That feels awfully soon. I hope they can actually create enough new content for this, as Below Zero felt far too similar to the first. It felt more like a new game plus rather than a full-price sequal.
Yeah I felt like below zero could have gone without the above land content. It just wasn’t nearly as good as the rest of what they had made. I really missed having the submarine thing too
The first time you make the Cyclops and go “woah, that’s big”. When you are welcomed on board. When you walk about and go “oh, engine room. And 6 power cells”, when you flick all the lights on and off, when you have to start the engine, when it steers like a bus and you bonk everything I’m sight. When you first honk the horn. When you learn to drive using the cameras. When you learn you can build in it. When a creature attacks and you drop a bouy.
So many great firsts with the Cyclops.
The seatruck was fine. But it didn’t seem to have the personality of the cyclops
I remember reading somewhere that Below zero was originally intended to be an expansion, but got changed into a standalone release. The subnautica 2 they are working on now is entirely new.
Beta tester for the last few years here. Game is great and a ton of things were added/fixed by the lone dev left. It’s definitely a time capsule UI/performance wise but it’s way deeper then you’d think from screenshots or a description.
Absolutely not. Their latest version of the RED engine is far better at utilising the resources available than UE5. UE5 is still to some degree limited by its render thread and doesn’t scale as well with more CPU cores the same way CP2077 does.
Most UE5 also seems to launch with major performance issues, and many of the recently launched games will be borked for all eternity as shader compilation stutters aren’t something more powerful hardware will fix.
It’s a real shame that the executives at CDPR doesn’t want to continue investing in the RED engine.
The real reason is obvious why they want to be on UE5: There’s a clear consulting and contractor pipeline, so they can continue to farm out work to Technicolor and Platige.
Going from their existing RED engine to Unreal is basically the same idea. Almost nothing from the original Cyberpunk game is going to be easily translated to the new platform. I think CDPR just set their development timeline back by at least 3 years.
Given how massive their game is, I'm doubtful. So much of what they did in the first game will have to be rebuilt. Compared to just reusing most of the original assets and code, this sounds like a lot more work.
Maybe, it might also be easier to reuse portions of the engine in Unreal Engine while using parts of Unreal (like its rendering engine) than you think though. Assets largely I’d expect to be portable or at least comvertable with a custom asset loader.
I’m talking a little out of my ass though, and neither of us is familiar with the code. Point being though, it’s a little different moving engines than rewriting a complicated web server (a project I have been a part of and would not recommend).
I understand why they are, but now that CP2077 is more stable I’m going to miss red engine. It gives night city such a unique feel, and I worry unreal is going to make it feel like all the other unreal games. I’m not a game engineer so I’m assuming that will be much easier, but still, will miss it
The only reason why an Unreal game looks like an Unreal game is because the developers just use the default settings for environmental lighting and LUTs.
If your intention is to make a game with a specific look you can absolutely create your own lighting and LUTs. You can make an Unreal game look like whatever you want.
Aka “we don’t know the engine well enough yet to be aware of bottlenecks during our concepting phase and that’s challenging.”
They haven’t even seriously started on implementation with the engine yet for Cyberpunk. This is somewhat of a nothing article that’s trying to get clicks by making a very normal thing seem like a potential controversy.
I don’t see where it’s trying to make it sound controversial. Switching game engines isn’t a “normal” thing developers usually do very often, especially after releasing such high-profile games with an in-house engine.
And with how often you see gamers demand developers “just use a different engine” to solve some specific complaint I think it’s reasonable to remind people why that isn’t usually a good idea.
It’s not completely uncommon for a company to transition to a new engine between games when one fails to provide a sufficient solution for where they want to take the sequels.
Or just if daddy EA decides everyone needs to use Frostbite.
So the CEO makes a shit decision, quits and leaves with his millions of dollars and now a bunch of employees get to lose their job. Capitalism is so disgusting.
Yeah. It’s unfortunate. I really like Eurogamer, rps, and gamezindustry.biz and all those places. My combo of addons and filters seem to stop the cookie stuff but I know it’s obnoxious if you don’t have that set. Thanks for the link!
rockpapershotgun.com
Aktywne