curl-6 said:
Vodacixi said:
Realistic running and turning animations in third person games. Especially action/adventure games. Over the last... 14-15 years, the aim for realistic graphics also affected animations and controls. The result? This utterly annoying, slow and clunky animations for actions like turning and running. I think I've commented on this before, but I'll just say it again. Characters nowadays control like they have balls of iron and they struggle to move.
It's very frustrating to me, to the point where I just can't get into many games that are generally conisdered masterpieces or at least great. I want my character to feel snappy and fluid. I don't care that people don't turn instantly in real life. I'm not in real life, Jesus Christ xD
And nobody seems to care about this. Whenever I bring this up, people completely ignore my comment. I guess it's just a "me" problem... |
Nah, it's not just you; GTA5 and Red Dead 2 were notable offenders here where it felt like your input was giving the character suggestions about where to go instead of actually moving them. |
This goes back much further. Ever played the original Prince of Persia (the 2D titles from the 90's, not the 3D successors)? Many, MANY deaths occurred because the Prince didn't react instantaneously like Mario or other jump & run characters, instead realistically needed some steps to come to a stop for instance.
Btw, cool video about the topic from Ars Technica:
Zippy6 said:
People complain about it, but not enough.
Early Access to games for buying the more expensive version is a predatory bs practice. Publishers have invented a way to get people to spend more that requires absolutely zero effort or work on their part. It's fake invented value weaponising fomo. |
They didn't invent anything, as usual they stole the idea somewhere. In this case, it's from places like Kickstarter or Indiegogo where it was used as both an incentive and as a reward for supporting a project with a higher amount of money, and they just took that without all that "supporting the game" thing, as the execs do that unless they kill them...
KratosLives said:
The inherent motion blur from anti aliasing/ post processing effects. Where every movement or swing of a weapon results is a quick blur. Like what's the point of playing a game if you can't see all the glory in the details, as it's happening in realtime..
Today i installed dead island 2, and then had to uninstall after 10 minutes.. |
This mostly comes from TAA and similar temporal AA techniques, which I would love to deactivate too if I could, but they're often not just active by default, they're often also non-negotiable. And then some publishers love to add some motion blur on top of that, making everything blurry in the process. When using more proper (read: older, much more performance-hungry, but way better) AA techniques like Multisampling or Supersampling, the blur doesn't appear, but very few games support those much better TAA alternatives nowadays, almost forcing you to use DLSS/FSR just to get the TAA artifacts smoothed out.