Let's just appreciate how good it feels to have a Zelda game with a day/night cycle again after the terrible, terrible, unspeakably heinous calamity that was Skyward Sword.
Can we just step back and appreciate what is happening here? I mean compare this game to Skyward Sword. I don't think I was the only one looking forward to a vast sky-world to explore only to be disappointed by the lack of... anything. But then they come up with ^that^. Its almost like they're actually listening to the fans. What a quaint concept, eh? Disclaimer to SS fans: Not trying to dis SS. Its just... no yeah I'm just dissing SS sorry.
Also looking at that gif I noticed that the cloud shadows are moving exactly like the clouds are. I don't know if they actually align, but its still neat. But the best part is the grass and trees are blowing in the same direction as the clouds.
Also looking at that gif I noticed that the cloud shadows are moving exactly like the clouds are. I don't know if they actually align, but its still neat. But the best part is the grass and trees are blowing in the same direction as the clouds.
I didn't notice that! If they're not real time shadows, then the cloud map is certainly pretty close. I'd say this world looks just about perfect, save for how hazy land in the distance appears. A little less fog where there isn't actually fog, please.
Just look at this gif with heightened contrast: It looks very similar to the Wii U Zelda tech demo, no? I'd like something darker like this, but for lands in the distance.
I do like the bumped contrast. Though I don't have a problem with the default contrast most of the time, I do wish nighttime and some of the shrines had higher contrast to get deeper shades of black. As far as distant lands though, it would be less naturalistic. As you probably already know, objects tend to get bluer and lighter the further away they are (called 'Rayleigh scattering' in physics and 'aerial perspective' in art). More humid (or polluted) air produces lighter shades over even shorter distances (called 'Mie scattering'). Nintendo could choose to forgo some realism as they have in many other places, but their current implementation is pretty naturalistic as is. Plus, bumping the contrast on distant lands would make features more legible, and I kind of like that faraway objects are difficult to make out accurately.
I am interested to see what this game looks like on NX. The art is really good in this game. Definitely pretty. But the Wii U's hardware does hold it back in some areas.
If the NX is within range of the Xbox One and PS4 or better, I think we can safely expect the game to be up-resed. Higher native resolution, higher resolution textures and shadows, solid frame-rate performance, and better draw distance would be simple enough to accomplish. If we're lucky they'll implement better lighting effects too. I'm kind of hoping they go a little farther though and do the work to actually enhance some of the graphic effects even more and maybe even some of the modeling, textures, and foliage. But that would be even more work, and taken too far, might contradict Aonuma's 'same content/experience' comment.
Also looking at that gif I noticed that the cloud shadows are moving exactly like the clouds are. I don't know if they actually align, but its still neat. But the best part is the grass and trees are blowing in the same direction as the clouds.
I didn't notice that! If they're not real time shadows, then the cloud map is certainly pretty close. I'd say this world looks just about perfect, save for how hazy land in the distance appears. A little less fog where there isn't actually fog, please.
Just look at this gif with heightened contrast: It looks very similar to the Wii U Zelda tech demo, no? I'd like something darker like this, but for lands in the distance.
That's really beautiful! I hope the Wii U will look like that too!
I don't care that objects grow foggier in the distance IRL: The entire breadth of Hyrule is less than even half of the distance to the mountain I live near. Games don't operate in those distances. It's the pursuit of draw distance and loading, not verisimilitude, that's causing the game to look subpar from afar.
@Meowpheel Well, cooking potions creates a consumable bottle to carry them, so I think that the bottle feature is regrettably gone. It'd be cool to have to find bottles in houses, but I think not.
In terms of bottle contents that I'd like to see return, I hope water makes a comeback (he said in sincerity). I always really loved all of the puzzles about spring water: melting ice and growing plants.
Of particular relevance to Breath is the growing plants part. Imagine if you could carry around saplings and use a rune to instantly grow trees whenever you needed firewood or, well...
The downside to this dynamic weather and lighting that you're all impressed with is that some scenes look a lot better than others. And some times of day look better than others. Same problem with Xenoblade X and Witcher 3.
This scene:
looks a lot better than this scene:
Largely due to the difference in lighting. If someone didn't know these were the same game, you could probably convince them that the top version was a next-gen remaster of the bottom version.
@Dezzy Couldn't it be said that what you've said about the lighting applies to real life too? That's why photographers go to efforts to take outdoor photos in early morning or late afternoon - the natural lighting is just more interesting at those times. So this game just reflects that, deliberately or otherwise.
You guys had me at blood and semen.
What better way to celebrate than firing something out of the pipe?
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Topic: The Legend of Zelda: Breath of the Wild
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