Mar 8, 2010
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All i could see while reading this article was jims polygons parody vid running in my head. Anybody else feel the same?
 

Evil Smurf

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Nov 11, 2011
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I find myself immersed in iOS games and games that are decades old. What does this guy mean?
 

Saladfork

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I really wish they'd decided to make this a new IP. As it is it's going to be hampered by the ridiculous story, framing device and combat of assassin's creed instead of making a game about pirates.
 

Boogie Knight

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Y'know, the thing that breaks immersion for me is the bugs and when my character keeps running while stuck on a slightly elevated part of the map or treats it like the edge of a cliff. Oh, and getting rewards in the form of recipes for stuff I will never use, and will not even have the option of using until far into the game when the silly side missions for the residents are available.

Oh, then there is the part where Desmond and Yahtzee's long lost brother debate the American Revolution in Saturday morning cartoon terms. You'd figure with the much lauded multicultural team there would be more appreciation for nuance and not less, but then again with an annual update schedule subtlety tends to get thrown out the window.
 

Some_weirdGuy

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Whoa, whoa, whoa...

Developers go to the effort to enhance the physics technology being presented, (at no extra cost to the consumer), to better utilise the strengths of the given platform.... and people are actually complaining here?


Seriously? >.>
I'm not even interested in these games, but come on. Where did they say 'it will have better physics, but unfortunately this means we had to make a trade off by having shitter writing'? Where's this gripe even coming from?


More importantly, (fellow) PC gamers are always complaining about how the PC versions are being held back by console limitations. So why is no one praising this move? ((it's a clear step away from 'one size fits all' to more platform specific design/advantages, even if it is still focused on a console)) I mean it's almost exactly what pc gamers have been asking for all along...
 

PoolCleaningRobot

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Some_weirdGuy said:
Whoa, whoa, whoa...

Developers go to the effort to enhance the physics technology being presented, (at no extra cost to the consumer), to better utilise the strengths of the given platform.... and people are actually complaining here?


Seriously? >.>
I'm not even interested in these games, but come on. Where did they say 'it will have better physics, but unfortunately this means we had to make a trade off by having shitter writing'? Where's this gripe even coming from?


More importantly, (fellow) PC gamers are always complaining about how the PC versions are being held back by console limitations. So why is no one praising this move? ((it's a clear step away from 'one size fits all' to more platform specific design/advantages, even if it is still focused on a console)) I mean it's almost exactly what pc gamers have been asking for all along...
Because obviously, if you complain about good graphics then you're a true connoisseur of vidya gamz and are the hardest of hard core gamers. I think its a step in the right direction since its actually possible now. The ps3 was hard to develop for but they made great looking games for it like the Uncharted series, The Last of Us, and in my opinion Metal Gear Solid 4. All those titles looked better than what I could run on my halfway decent computer. Now porting and taking advantage of hardware should be much easier than before so we won't see developing for the lowest common denominator. I hope it'll be better for pc too because I don't ever plan on buying a desktop computer and it would be nice if I could game on a normal laptop
 

Ken Sapp

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MrBaskerville said:
"Immersion" is probably the most abused word this generation, aside from "emotion". Last time i checked, high fidelty graphics didn´t create an immersive experience, engaging gameplay and effective audio/visual design adds a lot. Personally i´d say that all you need is good sound design and engaging gameplay.

Wind effects are good and all, but i don´t really believe that they are going to add that much, it´s just minor details.
Exactly, I had no problem with immersion in pixel sprite games as long as they had coherent and interesting stories. Writing is what makes a game interesting or immersive, everything else is just window dressing.
 

Mumorpuger

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Oh thank God. I was worried they were going to devote extra time to character and plot development.
 

GoaThief

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Feb 2, 2012
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The complaining in this thread is borderline pathetic, come on.

Something to be taken from this statement is that it looks like the PS4's hardware advantage is being pushed already, this doesn't bode well for the Xbone.
 

LetalisK

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ritchards said:
But what about hair? Tomb Raider really raised the bar on what hair blowing about is like. If there is wind, there better be hats a-flyin' and hair a-wavin'!
TressFX in Tomb Raider was actually pretty unrealistic, imo. Pretty, but ponytails don't act like that.
 

WouldYouKindly

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This is not that bad an idea. All consoles use different hardware and it'd be better for them to be tweaked a bit for optimal performance rather than just put out something that will function on any of them, but not really use all the potential that is in the machine, with maybe a few subtle differences like better quality textures on the more powerful machine.

