Runde #461: Immortals of Aveum - Unreal Engine 5 auf Konsolen
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Impressum: https://www.gamespodcast.de/impressum/
Forenregeln und zukünftige Weltverfassung
ART 1: Behandle andere Nutzer mit Respekt.
ART 2: Do NOT piss off the Podcasters
Lies bitte weitere Hinweise hier: viewtopic.php?f=4&t=2789
Re: Runde #461: Immortals of Aveum - Unreal Engine 5 auf Konsolen
Dann Unreal Engine
Children are dying.
That's a succinct summary of humankind, I'd say. Who needs tomes and volumes of history? Children are dying. The injustices of the world hide in those three words.
That's a succinct summary of humankind, I'd say. Who needs tomes and volumes of history? Children are dying. The injustices of the world hide in those three words.
Re: Runde #461: Immortals of Aveum - Unreal Engine 5 auf Konsolen
Jetzt für 25€ als Diskversion (Link), hab dann auch mal zugeschlagen.
- Timberfox13
- Beiträge: 269
- Registriert: 19. Nov 2018, 13:32
- Wohnort: Jena
Re: Runde #461: Immortals of Aveum - Unreal Engine 5 auf Konsolen
auf Golem gibts übrigens aktuell einen Artikel über einen IGN-Artikel zu den Kosten von Immortals und anderen Infos
IGN
https://www.ign.com/articles/ive-never- ... c-and-more
Golem
https://www.golem.de/news/immortals-of- ... 82147.html
IGN
https://www.ign.com/articles/ive-never- ... c-and-more
Golem
https://www.golem.de/news/immortals-of- ... 82147.html
CETERUM CENSEO BLASPHEMOUS II ESSE LUDENDAM
Re: Runde #461: Immortals of Aveum - Unreal Engine 5 auf Konsolen
Danke für den Beitrag. Ich habe es mir für 28€ gekauft. Macht super Spass! Da ist the Pod seinem journalistischen Auftrag voll nachgekommen
Re: Runde #461: Immortals of Aveum - Unreal Engine 5 auf Konsolen
Ich habe mir das Spiel jetzt aufgrund der positiven Resonanz auch für die PS5 gekauft und wäre eigentlich auch recht zufrieden, wenn da nicht die Performance wäre. Trotz der niedrigen nativen Auflösung kann das Spiel die angepeilten 60fps nur in Ausnahmefällen halten, immer, wenn andere Charaktere oder Wasser oder andere reflektierende Flächen im Areal sind, ruckelt die Grafik. Wundert mich, dass das so selten angesprochen wird, habt ihr alle nen 120Hz-Fernseher mit variabler Bildrate? Warum bietet das Spiel nicht zumindest ein 30fps Cap oder die Möglichkeit, das Raytracing auszuschalten? Irgendwie sehe ich für Unreal Engine 5-Spiele auf der aktuellen Konsolengeneration schwarz, wenn eine Performance wie hier der Preis ist, zumal IOA zwar gut, aber nun wahrlich nicht sensationell aussieht. Im Vergleich machen die ganzen neueren UE4-Spiele grafisch meist mehr her. Muss mich des Geruckels wegen zum Weiterspielen wirklich zwingen, obwohl Story, Szenario und Dialoge sowie das Shooter-Gameplay mich überzeugen.
Zuletzt geändert von kami am 2. Mär 2024, 00:05, insgesamt 1-mal geändert.
“Reality is that which, when you stop believing in it, doesn't go away.” Philip K. Dick
Re: Runde #461: Immortals of Aveum - Unreal Engine 5 auf Konsolen
Laut News steigen die Verkaufszahlen und die Story wäre ja auch noch nicht abgeschlossen. Vielleicht kriegt das Ding noch seinen zweiten Frühling oder wird ein Longrunner. Schreibe nie ein Spiel ab, siehe No Man's Sky.
