• CGI VFX Breakdown HD "Making of Mogs Christmas Calamity" Sainsbury | CGMeetup
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    Making of Mogs Christmas Calamityhttps://www.youtube.com/watch?v=MCOY8UTlHcs #3d #cgi #animation #animated #shortfilm #short #Artist #DigitalArt #3DArt #Art #2D #Artwork #Games #GameArt #Illustration #DigitalArtist #Drawing #Youtube #cgmeetupVfx Breakdown Making of Mogs Christmas Calamity. Featured on http://www.cgmeetup.net/home/making-of-mogs-christmas-calamity/Watch our Making of vfx video sh...
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  • CGI Animated Short HD "A Bout" By Louis Renard | CGMeetup
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    A Bouthttps://www.youtube.com/watch?v=2bVwODTUdwI #3d #cgi #animation #animated #shortfilm #short #Artist #DigitalArt #3DArt #Art #2D #Artwork #Games #GameArt #Illustration #DigitalArtist #Drawing #Youtube #cgmeetupCGI Animated Short A Bout by Louis Renard. Featured on http://www.cgmeetup.net/home/a-bout/Two frogs are stuck together. One of them will experience hell. He...
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  • Sci-Fi Short Film "State Zero Sci-Fi Short Film" by Andree Wallin | CGMeetup
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    State Zero Sci-Fi Short Filmhttps://www.youtube.com/watch?v=W1HnD8pOrlQ #3d #cgi #animation #animated #shortfilm #short #Artist #DigitalArt #3DArt #Art #2D #Artwork #Games #GameArt #Illustration #DigitalArtist #Drawing #Youtube #cgmeetupCGI Sci-Fi Short Film: State Zero Post Sci-Fi Apocalyptic Short Film by Andre Wallin. Featured on http://www.cgmeetup.net/home/state-zero/In the near future...
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  • Death Stranding Surpasses 19 Million Players
    gamingbolt.com
    Death Strandingis without a shadow of doubt one of the weirdest and most experimental AAA games to have been released in recent memory, so reminders of its success are always heartening. We have another one of those here, with the game having hit yet another major milestone.Death Strandingdirector Hideo Kojima recently took to Twitter to celebrate the games 5-year anniversary with a video message, in which he revealed that it has now seen over 19 million players to date across all platforms.In December last year, that number stood at 16 million, so the game has clearly continued to attract large numbers of players. Given the fact that it recently also shadow-dropped on Xbox, that number is likely to continue growing.A movie based on Death Strandingis also currently in production, while Kojima Productions is currently also working onDeath Stranding 2: On the Beach,which is due out in 2025 for PS5. The studio recently also acquired full ownership of the IP.pic.twitter.com/YikBEXK6wI HIDEO_KOJIMA (@HIDEO_KOJIMA_EN) November 8, 2024
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  • Top 15 Xbox Series X Games With Stunning Graphics [2024 Edition]
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    Visuals are something that Xbox has always strove to be on top of, even going back to the original Xbox. Games like Splinter Cell Chaos Theoryand Project Gotham Racing(two series that need to come back) showcased the PC-rivaling power of the console. Of course, Xbox has always had a very close relationship to its PC brethren going back to the Half-Life 2and Morrowind Xbox ports. Now, in 2024, Xbox Series X/S is the platform bridging the PC gap with previous PC exclusives like Microsoft Flight Sim coming to console audiences. As we approach the mid-way point of the Xbox Series Xs life cycle, lets explore its most graphically impressive games. Here are the top 15 Xbox Series X games with stunning graphics.15. Warhammer 40,000: Space Marine 2The most immediately stunning aspect of Space Marine 2is the gobsmackingly large swarms of enemies. Tyranid swarms are brilliantly realized here, with dynamic animations and a good amount of rendering detail even from far distances. This is all thanks to the proprietary graphics engine that Saber Interactive uses, aptly named the Swarm Engine. Seeing a giant swarm of enemies coming at you from miles away has never felt more amazing; more broadly, the Warhammer 40Kuniverse has never been so beautifully realized than with Space Marine 2.