This is a step in the right direction because it actually requires more work to be done on the product. We get something that's been polished a bit more, some bugs found and ironed out, you know.
 

AuronFtw

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Covarr said:
Phrozenflame500 said:
Because we all know that proper wind simulation is the secret to immersion, and not good writing.
It's obviously not as important as writing, but it is something that can be done better on more powerful systems.
So it'll be best on my PC then? My PC's specs blow the PS4 out of the fucking water.
 

Vegosiux

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Cognimancer said:
I don't know about you, but when I'm locked in naval combat on the open seas, nothing ruins the moment like an unrealistic ripple in the waves.
Oh you sly rascal you. I totally agree.

You know, the vibe I'm getting from the article is pretty much Ubisoft saying they're going to do a shitty PC port without actually saying they're going to do a shitty PC port.

Then when people complain about the PC port being shitty, they'll say "What, we told you it would be better on PS4."

I might just be a cynical asshole, but that's exactly the vibe I'm getting.
 

Mycroft Holmes

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Sep 26, 2011
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They really should have just made a spin off pirate game and not bothered having it be "assassins creed."

The game market needs more actual pirate games without having space aliens who impersonate roman gods, magical super artifacts from the bible, secret orders fighting each other because something something freedom, then there's some sort of apocalypse or something and Ubisoft didn't want to pay Kristen Bell so she dies randomly and wait people actually get paid to write this stuff?

What I'm saying is I really want CDPR to make a pirate game with a ship combat system like assassins creed 3. Because it would be great.
 

Haakmed

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cahtush said:
And why won't it be included in the PC version?
Or will it be updated then?
I'm probably being a pessimist here but probably paid update.
 

TiberiusEsuriens

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Cognimancer said:
I don't know about you, but when I'm locked in naval combat on the open seas, nothing ruins the moment like an unrealistic ripple in the waves.
Not sure if joking... or serious.

I guess they didn't feel like taking advantage of those supposed cloud computing resources of the XBox Cloud? I guess that would cost a rental service charge, just like using them for multiplayer. This must be all that GDDR5 RAM being put to use.

Oh well, the fact that they exist in any version is good news, as it'll help push simulation mechanics in other games down the pipeline.
 

Strazdas

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May 28, 2011
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because graphics/physics = immersion.....



cahtush said:
And why won't it be included in the PC version?
Or will it be updated then?
because according to ubisoft only pirates every play PC version anyway. and they can be immersive in piracy without the game too.



Covarr said:
Phrozenflame500 said:
Because we all know that proper wind simulation is the secret to immersion, and not good writing.
It's obviously not as important as writing, but it is something that can be done better on more powerful systems. I feel this is exactly how multiplatform games should be handled, playing to the strengths of each system where possible while keeping the core game the same between them.

P.S. Thanks
we got PCs more powerful than next gen Consoles, we got games trying to utilize that (Crysis series). it does not work.

BrotherRool said:
This is getting really silly now, first Watchdogs say it'll be more 'immersive' on the Xbox One (admittedly because all the AI and physics is handled by the cloud
well, to be honest a better AI in a open world game does add a lot to imersion. if the people around react to you realisticly this helps drastically.

TheComfyChair said:
optimization never meant a fat lot on the current gen, never mind on the next gen when it's the same base architectures as current PC GPUs**)
actually this new generation may help here. if they are going to try optimizing it for the consoles (and we know they will), they will automatically be optimizing for PC as well now. so we get the benefit without actual effort.
 

BrotherRool

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Strazdas said:
BrotherRool said:
This is getting really silly now, first Watchdogs say it'll be more 'immersive' on the Xbox One (admittedly because all the AI and physics is handled by the cloud
well, to be honest a better AI in a open world game does add a lot to imersion. if the people around react to you realisticly this helps drastically.
Yes but I really doubt there's going to be much of a difference. It's not like we're talking no AI vs AI. If Watchdogs has the space to say, have 3x more power devoted to city AI than GTAIV did, how do you manage to make the AI noticeably smarter than that? Especially with the Watchdog example where the AI is actually going to be open to experiencing lag. I imagine writing decent AI is much more of a programming problem than a power one, how do you manage to write code that explains what the AI should do in the thousands of different situations a sandbox game can throw up?