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1.0 to 2.0 - CutscenesFollow

#1 Sep 24 2014 at 7:26 AM Rating: Good
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https://www.youtube.com/watch?v=aU5N24_5VIk I probably watch these atleast once a week. Is it just me or do the cutscenes in 2.0 lack something that 1.0 seems to get right? The whole gridania opening is just amazing.. I especialy like how the wood wailer show up out of no where after the moogles go by. Just something about the look and camera angles, graphics, and scenario of the cutscenes are all just amazing. Does anyon agree? Don't get me wrong, i love 2.0 just as much if not better than 1.0. But the cutscene quality just seems to be so much better to me but I always hear or read the devs say different. But looking at it I just dont see how they can say this..

Edit: Also it seems like it gives your characer more, well, character. lol. I dont recal ever hearing the voice of my character in 2.0 cutscenes. i only hear it durring combat..

Edited, Sep 24th 2014 9:28am by AlexandEric
#2 Sep 24 2014 at 8:23 AM Rating: Excellent
They were great if you had a machine capable of rendering them like that.

Few people did.

The graphics quality, especially the lighting, was softer for sure. But it was very poorly optimized. Perhaps PS4 could have handled it like that, but there was no way PS3 could.
#3 Sep 24 2014 at 9:56 AM Rating: Excellent
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104 posts
Rendering quality aside, the cutscenes in 1.0 were way better. That was actually the first thing I noticed in ARR - how stagnant the cutscenes were. Flat angles, little to no character animation, entirely void of emotion, and general absence of anything that made the scenes dynamic. They've started having some cool stuff in the story missions' cutscenes in the 2.3 update, but it all pales in comparison to 1.0's scenes.
#4 Sep 24 2014 at 1:11 PM Rating: Excellent
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1,310 posts
Shadowedge wrote:
Rendering quality aside, the cutscenes in 1.0 were way better. That was actually the first thing I noticed in ARR - how stagnant the cutscenes were. Flat angles, little to no character animation, entirely void of emotion, and general absence of anything that made the scenes dynamic. They've started having some cool stuff in the story missions' cutscenes in the 2.3 update, but it all pales in comparison to 1.0's scenes.


The scenes from the 1.0 beginning were pretty amazing, definitely designed to hook you in. The problem is, they were so well made that there were only a few of them. Once you made it to level 20, the quality drops off a cliff, and any remaining cutscenes were even worse than what's in 2.0. That was either because there wasn't any more time to make good scenes or they didn't have the budget for anything else. Probably both.

Quote:
The graphics quality, especially the lighting, was softer for sure. But it was very poorly optimized. Perhaps PS4 could have handled it like that, but there was no way PS3 could.


I believe the PS3 could have handled it. One only need to review the amazing scenes from God of War 3 to see that the ability of the cell processors to calculate floating point calculations in the manner of a super-computer could really make the system sing. A core processor cannot divide the work of calculating of floating point numbers among its cores. A cell processors can among its cells, which is entirely the point of the architecture, which was originally used in super-computers to calculate difficult math problems. And graphics are all about rapid floating point calculations, so this had the potential to offer unique experiences you couldn't get on an ordinary PC.

The problem is, programming a cell processor to render graphics is a non-trivial approach to programming, so many developers would rather just code in a PC style with most of the burden on the GPU rather than the CPU. That's why a lot of PS3 ports were terribly lackluster because most developers weren't interested in a drastic re-write of their code just to take full advantage of the PS3's capabilities and settled on relying on its GPU which was terribly weak (because the idea was to make use of the cell processor for most of the heavy lifting).

So, Sony learned its lesson for the PS4 and made it just another PC with a few tweaks to its memory architecture, instead. That way PC ports are not a problem for developers and quality won't suffer. But, sadly, all we have now is a console generation of hobbled PCs with little that distinguishes them from a middle-of-the-road gamer PC. At least the cell processors could offer a difference experience from time-to-time, but the system just wasn't popular enough to warrant the effort among developers.
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