Evening Reading
by Brian Leahy, Oct 11, 2010 5:00pm PDTUnfortunately, I've been away from StarCraft II for far too long and now I've lost all of my skills. At some point, I'll just have to give it another go, bomb my ladder rank, and work my way back up.
I'm super-excited for GSL 2, which is currently finishing up its offline qualifiers and should begin streamed matches in a little over a week. Some StarCraft: Brood War pros have begun making the switch to SC2, including BoxeR--the most famous SC:BW pro--and NaDa. Non-Korean players Greg "IdrA" Fields and Dario "TLO" Wunsch, both of whom played in GSL1, have qualified for GSL2.
The quality of games should get better and better as the GSL seasons continue.
Gaming News o'the Day
- Magneto, MODOK, Sir Arthur, and the new Bionic Commando join Marvel vs. Capcom 3.
- Classic X-Men arcade game coming to XBLA and PSN.
- Raven hit by layoffs. Possibly put on Call of Duty: Black Ops DLC.
- IndieCade 2010 award winners.
Links from Morning Discussion
Wargame: Airland Battle trailer details dynamic campaign
Halo 'Bootcamp' confirmed by Microsoft
Weekend PC download deals: Tomb Raider for $14
Game Dev Tycoon studio outlines future plans
Baldur's Gate 2 Enhanced already has 350,000 words of new content
Contrast casts shadows on vaudevillian Paris
EA puts Fight Night on hold in favor of UFC
Sanctum 2 review: friendly fire
Grid 2 sets world record for most expensive Special Edition
ITC rules Xbox did not infringe on Motorola patent



The next generation of consoles/games will see photorealistic graphics for mostly static environments (unlimited rez textures, unlimited geometry detail on static geometry, pre-computed lighting). But honestly it doesn't seem like many games will ever need photorealism. Is Mario Galaxy good enough for Mario, at least close to it? How about Fable, or even Halo. I don't see Halo as ever really needing photorealism, they can do better than Reach sure, but they'll always be better off going with stylization.
Thread Truncated. Click to see all 132 replies.
But that only goes for current usage - if suddenly people start using some crazy new technique (like voxel maps for smoke or something), or devs start massively increasing the variety of textures in a world we'll be back to 'could be less blurry'.
You must be logged in to post.