Re: Runde #461: Immortals of Aveum - Unreal Engine 5 auf Konsolen
In den Kommentaren zu einer Immortals-News bei RockPaperShotgun hat sich ein frustrierte Ex-Mitarbeiter gemeldet und mehr oder minder bestätigt, was im Podcast gesagt wurde. (Alles ntürlich ohne Gewähr, aber wer läuft schon herum und faket die Mitarbeit an so einem Projekt)? Vielleicht will ThePod als führende Aveum-Experten die Person ja mal für ein Interview kontaktieren. Die News an sich ist auch interessant :
https://www.rockpapershotgun.com/commun ... ile/d27evx
"I worked on the game during the last 2.5 years of development. The entire time it felt like Bret was ignoring the fact that no one outside of the studio gave a shit about the game. For some reason we showed a nothing burger teaser at the game awards with the express intent of going silent and then suddenly reappearing shortly before launch. This approach assumed that there would be interest in the game, but instead it was immediately forgotten. It occupied zero public consciousness. To give you an idea, after the game was officially announced, the only posts on the Steam forum were transphobic threads about the character design (apparently no one on the community team had the guts to delete them because they are still there and still receive replies). No one asked real questions about what the game was like.
Bret really thought that the game was some unique thing and that "cod with magic instead of guns" (come on, the sigils are guns) was a good way to market the game to people who like cod and people who like magic. I stand by my assertion that cod players like their guns and magic fans don't like cod.
On top of everything else, there was the terrible decision to move from UE4 to UE5 while it was still in alpha. It was said that the move would be evaluated, but I'm pretty sure there was no real testing done and it was decided in less than a week. One of the reasons I heard was that Lumen would make keeping lighting up to date easier, which turned out to be false. UE5 was half-baked and ran horribly. Each new engine release took a month to reconcile with the changes we had made to the engine.
Despite all of this there was a constant refrain of "we've got something really special on our hands, this could be game of the year". It certainly was a game of the year.
Then, after it flopped all of the people that got it out the door were unceremoniously kicked out after it. People that worked on it from the beginning, that were over-tasked, taken advantage of, and verbally abused in team meetings were abruptly kicked off Slack after a 7.5 minute call where, as is custom, Bret took exactly 0% of the responsibility for the game flopping. It was EA's fault, it was reviewers' faults, it was the public's fault, not his. It definitely had nothing to do with internal marketing trying to pull an Apex Legends (launch unexpectedly) and then falling on our face when we had to delay due to UE5 perf issues and incomplete content.
You might say I'm a bit salty about the whole thing."
https://www.rockpapershotgun.com/commun ... ile/d27evx
"I worked on the game during the last 2.5 years of development. The entire time it felt like Bret was ignoring the fact that no one outside of the studio gave a shit about the game. For some reason we showed a nothing burger teaser at the game awards with the express intent of going silent and then suddenly reappearing shortly before launch. This approach assumed that there would be interest in the game, but instead it was immediately forgotten. It occupied zero public consciousness. To give you an idea, after the game was officially announced, the only posts on the Steam forum were transphobic threads about the character design (apparently no one on the community team had the guts to delete them because they are still there and still receive replies). No one asked real questions about what the game was like.
Bret really thought that the game was some unique thing and that "cod with magic instead of guns" (come on, the sigils are guns) was a good way to market the game to people who like cod and people who like magic. I stand by my assertion that cod players like their guns and magic fans don't like cod.
On top of everything else, there was the terrible decision to move from UE4 to UE5 while it was still in alpha. It was said that the move would be evaluated, but I'm pretty sure there was no real testing done and it was decided in less than a week. One of the reasons I heard was that Lumen would make keeping lighting up to date easier, which turned out to be false. UE5 was half-baked and ran horribly. Each new engine release took a month to reconcile with the changes we had made to the engine.
Despite all of this there was a constant refrain of "we've got something really special on our hands, this could be game of the year". It certainly was a game of the year.
Then, after it flopped all of the people that got it out the door were unceremoniously kicked out after it. People that worked on it from the beginning, that were over-tasked, taken advantage of, and verbally abused in team meetings were abruptly kicked off Slack after a 7.5 minute call where, as is custom, Bret took exactly 0% of the responsibility for the game flopping. It was EA's fault, it was reviewers' faults, it was the public's fault, not his. It definitely had nothing to do with internal marketing trying to pull an Apex Legends (launch unexpectedly) and then falling on our face when we had to delay due to UE5 perf issues and incomplete content.