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  • Metro Awakening Everything You Need to Know
    gamingbolt.com
    The Metroseries has had an impeccable track record thus far, so naturally, excitement surrounding its future is always high, but though it remains to be seen when the follow-up toMetro Exodusfrom 4A Games will arrive, theres other things to look forward to as well. Vertigo Games, for instance, has hoped onto theMetrotrain (heh) and delivered a virtual reality-exclusive in the form ofMetro Awakening, which has continued to look increasingly promising since being announced. Now, as players prepare to dive into its offerings, here, were going to go over a few key details that you should know about it.VR-ONLYAs mentioned,Metro Awakeningis a VR game- which means it isexclusivelya VR game. Fans of the series who have been hoping for a new instalment for years might be disappointed that whats looking like a promising new entry is locked to VR platforms, but itislooking like its using the virtual reality medium in interesting ways, so theres that. Specifically, the game is available for PS VR2, Meta Quest 2, Meta Quest 3, SteamVR, and Viveport.STORY DETAILSWe know thatMetrosmain story will be continuing with the game that 4A Games currently has in the works, so where exactly doesMetro Awakeningfit in the timeline? The VR title serves as a prequel to the trilogy, being set beforeMetro 2033. Starring a new protagonist in Dr. Serdar, who embarks on a deadly quest to rescue his wife. The game tells the origin story of Khan, an enigmatic recurring character than fans of the series will be familiar with.WRITTEN BY ORIGINAL METRO AUTHORRussian author Dmitry Glukhovsky, who penned theMetronovels that 4A Games shooters are based on, has always been heavily involved in the creation of the games as well, and even thoughAwakeningisnt developed by 4A Games, Glukhovsky has still had a major role to play. He is credited as the games writer, with the story being an original one penned by Glukhovsky himself- which means fans of the series can expect an authenticMetroexperience that slots nicely into the series larger lore.RETAINING THE LOOK OF THE MAIN SERIESDeveloper Vertigo Games has obviously made some fundamental changes to the game design inMetro Awakening, given that its a VR game, but itisstill aMetrogame also. As such, the studio has ensured that it retains the look and feel of the main series as well, for which it worked directly with 4A Games. Speaking with the PlayStation Blog, creative director Martin de Ronde explained, We were very happy that 4A helped us fantastically well with supplying all the assets that they have from those games. We were able to either use some of those assets directly or use them as a reference for most of the stuff that we built in the game its helped ensure that the game looks the way it looks.There are assets that we looked at, and we wanted to use them specifically because they play a role on the mainland series, we wanted to reuse them again. In our game, you want to also make sure that fans recognise those elements. And then there was obviously stuff that serves the purposes as reference. And then theres stuff that were almost regressing in terms of what would have looked like, X number of years before the events in the mainline series.SIMILAR STEALTH-COMBAT LOOPAnother area whereMetro Awakeningisnt looking to deviate from the norm too much is the balance that the series has generally struck between combat and stealth, even if you can obviously expect the moment-to-moment mechanics to feel different, being an entirely different medium. That, in fact, was something that the team at Vertigo Games identified early one as a core component of any Metroexperience, as per game director Samar Louwe. He said, Some of the things that we noticed is the dynamic that they have between stealth and combat. And always making sure that youre on your toes, and that you are never really sure when people are going to spot you. Thats something that works very, very well in VR. Theres just something about creeping up on enemies, listening to what theyre talking about. Of course the nature of VR, you can physically sit behind cover, maybe you can peer through a hole in the cover, and then you can spy on your enemies.But rest assured for everybody that is a little bit more trigger happy, theres plenty of classic Metro action in the game.SLOWER COMBATThoughMetro Awakeningscore loop will hew closely to the main series gameplay foundations, Vertigo Games has said that where combat is concerned, players should expect a slower-paced game. Youd expect that anyway in a VR experience, but as per the developers, the reason for that is that, unlike Artyom, who is the main series protagonist,Awakeningsprotagonist isnt a trained combat expert, which is why a slower pace makes more sense.AMMO CONSERVATIONSurvival mechanics have always played an important role inMetro, and sure enough,Awakeningwont buck that trend. Specifically, ammo conservation is something players are going to want to keep an eye on, which, again, is veryMetro, as fans of the series will tell you. That, in fact, is also what encourages exploration above all else. Speaking