Rafux said:
Adinnieken said:
Rafux said:
Adinnieken said:
Rafux said: No it won't change anything even Crytek just said "fuck it" and decided to make Ryse a controller game with some voice commands, if a game published by MS don't want to do it I don't see other devs wasting their time.
Now Kinect + Oculus Rift could be really something special. |
I disagree. Whether Ryse is better with a controller or not, we won't know, but I think Crytek ran into fidelity problems with Kinect that I doubt they would run into with Kinect 2. I think Crytek ran into problems and decided early on that Kinect on the Xbox 360 wasn't going to work, so they abandoned the Kinect effort, but at some point Microsoft and Crytek decided that pushing for an Xbox One release might be more plausable. There obviously was a point of no return. A point where they decided what was working and what wasn't, and had to hold off on what wasn't. I think with Kinect 2 Crytek probably would have achieved their goal.
The technology in Kinect 2 is completely different from Kinect. The difference between a pair of binoculars and RADAR. People want to believe that Kinect 2 is just Kinect 1 with an HD resolution camera. It isn't. Kinect 1 is a passive IR depth sensor and Kinect 2 is an active IR depth sensor. With an active IR depth sensing system similar to what Kinect 2 is using they're finding lost civilizations around the world and creating the most detailed maps of the Earth ever imagined.
It is the most powerful depth and motion sensing system ever made available to consumers.
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Why would Crytek not have access to the kinect 2 technology? If Rare had access to the Kinect 2 tech why would Crytek not since this is a MS published title and Ryse was suposed to be the kinect "hardcore title" they must have had access to it so they could make the game motion controlled but they choose not.
Why would other devs waste their time when even MS doesn't. Better with kinect is the most they will do with hardcore games.
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Ryse was in development long before Kinect 2 was available outside of Microsoft.
Ryse was revealed in 2010 under the codename Kingdoms. Then a year later revealed as Ryse. We didn't see it in 2012. My guess is that between 2011 and 2012, Crytek made the decision to pull Kinect. In addition, it was probably decided not long after that in 2012 to port to the Xbox One. This would have made it impossible, even unnecessary to show in 2012.
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It doesn't matter, they had the access to the tech I bet Rare's Kinect Rivals wasn't made in a weekend at most they could have been delayed a year to make the game motion controlled, they did not maybe it was their choice maybe it was MS but they choose to ditch kinect 2 and that doesn't show a lot of promise and if Ryse won't use kinect 2 properly who will?
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Crytek isn't a first-party studio, nor are they a core Kinect studio. Rare is both of those.
As a publisher, Microsoft has input into the game. If Microsoft didn't feel Kinect would be a good fit, then they with Crytek made that decision, and they made it before Kinect 2 was available.
In my honest opinion, if it didn't happen before E3 2011, it happened shortly thereafter, that Microsoft and Crytek decided Kinect wasn't going to be a good fit for the game. You have to understand, at this same exact time, Microsoft was working hard, putting a lot of a development resources into trying to get Star Wars Kinect to work. So, I'm sure Microsoft knew and acknowledged that the fidelity for a game like Ryse wasn't going to be possible under Kinect (1), so Crytek needed to change its plans. The fact that it is still, very much, an on-rails game shows how late in the development cycle the game was before Kinect was stripped out. Any time Crytek had with the Xbox One development kit was likely spent porting the code from the Xbox 360 to the Xbox One, tweaking THAT code and getting it work perfectly as well as building and expanding the story and improving the art.
I know the development cycle. I've developed code. Changing from one platform to another isn't just a flip of a switch. It is far easier with Microsoft than most other platforms, but it's still a huge learning curve. And as made obvious by the lack of backward compatibility with the Xbox 360, code doesn't easily port from one to the other.