You might say I'm a bit salty about the whole thing."
Re: Runde #461: Immortals of Aveum - Unreal Engine 5 auf Konsolen
https://www.eurogamer.net/digitalfoundr ... generationAscendant Studios' Immortals of Aveum is currently enjoying a new lease of life as a 'free' game on PlayStation Plus - and two major upgrades are coming soon. The first - patch 1.0.6.3 - adds support for high dynamic range and should be rolling out to all console versions of the game today. Perhaps more exciting is the upcoming 1.0.6.4, which brings AMD's FSR 3 frame generation to consoles for the first time, increasing frame-rate via inserted, interpolated frames.
Scheint als hätte EA die Marke noch nicht fallengelassen, sonst würde man sowas doch nicht mehr finanzieren?
Edit:
Die Rechte liegen beim Studio, hinter dem ein recht potenter Finanzier steht, EA hat hier wohl nur das Marketing übernommen.
Zuletzt geändert von Lurtz am 2. Apr 2024, 13:26, insgesamt 1-mal geändert.
Children are dying.
That's a succinct summary of humankind, I'd say. Who needs tomes and volumes of history? Children are dying. The injustices of the world hide in those three words.
That's a succinct summary of humankind, I'd say. Who needs tomes and volumes of history? Children are dying. The injustices of the world hide in those three words.
Re: Runde #461: Immortals of Aveum - Unreal Engine 5 auf Konsolen
Eines der Inklusiv-Spiele bei PS Plus in diesem Monat. Grad geklickt. Bin gespannt -- und froh, nicht direkt durch den Cast motiviert gekauft zu haben. ^^
Re: Runde #461: Immortals of Aveum - Unreal Engine 5 auf Konsolen
Ok, die Rechte liegen eh beim Studio, hinter dem ein recht potenter Finanzier steht, EA hat hier wohl nur das Marketing übernommen.
Children are dying.
That's a succinct summary of humankind, I'd say. Who needs tomes and volumes of history? Children are dying. The injustices of the world hide in those three words.
That's a succinct summary of humankind, I'd say. Who needs tomes and volumes of history? Children are dying. The injustices of the world hide in those three words.
Re: Runde #461: Immortals of Aveum - Unreal Engine 5 auf Konsolen
Hab nur kurz auf der Playsy eben reingeschaut um mir die Grafik anzuschauen. Laut Digital Foundry läuft es in hochskalierten 720p. Sieht besser aus als ich erwartet habe, kann ich mit leben, dachte jetzt ich krieg den total unscharfen Brei. Da sieht Final 7 Rebirth im Performance Modus viel matschiger aus.
Re: Runde #461: Immortals of Aveum - Unreal Engine 5 auf Konsolen
Matsch ist nicht so das Prbolem, das schafft FSR2 schon. Gibt eher Artefakte, wie zB wenn man die Magieart wechselt an der Hand.
Children are dying.
That's a succinct summary of humankind, I'd say. Who needs tomes and volumes of history? Children are dying. The injustices of the world hide in those three words.
That's a succinct summary of humankind, I'd say. Who needs tomes and volumes of history? Children are dying. The injustices of the world hide in those three words.
Re: Runde #461: Immortals of Aveum - Unreal Engine 5 auf Konsolen
Schade, sieht nicht gut aus für den Entwickler:
Immortals of Aveum studio has reportedly furloughed the majority of its staff
Immortals of Aveum studio has reportedly furloughed the majority of its staff
Children are dying.
That's a succinct summary of humankind, I'd say. Who needs tomes and volumes of history? Children are dying. The injustices of the world hide in those three words.
That's a succinct summary of humankind, I'd say. Who needs tomes and volumes of history? Children are dying. The injustices of the world hide in those three words.
Re: Runde #461: Immortals of Aveum - Unreal Engine 5 auf Konsolen
Ist auch gerade kostenloses Spiel in PS Plus, wer mal probieren will. Wow, ging das schnell.
Wenn EA da Marketingpartner war, haben sie sich wenig ins Zeug gelegt.
Wenn EA da Marketingpartner war, haben sie sich wenig ins Zeug gelegt.