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File: Heather_Douglas.png (1.9 MB, 1400x1080)
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2003 graphics btw. how did they do it?
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Eileen shaving
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Cutscene plus emulation up rez
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Have you even played the game? It consists of running in 30m2 corridors.
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>>736179035
Two characters on screen, loading screens between all rooms, and small areas to explore. SH3 actually significantly reduced the cast from past games, and reduced the overworld segments sigificantly to where they're almost not even there.
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>>736179189
you don't need emulation when there's pc port you dumb fuck
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>>736179035
Do what? Blurry cloth textures? Inconsistent lighting? Plastic looking skin? Be more specific.
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File: 1730851281577881.gif (2.77 MB, 864x1080)
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>>736179035
magic
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>>736179282
Woah, looks like a hundred indie horror games made by one man teams! So impressive!
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>>736179189
>>736179209
>>736179223
>>736179261
zoomers coping hard rn
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>>736179035
Pure skill and passion.
Something zoomers lack.

>>736179189
>Cutscene
It's all real-time.

>emulation
PC ports exists, little nigger.

>up rez
Does not matter. It's all about the attention to detail and visual fidelity, which obviously always flows over your head.

>>736179209
Yes, and ?
There's shittons of smaller, linear games with worse visuals.
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>>736179035
MGS2 Did it better and 3 years earlier.
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By having soul and not using unreal engine.
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>>736179363
Looks better than RE9
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Man it must suck so hard to be a zoomer
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>>736180995
MGS2 does not have better character models than SH3 wtf
surely you mean Snake Eater
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>>736181167
>Red Pyramid Thing
>captcha failed
woooooooooow
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>>736179493
>>Cutscene
>It's all real-time.
Still a cutscene which has to render less than actual gameplay. Post an actual gameplay model or neck yourself retard
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>>736180995
you don't remember what MGS2 looks like
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>>736181201
snake eater has worse characters because more resources went to the environment
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File: gugga-heather-mason.gif (296 KB, 220x220)
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>>736179035
>born the same year as this game
>heather is now 39 years old
she could groom me
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>>736181418
MGS2 faces do not look better than SH3 faces
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>>736181314
>Still a cutscene which has to render less than actual gameplay.
Where do you kids get these wild ideas from?
Have you even once tried making your own game? Launched an SDK or editor of any sort?

View and distance-culling has been a thing for DECADES. Playstation 2 is capable way more than this, but SH3 aims for sharp 480p visuals and 60fps on the console, which it mostly holds too.

>Post an actual gameplay model
Okay, now what?
And again, why do 23 years younger AAA games fail to capture even fraction of this sort of quality?

>>736181418
Nah, MGS3 looks gorgeous as well, but MGS was NOT aiming for photorealism before V dropped. It was always more stylized look the show had going for.
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>>736181314
It's a real-time cutscene, you dumb wit.
As in, not an FMV, but rendered in real time, using the game's engine. You can even alter the scene, such as rotate the camera.
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>>736181167
Pyramid Head from Dead By Daylight. :)
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>>736179363
name one
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>>736181167
Easy, it's Cone Head
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>>736181701
>>736181314
Read you dumbfuck
>which has to render less than actual gameplay.
You KNOW the gameplay models look like shit, this is a GAME board not a cutscene board
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>>736183108
>which has to render less than actual gameplay.
Learn to read and code games, nigger :
>>736181609

The cutscene and game models and effects are also practically identical.
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>>736183108
>You KNOW the gameplay models look like shit,
but they don't
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File: images (5).jpg (25 KB, 260x480)
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>>736183297
>but they don't
Here's gameplay model
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>>736179035
Honestly it's a masterpiece of texture work and polygon budgeting. The facial sculps and animation work are obviously incredible, but the artists were really helped out by getting more resources allocated to the face compared to other body parts or world objects. One trick they used is that the clothing fakes all of the rumbles and wrinkles via texturing, the actual geometry is remarkably simple. But it doesn't have to look great since most people will just be staring at the character's face. The world geometry is also really simple. Look at the store front in the background, the entire door frame might be 30 triangles. And the game itself doesn't have really big open environments like Shadow of the Colossus or God of War, where it might have to spend a lot of polygons representing rugged, uneven terrain. Instead it's a lot of hallways, interior rooms, and limited visibility outdoor areas. And of course, the texture work really works overtime here as well. Look at the faux-tiling in the background of this screenshot, that's probably all one face but the textures give it a great illusion of depth.
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>>736183648
that looks great even with a super tiny image
see: >>736183282 for a better example, zoomer
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>>736179035
only 4 human characters

they messed up Claudia BTW, she doesn't look all that real
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>>736186529
weird, the pale freaky cult woman doesn't look like a normal person off the street
stop being a fag
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>>736179035
Heather hairy pissy pussy sweaty stubbly armpits smelly matted bush & ass hairs underboob sweat under sweater hug & make out & squeeze butt.
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>>736186842
Many are saying this.
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>>736179035
such is Team Silent's skill
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File: 1740433529172.webm (3.82 MB, 1280x720)
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only 4 years later...
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>>736187018
oh my science is that a jungle running on a 2k pc?
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>>736187018
back when there were graphical upgrades between gens
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>>736182853
Incorrect, blunt skull
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>>736179035
Too bad the game itself isn't very good
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>>736182853
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>>736179035
pure soul
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>>736179364
Coping about what? You spam screenshots from old gamea and excpet people to be impressed like it's 1997.



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