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and obviously you are not reading any books
Who needs to buy a game...
https://youtu.be/Be8Dc3hf-iw?si=teRBYyaspccNmf8P
It's not about animations, it's about how characters interact with the world. They can have the best beautiful animations and the best beautiful ground textures ever made, but if the characters are not slowed down by the mud they're walking on, then all that beauty makes no sense. This is why I brought up Death Stranding and Red Dead Redemption 2 - because in those games it's not just visuals. And you don't need a AAA budget to make proper character-world interactions.
The fact that characters in the trailers are floating above the ground indicates that the devs didn't think about those interactions, so even if they fix their IK, it won't really change anything except the visuals.
read these words. have u ever held a gun? plot twist u dont look at ur feet while hold a gun. how am i going to know im floating on the ground unless i have a fat friend join me and laughs at me for 5 mins about my running animation? take ur time and write up a how to stealth guide for those of us that want to play the game oooo great masta
I remember an interview where John Carmack (or someone similarly venerable) moaned about how players always say they want "realistic physics" but expect themselves to accelerate from standing still to 30 miles-per-hour in zero seconds.
TFW is over-produced. Individual hairs in your cyber-hobo's beard, but no footprints on the ground.
Realism in FPSs is an artefact of how GPU hardware was marketed to consumers - eventually the hardware might be able to render it, and AI fill in all the detail a human artist couldn't be paid to draw - but (1) we aren't there yet and (2) it isn't desirable. 3d art is still about stylization.
The realism of TFW doesn't really achieve a superior illusion to 30 years ago, but it does create a ton of busywork for some underemployed AAA animators. If only they can find some way to trick people into paying them to draw hobo beard-follicles.
But what is "the setting"? Look at the recent Star Wars Outlaws game from Ubisoft. Is it really Star Wars? Is it just about textures and sounds? Or there is something else that a - can make this game distinctly Star Wars, b - can give it a unique identity? BTW, Assassin's Creed Shadows dev revealed recently that there will be a change of weather and seasons but it won't affect the gameplay, because they don't want to have "negative impact" on the players. Lol, who is this guy? Ubisoft should fire him immediately, because he has no clue about gameplay! And those Ubisoft devs are upset when Elden Ring & RDR2 are making sells when their games don't.
The Forever Winter so far from what we can see at the game's Steam page (yep, the videos are there, you don't even need to search if you're lazy) suffers from the same "Ubisoft syndrome" (apart from the casual difficulty of the Ubisoft games) - it's the same exact gameplay we know repeated over and over again copy-pasted from a legion of games in the same genre. Just with different skins.
So the problem is not graphics or animations, the problem is the lack of gameplay connections. It's not a wallpaper generator nor a movie we're talking about here, it's a game. And the game needs to play good, not just look good. If you've got a backpack, its weight and size should affect the gameplay, add problems to solve and challenges to overcome. If the ground is muddy or slippery, it should affect the gameplay, because the battlefield becomes more dangerous and stealth more tricky. This is what makes the game actually difficult and interesting to play - not spongy enemies or clunky controls.
That said, I hope I'm wrong because, yes, the visuals seem to be good and the atmosphere as well, but as wasteland_ghost said very truly, it's not what you make good games with.
If players are satisfied with the same gameplay loop they already had in a legion of the already released games, same crouch, same basic gameplay mechanics (simplified GTFO) ... well, it's up to them.