Best. Rain. Effects. Ever

Best. Rain. Effects. Ever.

but hows the game, thinking about getting it but many sources say it isnt very good, some even "worst game ever"

It's fine

Literally nothing special, just a passable FPS

>his clothes aren't getting wet
fucking dropped

Game?

Riveting "staring at the floor" gameplay. As expected of the master race.

maybe they should have spent more time on the game part of their game

>>his clothes aren't getting wet
Except they do? Look closely. His jeans get wet and shiny.

Boku no Gameu

that new "stalker" game

escape from tarkov or something

will probably be buggy as fuck, but looks promising.

:)

is this nigger dogs?

>maybe they should have spent more time on the game part of their game
They spent five years on the game part of their game. It's mechanically solid. Games that are in development for five years tend to be a bit mechanically "dated" when they're released because they're usually based on development trends at the time they began development. Far Cry 3 was hip and cool in 2011. But in 2016, Far Cry 3 is considered "generic".

top kek

Looks cool from everything I've seen, sadly it runs like shit every time they stream it.

Homefront: The Revolution. A Far Cry 3 clone from the company that invented Far Cry in the first place.

>Game does something literally no game has done before.
>People complain that the camera is pointed at the floor.

Was this game any decent?

>checked out various images
>all of this /k/ autism, this stalker russian style
>oh my god i have a boner
>check out wiki
>Escape from Tarkov is an upcoming massive multiplayer online combat simulator
>massive multiplayer online
GOD NO
all of stalker games are cool because of amazing stories, characters, quests, you don't put any of that in a fucking mmo
this is terrible

it's decent
but some character are really fucking bumb and edgy
but the weapons system is quite nice and fun

To be fair, something like this wouldn't be "that" complex.
To shit on it for being a neat effect is kind of moot.

All it is, is a fancy transition from 1 shader to another. Like those shitty slide transitions in powerpoint.
But for this, it's just a randomized transition with dots.

There's probably more to it than that, but really I don't think they put a TON of work into it. Though it is pretty neat and clever.

I'm sure rain drops on the ground is a revolutionary game-changer. This is going to be vidya history someday

Exactly. It's a really simple trick. But what's mindblowing is that nobody has thought to do it before. So many games would benefit from it.

shouldn't it be super memory hungry? i mean, there is a lot of dots to be generated and their positions remembered, even if area is probably limited to couple meters around view range.

Did you just ASSUME their gender?

...

There's a good chance other games will adopt similar techniques in future. It's amazing how shitty "magic fade from dry to wet" used by every other game looks in retrospect.

I don't see any rain

Yeah, it's pretty cool. You'd think something like that would have been tried a lot sooner. Especially back when all those studios tried to do neat shit with their games.

I don't think so. It'd be like shifting the opacity of one shader to another. If anything, newer tech obviously has the power for something like that, I guess.

Fug

I think ODST had pretty good rain effects, since it never actually rains in ODST yet the entire game feels like it is

I bought it during the winter sale and so far I love it.

The only complaint I have is the music never seems to stop. I only turn it on for cutscenes now.

The raindrops reset when you ALT-TAB out of the game, which indicates the effect is fully shader-based and non-persistent. Wet surfaces stay wet, yes, but the raindrop splashes revert and then start building again.

It's vaguely similar to the tech used for randomised rain rivulets running down glass. But the difference is they've designed a shader to flawlessly mask dry-to-wet transitions.

Thanks for that, I don't have the game, so the ALT-TAB thing kind of gets rid of my theory.

I might try my way sometime on some 3d shit. Might be interesting to see if it looks similar.

>The only complaint I have is the music never seems to stop.
It's a design overhang of their older games. GoldenEye, TimeSplitters, Second Sight, stuff like that -- all those games had constant music playing. I think some of the music is a tad obtrusive, and it doesn't work as well in an open world game.

It's bizarre how iconic Rareware/Free Radical composer Graeme Norgate was composer and audio director for Homefront: The Revolution and NOBODY CARED.

The game's atmosphere is top notch.

>people say this unironically
why is 2016 so shit

I have a theory that Ethan Brady is gay. I have no proof that he's gay, but there's also no proof he isn't gay. I bet that when the final DLC comes out, Ethan will be riding in a car or something and he'll mention how his husband left him for a ripped young KPA Peacekeeper, and that's why he joined the Resistance. And SJWs will be forced to reconcile their hate for the game with the fact the game is officially the first FPS game with a gay lead.

>Graeme Norgate

Uhh, gonna just go ahead and turn that back on now.

The only music I ever hear is the title music and I love it. No wonder.

I assumed it was more Crytek's thing then Free Radical.

Maybe. I'm no graphics dev, but a way that comes to mind how I'd do it would just keep something like low res texture to apply ontop of the ground and randomly apply droplets. The question is how persistent do you want the ground to be? If you were able to walk away and come back do you want the water droplets to be exactly where they were? If yes, then depends on how fast you're moving. If no, then we're looking at few megabytes then you can just either make one up as you walk or move one far behind to be where you're going. You wouldn't notice. Afterwards toss everything out, it's all wet. Doesn't matter.

