I dunno guys, lot of flack towards the game because of the demo build shown in the videos. Yes there is texture, draw distance and pop in issues. But can we bear in mind it's a beta build from E3 that's been shown there, not the final retail build so we don't really know how it will look just yet. Spiderman has real time shadow and top notch modelling for example, which bodes well. The same issues were shown in a beta build of NOVA 3, which was also heavily criticised when video hands on was shown before release but look how that turned out (barring ipad 3 and itouch 4h). Battles and combos are very much like Total Mayhem which is a good thing And it is obviously an arcade style of game, which I prefer for this type of game, so outright realism in relation to web slinging and combat is not the priority. Plus it's an open world Spidey. In my pocket. Come on, that can only be a good thing. I'm not personally terribly impressed by the pop in but I am aware it's beta so I do believe the final build will be all that I want it to be.
? The textures and draw distance seemed fine in the slidetoplay and touchgen hands on. Textures on spidey are really nice.
The videos look nice, although I'm still not that impressed... Well it has two weeks of time to get better and probably more cause I'm outta credits.
Open world Spiderman and an open world Batman....in my pocket...iOS gaming just got so much better for me.
Well the textures , to me, looked like they were similar to Total Mayhem, not particularly bad at all but a lot less detailed than Spidey himself and a tad blocky. Spidey has real time proper shadow effects but the baddies have blob shadows for example. Draw distance was obviously weak though where he has to jump to the building and fight the three baddies. The building is just a block in the distance with no detail until its zoomed into and he lands on it. Only then does its detail of windows, characters, plants, the balcony, even it's colour, become clear. And yet the building was relatively near to where he was perched. Plus, right at the beginning when he swings downwards, the details of the buildings only become clear as he gets closer and there seems to be a line below him that brings everything into clearer focus as he travels downwards. The game still looks good and the combat is exactly what I would like. Again, those are things I would expect to see in a beta build of any game that is yet to go through some optimisations and polishing and are not things I expect to see in the final build. Plus put into context my original post was responding to the previous criticism of draw distance and textures and in defence of the game videos because it still looks good despite being a beta build, I'm not sure what you're question is.
This!!! Seriously, for a while I was starting to wonder if iOS gaming was dying out... But if these two games are as awesome as we are all hoping, hope is restored!!
Yeah , i was referring to that and the touchgen hands on as well. On the slide to play one, watch it from 0.32 to 0.34 and you'll see what I mean as the building is very un detailed but then becomes detailed with a balcony and windows that I couldn't see before. Plus at 0.39 to 0.47, previous unseen details pop in. Nothing as major as my heavily modded GTA mobile (20 vehicles changes and counting) and I easily live with that, so I think by the time this releases a lot of the elements I pointed out will be gone.
I see (said the blind man). Good points. You are indeed correct. A little off topic, but are you on the iPad 2 or 3? 20 modded cars is a LOT for 512 mb of RAM to handle, esp if they have a decent poly count. I'd be surprised if you can run it stably with even a gig.
Quick off topic reply. Ipad 2 and iphone 4s. Draw distance and pop in gets pretty bad if you have 15. 10 good models is more than enough. So basically got 7 good ones (lambos, porsches, dodge 300cc, audi's, caterham, Aston Martin, Maybach) of cars I use a lot and used some low res, low poly ones for the rest. Not very stable would still apply though. It struggles on 20 mods and if there are all good textures, won't load but if mix and match (a lot) can find some form of balance. Plan on reducing them back down to 10 or so though because billboards and buildings do have a few problems. Plus a few crashes. I was very bored for about a month waiting on a new project so getting it right eased that boredom. Was quite interesting though trying to get it right. Sorry for the off topic.
There are always changes made between a beta build and final release. The only time there's not, or might not be, is if the beta is in gold master and I doubt if what we've seen is the final build. Beta by definition is a pre release test build that is fully featured but is in test phase to reduce the impact on the end user. Beta builds have bugs and performance issues that usability tests are designed to fix and optimise. So there may be no major changes as the game is fully featured at this stage but optimisation and bug fixes are still extremely important and make a big change to what a game looks and performs like.