It?s my strong opinion that physics are an under-utilized facet of game design, in terms of the developer helping the player feel the effects of what?s happening on screen through merely audio-visual cues and an input device.
I?ve been playing Mad Max quite a bit lately, and even though it?s largely the same open world affair of many other similar titles and has a surprising depth to its lore and content suite, I feel like I would?ve typically moved onto something else by now. But I haven?t, and I think the reason why is the physics system is so bloody satisfying. It?s something that can?t be translated or articulated from a mere YouTube video either.
The impact effects for both vehicles and melee are crunchy, with an appropriate feeling of weight and momentum behind them. The melee feels similar to The Last of Us but in full 3rd person vs OTS, and the car combat is like combining GTA and Burnout. Nothing like harpooning an enemy car?s door off and blasting the now exposed driver with a shotgun, or simply nabbing the drivers themselves and launching them out overhead. I love even just cruising the desert finding scarecrow beacons to tear down with the harpoon or simply ramming them to pieces. Even pulling a grate out of the desert sand has an appropriate resistance to it. There?s also the option of the upgraded harpoon aka (Thunderpoon) to launch projectiles as reinforcements, whether they be stubborn war rigs on a convoy route or iron gates blocking a path into a camp that holds vital resources for overtaking territories.
It also sounds terrific. Metal crunches and clangs with a dense thud when vehicles collide, shotgun blasts below deep and powerfully as do explosions, sniper rounds crackle like thunder through the open landscape, vehicle exhaust notes are throaty and guttural. It helps to have a good theater system or headphones, but even without or at low volume I can appreciate the detail.
But I digress. The main point is the sense of weight and presence of game objects and how they interact is well-realized with how the game implements Havok. It?s not going for simulation by any means of course, but there is an exceptional level of detail involved for an action adventure game that goes a long way in the fun factor category. It?s something that greatly adds to the feel of interaction and is a big factor in playability for me. I would love to see developers eventually do for physics what they?ve been doing this generation for graphics through physical based rendering techniques. If that could be applied to how physics are used it?d be a huge leap forward.
I?ve been playing Mad Max quite a bit lately, and even though it?s largely the same open world affair of many other similar titles and has a surprising depth to its lore and content suite, I feel like I would?ve typically moved onto something else by now. But I haven?t, and I think the reason why is the physics system is so bloody satisfying. It?s something that can?t be translated or articulated from a mere YouTube video either.
The impact effects for both vehicles and melee are crunchy, with an appropriate feeling of weight and momentum behind them. The melee feels similar to The Last of Us but in full 3rd person vs OTS, and the car combat is like combining GTA and Burnout. Nothing like harpooning an enemy car?s door off and blasting the now exposed driver with a shotgun, or simply nabbing the drivers themselves and launching them out overhead. I love even just cruising the desert finding scarecrow beacons to tear down with the harpoon or simply ramming them to pieces. Even pulling a grate out of the desert sand has an appropriate resistance to it. There?s also the option of the upgraded harpoon aka (Thunderpoon) to launch projectiles as reinforcements, whether they be stubborn war rigs on a convoy route or iron gates blocking a path into a camp that holds vital resources for overtaking territories.
It also sounds terrific. Metal crunches and clangs with a dense thud when vehicles collide, shotgun blasts below deep and powerfully as do explosions, sniper rounds crackle like thunder through the open landscape, vehicle exhaust notes are throaty and guttural. It helps to have a good theater system or headphones, but even without or at low volume I can appreciate the detail.
But I digress. The main point is the sense of weight and presence of game objects and how they interact is well-realized with how the game implements Havok. It?s not going for simulation by any means of course, but there is an exceptional level of detail involved for an action adventure game that goes a long way in the fun factor category. It?s something that greatly adds to the feel of interaction and is a big factor in playability for me. I would love to see developers eventually do for physics what they?ve been doing this generation for graphics through physical based rendering techniques. If that could be applied to how physics are used it?d be a huge leap forward.