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Same here. If they give streamers press copies, I think I'll probably go pester one to show off the pack hunting. These little clips are too short and controlled to really be able to make judgement. For all we know it could just be scripted animation like last time.
If we can pry them away from mosasaurs...
Anyway, you're right, but I did some deep analysis and I'm about 98% sure this isn't scripted. There are two main factors driving me to this conclusion.
Precedent: Shadow of the Colossus was allowing entities to latch onto other entities in real time long before JWE2, and it even did it on console. PS2, no less. It's something that definitely can be done.
Observation: I watched the clip at 0.25 speed and noticed something I didn't see at all when it ran full speed, which I'll spoiler out in case there are people who don't want the magic ruined. One, the raptors sort of "snap" onto their prey as they get close, which wouldn't be necessary in a well-made animation loop. In fact, it would be shoddy animation work. Two, the frill clips all the way through the bodies of the two raptors just behind it as the prey's head moves. Again, if this were allowed to happen on a scripted animation, someone's pay would be getting docked.
Hopefully you're right.
But how many animations out there and how the whole hunting goes is a misery. Could be lame or weak too but they don't have much options too.
brought up to 2021 AAA standards then it should be fine.
https://www.youtube.com/watch?v=BADxEfWQSFU
https://www.youtube.com/watch?v=03acguZ3rUk
It's a huge video, and I haven't seen the whole thing yet, but it's there.
I will say the one thing that concerns me, is that herbivores don't seem to run away, just stand there and try and fight back. I don't think that's very appealing to watch, there should be a chase. Hopefully their hunting system isn't down to RNG, in that there are a number of predetermined hunting animations that can play out, but which one plays comes down to RNG. I feel that rather than being scripted animations the animations should be more like "attacks" instead, like you'd see in other kinds of games. (e.g. raptors pouncing on their prey should inflict a certain amount of damage, clawing and biting while on the herbivore causes more damage)
How about using the corpses as "feeders" for the carnivores. Let them eat from them until repleted after which they need to hunt again. The size of the prey item determines the amount of feedings from it. Small prey items are gulped down right away, medium can be used a little more and the big ones can feed carnivores for a much longer time period.
Also, add scavenging (one prey item killed can feed multiple carnivores).
But this will probably not be a thing...
I don't think this is the case, because there's a video out there of a t-rex hunting a pachy and the pachy is running when it gets attacked. I think it's just that raptors are ambush predators that roll up fast and quiet.
Well if you check the first hour long video at 10:00 mins and 16:00-17:00 mins, you'll see that the Parasaurolophus does not try to run away and instead tries to stand it's ground against the raptors, and the Parasaurs always tried to do this rather than run away. The creator of this video himself later said:
"This is one of the big criticisms of the pack hunting on the Parasaurolophus; that it kinda just stood there waiting to die, rather than you know getting angry, and stomping, and making calls, or you know getting scared, or attempting to run or anything like that."