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Old 05-17-2006, 02:24 AM
ArchV
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Post Ragdoll, Gravity, Slowmo

Ok, is it just me or do the ragdoll deaths with the monsters flying backwards seem to be in slowmo? It almost seems like the gravity is alittle too low or something and they seem to "float". Then again, it could be just the perspective of the camera causing it to look this way. I think it would feel better if the gravity was alittle stronger and everything felt faster.
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Old 05-17-2006, 03:18 AM
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Yea but its good slo mo
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Old 05-17-2006, 09:15 AM
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yeah, I like it

It's no fun if they fall too fast
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Old 05-17-2006, 09:22 AM
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The ragdoll deaths are exaggerated, and the slo mo is part of that. I would personally prefer a little more realism and a little less drama, but if they figure that makes killing the monsters more fun for the majority of players then so be it. But I know I didn't hit him that hard, yet he goes flying halfway across the screen (in slo mo, no less).
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Old 05-17-2006, 09:37 AM
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To further that, I think they are showing off what they can do with the physics engine, when they could have used it in a more subtle, and ultimately more effective way to create an enjoyable and immersive gaming experience. The deaths would look better if there was just a little bit of gore (I'm not a huge fan of gore, especially when it is overdone) and slightly less of a knock back effect. Maybe gravity was less in the ancient world, however.

I remember watching a documentary about the making of Return of the Jedi. A tremendous amount of work went into creating an extremely detailed set for Jabba's sail barge, but the film makers resisted the temptation to waste screen time showing off all the work they had done. Rather, the sail barge appeared on screen just long enough to fulfill its role in the story, and not a second longer. I think the Titan Quest developers gave in to the temptation to show off what they can do with ragdoll physics, when they should have used it more sparingly just to enhance the sense of realism.

On the other hand, that's a very minor issue for me, compared to...oh I don't know...maybe...the lack of camera rotation.
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Old 05-17-2006, 10:41 AM
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They are a bit slo-mo, but when I saw my first really good one (my son knocking a satyr about 40' in game scale) up against a rock wall I was pretty impressed thinking how cool that looked.
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Old 05-17-2006, 12:36 PM
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I'm pefectly fine with the way it is now. I just wanted to see other people's opinions. To me, it was one of the first things I noticed that was "awkward" about the demo. I almost thought it was a performance issue at first. I do think that even if it was sped up a bit, it would still look cool. Might help performance as well... Instead of simulating ragdoll and physics for 3 seconds on a guy, it would only have to simulate 1.5 seconds or something.

Also the slowmo might not be to bad if the knockback wasn't so overpowered. Hitting a guy with a sword will not make him fly back 10 feet
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Old 05-17-2006, 01:16 PM
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Didn't even notice the slo-mo effects. When hit and fly...that is fun. Who knows...with more powerful weapons, they may not come down. Say lvl 65 in normal difficulty or something.
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Old 05-17-2006, 04:38 PM
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I love killing them next to objects.Like fences,tents,fire ect.But my best one is a Satyr flying 50+ feet up in the air landing on a tree.It was great.
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Old 05-17-2006, 04:44 PM
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The slo-mo look may also change for those of us with core duo machines in the shipping product. The demo has support for dual core chips turned OFF by default but when my new 20" arrives later today and I get it home tonight I may just change the line to TRUE to enable dual core and see if that helps with speed. I'll let you all know.
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