Nice, thanks much for the resource Jim!
Just a few admiring observations from my Control session this morning. The game is a great action sandbox. Everything has weight. Every bullet has a trajectory path and end point (which usually results in something shattering, breaking, splintering, crumbling, etc. with very good audio feedback. The action just feels physical and the systems all procedural.
This character was delightful and the fidelity on his face in real-time blew me away.
Real-time raytracing lulz
More subtle raytracing effects just grounding objects and environment. Ironically, the main character often feels the least connected to the world, as if it's being rendered differently than the environments in the engine. And outside of the main character, lighting on the NPCs is very inconsistent -- some look unbelievably good while others look like they're literally un-lit with very flat features.
Just a few admiring observations from my Control session this morning. The game is a great action sandbox. Everything has weight. Every bullet has a trajectory path and end point (which usually results in something shattering, breaking, splintering, crumbling, etc. with very good audio feedback. The action just feels physical and the systems all procedural.
This character was delightful and the fidelity on his face in real-time blew me away.
Real-time raytracing lulz
More subtle raytracing effects just grounding objects and environment. Ironically, the main character often feels the least connected to the world, as if it's being rendered differently than the environments in the engine. And outside of the main character, lighting on the NPCs is very inconsistent -- some look unbelievably good while others look like they're literally un-lit with very flat features.