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Daisuke72 said:
Machiavellian said:
Daisuke72 said:
Dark_Feanor said:
Too bad I think Halo 4 looks more beautfull and graffically demanding then The Last of Us.
If only tLoU had a battle area larger than a basketball court and more than 10 caracters models per level or veicles and debris...

Too bad that story and emotional attachment in tLoU are so good and intencive that make people think that every other aspect of the game is supreme.

lol is all I can say.

I always find it interesting how people view graphics.  Do people look at the overall things a game is doing or do they only look at how pretty the game looks.  Getting the pretty is pretty easy as you only have to limit what is on screen and reduce what the player can do at any given time.  Making open game worlds like Grand Theft Auto, BF4 or Halo takes a lot of balancing expecially when you throw in vechels and huge number of characters.

Case in point would be BF4 and Killzone SF.  I do not believe anyone would doubt that BF4 does more with a much bigger word than KZ but when comparing graphics people only notice that KZ seems to look better totally ignoring the scope of both games.

Of course a Sandbox game will look worse than a linear game.

 

But that's the thing, TLOU looks better all linearity aside, it just does. Sure you might find Halo 4 technically impressive, but God of War 3, TLOU, UC2, UC3, Beyond: Two Souls just look better.

Yes, TLOU looks better if the only thing you view in a game is how pretty the graphics look. Could it be that its the type of games each platform makes thats the difference then the actual capabilities of the hardware.  Also I wouldn't it be the type of developers as well.  The reason why I always get a PS system is because of Sony first party studios which I believe is the best.  Sony was smart in getting these studios and dropping the ones that do not produce.  They are the studios that define the PS brand.  

So with that said my measuring stick for how good a game looks is not dependent on how pretty a scene can be made in a box but the overall scope of the game that produces the scene.