Neat effect. I wonder why it's not being used more often when games have a lot of memory to work with now opposed to PS360 era where that'd be silly to waste even a couple megabytes on.

While that is impressive, did we really need 15 seconds of nothing before it starts raining? Time is money, friend.

Its the new Homefront game you dingbats.

Why. Are. You. Talking. Like. Bluefast.

No, other games have done the rain effect just like that before

>from the company that invented Far Cry in the first place.
No? The game runs on CryEngine, and its developed by a subsidiary of Deep Silver. They USED to be a sub of Crytek (back when they were still Free Radical), but they were bought well after Far Cry was sold to Ubi.

Should I bother playing the first Homefront after all this time? What about the sequel, is it even about Koreans still?

pls respond

>No, other games have done the rain effect just like that before
Name one.

It's not a sequel. It's a complete reboot with very little in common with the old game. It's not so much about "Koreans" as it is about Korean Apple which also controls the KPA.

The first one is just a mediocre 5 hours fps that obviously tried to jump into the COD bandwagon (it also had some pretty edgy bits like hiding in a pile of corpses). And seeing how can you understand this one without playing the other, I would recommend you to skip it.

You can get the first Homefront for $4 or something like that on sole. That's about $1.30 for every hour of gameplay. Could do worse with 4 bucks.

Stalker

I just watched some videos and it seems a bit too pretentious for me. I don't really like games with "Fuck the system, man" dialogue, even though it does make sense in a occupation scenario I guess. I also saw some lady with a skull mask & that's fucking stupid the developers must think their playerbase is 9 or something.

>amazing stories, characters, quests
what. STALKER is cool because of the guns, ambiance, and ballistics.
who gives a fuck about the poorly structured storylines

You can also get it for free, but can you really see yourself wasting 4-5 hours on dogshit?

Avoid the first game. Second one is pretty good, open world shooter shenanigans with a decent hook and a solidly oppressive atmosphere. Only real connection between the two is that the novel they were based off of, written by the Red Dawn guy. Second game was made by Dambuster, formerly, Crytek UK, formerly Free Radical, and if that don't mean shit to you then I really just can't help you. It also has the best means of circumventing the realistic loadout issue of 4 explosives - 1 primary -1 secondary I've personally ever seen by making all the guns have multiple function modules, letting one gun serve three roles.

It is pretty cheap now.

12USD for a 2016 game.

>It also has the best means of circumventing the realistic loadout issue of 4 explosives - 1 primary -1 secondary I've personally ever seen by making all the guns have multiple function modules, letting one gun serve three roles.
It's actually a pretty interesting concept because it takes the Crysis 3 weapon limit and then turns it into a 7 weapon limit because your two main weapons each have three different modes. Some modes are shitty, but others are quite neat.

I just wish they'd had more time to polish the level design. And I wish they'd open up the game for modding. If modders had full access, the possibilities would be endless.

It's also $15USD to buy the Freedom Fighter Bundle (game+expansion pass.) The expansion pass is $25USD standalone. Depending on how long the final DLC turns out to be, $3 is pretty good value for a few hours of content specifically designed to address some of the complaints about the base game.

Absolutely. I bought the blunderbuss module for a laugh, but holy shit is that thing fun, which makes the relatively limited utility of the crossbow all the more disappointing. That drop-off is fucking horrible, and I wish the flamethrower had a slightly better range to make that an overall more viable primary. At least the AR is a totally great package.

It looks like the game is actually selling pretty decently in the Steam sale. It's up to around 130,000 copies sold now. It's a sad affair that the game was released before it was ready and had such a rough first few months, but I think that the consensus will eventually recognise it as a hidden gem. Why? Well, because it passionately tries to create atmosphere. Mechanically, it's fairly run of the mill. But the atmosphere makes it something special. The atmosphere separates it from stuff like Ubisoft's Far Cry games. If it were a linear FPS game like originally planned, we'd be complaining that the game rushes you through each area. But because it's zone/open world based, you can explore each area. Each zone is quite different. And it's not empty space. It's intricately detailed urban environments with a lot of subtle environmental storytelling. There's jank and there's bugs and sometimes the AI gets stuck on things, but it does having something unique to offer.

Gives me stalker vibes

Exactly. Mechanically? Nothing like Stalker. But tonally? "Atmospherically"? The first time I fought the KPA in the pouring rain in an abandoned warehouse in the middle of the night, their flashlights cutting through the darkness, it clicked. When I arrived in Lombard and had to put on my gas mask, the feeling was cemented further. I think that's what bothered me about the claims by some that the game was "generic". Because it may be mechanically generic, but the weird decaying quasi-futuristic dystopia is really not that "generic". The game plays a bit like a Ubisoft Far Cry game -- and I wish it had steered clear of some of those Ubisoft design tropes -- but it doesn't FEEL like a Ubisoft Far Cry game once you step out that door into the first yellow zone. It's something rather different.

Yeah you're pretty much spot on user. It really frustrates me that people didn't give this game a chance.