Back when new-gen was known as next-gen, gamers and critics alike pondered and daydreamed about the kinds of experiences weâd get with new hardware and promises of impressive power. And a lot of that anticipation has been squarely on the topic of shiny visuals. But thereâs more to the look of a game than just pretty cars and pretty skies.
I asked Dana Jan, game director and PS4 developer on the The Order: 1886, what ânext-genâ meant to him.
âFor us, character work is something that I feel like people are just starting to scratch the surface on games that are really, really character driven,â he told me. âCertainly Naughty Dog has been doing an amazing job with things like The Last Of Usâthat game is awesome. For us [a character-driven game] is really what weâre passionate about. We want to tell a great story.
âEven when we worked on the PSP games, on the God of War games, we were more interested in what can we tell you about Kratos. What can we show you about his character that you donât know [rather] than what you already know about, like, can we make bigger monsters? We visited the family. We picked topics that, for us, were compelling just as storytellers and people.
âNext-gen is kind of letting us go and do humans in a way we feel is likeâŠI donât look at them and just go, âOh, that looks like an old Final Fantasy plastic mannequin face.â Itâs like, âSure, heâs not perfect,â but I listen to them talk and I see everything go on nuanced in the face and I go, âOh, thatâs a good performance.â Iâm even starting to see the actors that we cast come through in the faces and stuff because we actually get their personality. I think thatâs going to be something that next-gen lets us really tap into.â
Jan: âNext-gen is kind of letting us go and do humans in a way we feel is likeâŠwe actually get their personality. I think thatâs going to be something that next-gen lets us really tap into.â
So next-gen, at least for Ready at Dawn, is about bringing more personality into the stories we play and into the characters weâre supposed to connect with. Sounds nice. Is that really a next-gen exclusive quality, though?
I asked Jan what exactly about the PS4 made this possible for them.
âMemory is a huge concern,â he said. âIf you want to do high fidelity, like movie-quality, Avatar-esque faces in real time, the amount of data for one character with the facial joints we have, blend shapes and stuff going on to get fine wrinkles and things like thatâŠFor one character to talk for several minutes is a huge amount of data.
âAnd then processing power-wise, the PS4 has a lot of graphical CPU power so weâre able to do a lot of complex stuff. If you look at the meshes of these faces, itâs millions and millions and millions and millions of triangles on screen all the time. Thatâs something where you need that to get to the level of realism that weâre pushing for and it was never quite possible on PS3. Or if you were going to do it you would have to completely cater your experience around just that one character, high fidelity talking.
âWe looked at the LA Noire guysâthey had a real breakthrough with the projection stuff that they were doing on the facesâbut you can only carry one or two people on screen at one time because it was being streamed off the disc. For this, the data would be exponentially larger, so I think the PS4 will let us see what else we can do with that.â
And there you have it: next-gen.
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