to the PS Blog, game director Samar Louwe said, Youre basically constantly looking for ammo. We have this beautiful environment, we have this beautiful world, our art is made sure that theres detail to explore. But you also need a reason to explore. And the main reason to explore every nook and cranny is to just find bullets. We figured it would be best to hide those in small packets. So you wont necessarily find full clips all the time. Instead, you will be finding single bullets out here, a couple of bullets there. And weve also made an effort to make sure that in some cases that theres a bit of environmental storytelling around how that ammo got there, and something that triggers your imagination.The philosophy that weve taken along for this is also that basically, if you look everywhere, youre probably going to have enough bullets to get through your combat encounters. If you just look on the critical path, you will probably have to be a better shot. And if you dont scavenge at all, then youre gonna have a hard time. Of course, you can always fall back to stealth. If youre successful at that, then thats always an option.STEALTH DETAILSStealth mechanics inMetro Awakeningare going to be familiar if youve played any other game in the series. Staying hidden in the dark and sneaking up or past enemies will be your bread and butter, as youd expect, in addition to throwing items to cause distractions, using a crossbow that you get later on in the game for quieter kills, and more. Enemies can also spot you if you keep your flashlight on, which also sounds promising.UI AND INTERACTIONSTheMetroseries loves to keep its UI as diegetic as possible, replacing typically gamified elements and menus with versions that are grounded in the game itself, thus thoroughly immersing players.Metro Awakeningis trying something similar, and even takes things further courtesy of the VR medium. To check your bullets, you manually look at your guns clip and see how many shots it has left. To put on your mask, you have to first pull your backback off your shoulder and then pull the mask out before equipping it. This is an area where the franchise has always excelled, so its heartening to seeAwakeningleveraging VR hardware exactly as fans would have hoped it would.LOCOMOTION SETTINGSAlways key in any VR game is its controls and locomotion settings, andMetro Awakeningwill feature two options on that front, as similar VR games often do. Comfort mode will feature teleportation based movement, while Immersion mode will allow for continuous stick-based movement. Additionally, several additional settings in the settings menu will also allow players to tweak their experience further.PS VR2 ADAPTIVE TRIGGERSPS VR2 is one of several platforms thatMetro Awakeningis hitting, but though its not exclusive, it will, of course, leverage the devices exclusive features. Take its adaptive triggers, for instance, which, according to game director Samar Louwe, have been used liberally across the entire experience, and help heighten the immersion factor that much more. The adaptive triggers are a great example of how you can boost the immersion even further, because they give you just a tiny little bit of extra feedback as you fire your weapon, he told the PS Blog. And our weapon designers actually had a lot of fun implementing it and tweaking it for each weapon. It seems like a really small thing, but it is kind of like those subtle elements that make you forget that youre playing a game when its just there, right? Another example is the haptic feedback. It gives you that little bit of added experience to make the intense things that will happen to you in this game, to make them that bit more visceral.LENGTHBeing a VR-exclusive spinoff prequel,Metro Awakeningis obviously not meant to be a full-fledgedMetro Exodus-sized experience, though that doesnt mean its a bite-sized one either. As per reviews, the games main story is roughly 8-10 hours long on Normal difficulty, which is a decent length for a linear, story-driven first-person shooter. That is, in fact, roughly how long the first two games main stories were.
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  • Indiana Jones and the Great Circle Gameplay Deep Dive Coming November 11
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    2024 is almost over, but this year still has some major upcoming titles in the pipeline, and MachineGames Indiana Jones and the Great Circleis surely one of the most prominent ones in that group. With its launch now around the corner, Bethesda and developer MachineGames are continuing their rollout of new information, and will have plenty more to share with an imminent gameplay deep dive.A deep dive trailer forIndiana Jones and the Great Circlewill go live on November 11 at 7 AM Pacific / 10 AM Eastern. As the YouTube videos description reveals, the deep dive will see audio director Pete Ward providing new information on everything from locations and puzzles to gear and combat. Presumably, we can expect plenty of new gameplay footage, so stay tuned for all of the updates to come.Indiana Jones and the Great Circlelaunches on December 9 for Xbox Series X/S and PC. It will release for PS5 in Spring 2025.
