Just "port" is more apt in this case.No this is actually what a remaster should look like. Stop confusing remaster with remake.
See?
Just "port" is more apt in this case.No this is actually what a remaster should look like. Stop confusing remaster with remake.
See?
This is by Nightdive who are well known for the Turok/Turok 2, the Forsaken and Doom 64 remasters.
They don't go in and change stuff and make new textures and models. They are the original games, as they were but running beautifully on modern hardware.
Read what the dev posted.
We did update the lighting, you can see it often in the trailer.
Samuel put a lot of work into the dynamic shadow mapping, enabling it to be used on even dynamic sources like projectiles and the player's torch. It can even cast shadows through transparent textures in its current iteration.
We did, the Shadow mapping we tried in Turok2 was brought over and refined. It's in the trailer.
OK that makes sense - thanks!How so? Remastering means to go back to an original film negative and produce a new master of it. Going back to the original source code (well, disassembling the PC code using the PS1 as the only possible reference) and retooling the engine while adding new lighting and visual effects is the epitome of that. Not everything is (or can be) plastering 8K textures.
PC, Switch, Xbox One and PS4.
I guess I've made the common mistake of confusing 'remaster' with 'remake'. That said, I wish they'd done more to polish up the game. May be nostalgic rose-tinted glasses, but this doesn't look much different from the Dreamcast version.
The atmosphere in this game is pure magic and it deserves to be played despite its flaws. Is really hard to take the photo by myself, but here it is.For reals? Can we get a photo?
This is one of those games I read about on IGN/etc but never got a chance to play myself. It always seemed like it would be cool.
The atmosphere in this game is pure magic and it deserves to be played despite its flaws. Is really hard to take the photo by myself, but here it is.
Just from the trailer calling it a "remaster" seems a biiiiiit of a stretch.
Wow, very cool! Thanks for sharing.The atmosphere in this game is pure magic and it deserves to be played despite its flaws. Is really hard to take the photo by myself, but here it is.
I see. I'm not familiar with the Turok remaster. Sorry for the negative reaction, I suppose I was expecting something different. Of course, now that I've thought about it, it's inline with other remasters I've seen. I admit I haven't played the game in ages. I'll have to check some old footage to see what the original Dreamcast ran like.We did update the lighting, you can see it often in the trailer.
Samuel put a lot of work into the dynamic shadow mapping, enabling it to be used on even dynamic sources like projectiles and the player's torch. It can even cast shadows through transparent textures in its current iteration.
We did, the Shadow mapping we tried in Turok2 was brought over and refined. It's in the trailer.
there already is a shadow man port that has been available for a long time
it was *fine*
I love the part in the trailer where the player struggles to turn over and over to pick up the collectible item.
I will buy this. Actually, I think... I *already* bought this? I own a Shadowman from Nightdive, and it doesn't seem like they released it that long ago. What's the core difference between this and that?
No, you are not the only one. I do care, a lot.YEEEESS!!!
I thought I was the only one who cared about this game
looked a lot cleaner on the Dreamcast. Never got to play much of the game back then.
I appreciate the work done on the lighting and shadows (I noticed it immediately). But can you do something to improve the look of those very low res textures ?We did update the lighting, you can see it often in the trailer.
Samuel put a lot of work into the dynamic shadow mapping, enabling it to be used on even dynamic sources like projectiles and the player's torch. It can even cast shadows through transparent textures in its current iteration.
We did, the Shadow mapping we tried in Turok2 was brought over and refined. It's in the trailer.
We did update the lighting, you can see it often in the trailer.
Samuel put a lot of work into the dynamic shadow mapping, enabling it to be used on even dynamic sources like projectiles and the player's torch. It can even cast shadows through transparent textures in its current iteration.
We did, the Shadow mapping we tried in Turok2 was brought over and refined. It's in the trailer.
While it's great to see such a niche franchise back, I'm kind of dissapointed it isn't a full remake.
A games cost isn't only in textures and polygons, if you're unaware. There's a thousand other things going on such as R&D, extensive programming related to getting anything to run with a modern compilers and pipelines (Turok2's 4 byte void pointers were a wild discovery, how was that ever a thing?), developing the tools, disassembly for us especially (the thing that requires specialist skills and expensive tools), and there's not a lot to float the cost. Plus costs dictated by licensing, like with Turok.That being said, I really have to admit, this remaster -- judging by the video -- seems like it isn't doing too much in the way of replacing missing detail. The textures not being redone in some way is a shame, since that and the geometric detail of the game is where the age is most apparent. It's a big job, so I get why they aren't doing it, but then again I suspect they will ask around 20 bucks for this and if so, like, doesn't that deserve some kind of re-done art?
A games cost isn't only in textures and polygons, if you're unaware. There's a thousand other things going on such as R&D, programming, disassembly for us especially (the thing that requires specialist skills and expensive tools), and there's not a lot to float the cost. Plus costs dictated by licensing, like with Turok.
A games cost isn't only in textures and polygons, if you're unaware. There's a thousand other things going on such as R&D, extensive programming related to getting anything to run with a modern compilers and pipelines (Turok2's 4 byte void pointers were a wild discovery, how was that ever a thing?), developing the tools, disassembly for us especially (the thing that requires specialist skills and expensive tools), and there's not a lot to float the cost. Plus costs dictated by licensing, like with Turok.
Turok2's code was a goldmine of weird. We had what was likely a pre-release version of the code (it was for PC and the multiplayer looked incomplete) but we found things like code comments of developers arguing with each other. But the one thing that stuck out at me was they relied on the void type being 4 bytes wide for some of their data management (due to function parameters transfering objects as void pointers), a quirk of the compiler they used at the time. In actuality void is supposed to be 0, as it represents no type and has no meaningful identity (C++ is a memory management language, so how big things are comes up a lot). They seemed to realise this as they converted the project over to vc6, but somehow thought that 0 bytes was a bug.
Turok2's code was a goldmine of weird. We had what was likely a pre-release version of the code (it was for PC and the multiplayer looked incomplete) but we found things like code comments of developers arguing with each other. But the one thing that stuck out at me was they relied on the void type being 4 bytes wide for some of their data management (due to function parameters transfering objects as void pointers), a quirk of the compiler they used at the time. In actuality void is supposed to be 0, as it represents no type and has no meaningful identity (C++ is a memory management language, so how big things are comes up a lot). They seemed to realise this as they converted the project over to vc6, but somehow thought that 0 bytes was a bug.
We were... Quite perplexed to say the least.
I remember having fun with this on the N64
wonder if it still holds up
As long as this version can be played at higher than 30 fps without glitching out, I'm good.
For those who don't know, the original PC version is completely broken above 30 fps. You can't even finish the game at a certain framerate. I kept falling to my death from a ledge and I had no idea why until I googled how to get past that part. Some enemies will also require more hits to kill and other fun stuff.
Will this have dual analog / modern camera controls? For me that's pretty much all Shadow Man needed.A games cost isn't only in textures and polygons, if you're unaware. There's a thousand other things going on such as R&D, extensive programming related to getting anything to run with a modern compilers and pipelines (Turok2's 4 byte void pointers were a wild discovery, how was that ever a thing?), developing the tools, disassembly for us especially (the thing that requires specialist skills and expensive tools), and there's not a lot to float the cost. Plus costs dictated by licensing, like with Turok.