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  • 5 Things We Liked About Dragon Age: The Veilguard (and 5 That We Didnt)
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    Dragon Age games usually tend to be rather divisive, so it ultimately doesnt come as a huge shocker thatDragon Age: The Veilguardis yet another example of the series fanbase being split on something. Theres a lot to like in BioWares recently released action RPG, but at the same time, a lot that many have also been let down by. Our experience has been along those lines as well, so here, were going to go over some of the things that we liked and dislike the most inDragon Age: The Veilguard.LIKEDCOMPANIONSFew developers in the world are better at crafting companion characters than BioWare, so expectations fromThe Veilguardwere high in this area- expectations that it lives up to with some confidence. Though the game has its fair share of issues where its writing and tone are concerned (more on that later),The Veilguardscore cast of characters is hard not to fall in love with. Getting to know and developing your bond with each of the core seven companions always remains one of the games highlights, while a solid cast of secondary characters (led by none other than longtime fan favourites in Varric and Solas) helps strengthen the cast further still.Dragon Agegames have always boasted incredible characters, and thankfully,The Veilguarddoesnt buck that trend.LEVEL DESIGNWhen BioWare confirmed prior to its launch thatThe Veilguardwould be a linear, mission-based game rather than an open world, many breathed a sigh of relief not least because of the many issuesDragon Age: Inquisitionhad due to its bloated open world structure. Having now played the game, we can confidently say that that pivot was very much the right decision.The Veilguardsmain missions do leave a little something to be desired in how incredibly linear and railroaded they feel (especially in the games earlier hours), but getting to revisit areas and explore them in much more open-ended and non-linear fashion always remains enjoyable. Unlocking shortcuts, finding looping paths, and using different companion abilities to find hidden areas and rewards- none of that stuff reinvents the wheel, of course, but it does remain engaging nonetheless.LORE AND PAST CONNECTIONSDragon Agelore has never failed to impress, andThe Veikguarddoesnt disappoint in this area either. For starters, its hard not to be enamoured by simply existing in Thedas and learning more about its rich history, cultures, locations, and factions, but on top of that,The Veilguardalso resolves many pastDragon Agegames background narrative threads and lingering plot elements in satisfactory ways. Obviously, being a direct follow-up toInquisition, thats the game that it connects to most overtly, butThe Veilguardalso ties in withOriginsandDragon Age 2in some neat and rather unpredictable ways.VISUALSMileage will definitely vary in this area, becauseDragon Age: The Veilguardsnew visual style has been quite divisive among fans. There are those who dont like the games new stylized look, especially compared to the darker and more grim aesthetic of pastDragon Agegames, but though we do see where those arguments are coming from, for our money, this is a great looking game.The Veilguardboasts some of the most visually striking environmental design weve ever seen from BioWare, character designs that are full of personality, and a stunning level of attention to detail. On top of that, the game is also incredibly well optimized, running like a dream on all the platforms its available on.COMBATSimilar to its graphics,The Veilguardscombat isnt necessarily an unequivocal victory, because there are many who dont like its hack-and-slash action approach. Again, we can see where those criticisms come from (and even agree with some, as well discuss in a bit), but by and large, we likeThe Veilguards combat. It feels fun, fast, impactful, and immediate, and flitting between enemies, unleashing abilities, comboing companion attacks, and dodging and parrying incoming blows always remains enjoyable on at least a fundamental level, even if things can feel a little shallow and repetitive from time to time.DONT LIKEWRITINGThis is probably one ofDragon Age: The Veilguardsmost egregious issues. Were not going to rewrite history here and say BioWare games have always had flawless writing, because clunky dialog and exposition have been a thing in BioWare games for pretty much as long as theyve been around. But even so,The Veilguardfeels like a definite step back. By and large, the game just feels like its been heavily defanged, and though the game does keep insisting that its telling a high-stakes story, very rarely does it actually feel that way. On top of that, you also have the overly quippy dialog and banter. Again, that has always been a thing in BioWare games, but with The Velguardswriting not being up to scratch in other areas, the issues with its overly quippy dialog end up standing out that much more as well.LIGHTER TONEOne ofDragon Age: The Veilguardsmost controversial shifts has been in its tone.Dragon Ageas a franchise has always been heavily reliant on dark fantasy elements, and fromOriginsto2toInquisition, the series aesthetic has always been an incredibly gritty and mature one. The same is not true in this case, however. Sure,The Veilguarddoes still have mature dark fantasy elements, but all of that has definitely taken a backseat, with the overall tone of the experience being much lighter than in previous entries. Combined with how toothless the writing can feel so often, that definitely comes across as a major issue.DE-EMPHASIZED CHOICE AND CONSEQUENCE MECHANICSYou always,alwaysexpect a BioWare game to excel with its choice and consequence mechanics, even if this is an area where the studio has struggled in prominent ways from time to time, butThe Veilguard feels like yet another instance of BioWare missing the mark here. Take the dialog choices, for instance- not only does the game present you with dialog options much less often than you would expect from a BioWare title, when it does do that, the options that it presents end up feeling very limited. Meanwhile, in addition to not having too much control over what kind of personality you want your Rook to have, you often dont even get too much control over how the story will progress. There are, of course, times where youre making significant, large-scale decisions in the manner that you expect to in aDragon Agegame (especially in the fantastic closing couple of hours), but overall, choice and consequence mechanics are heavily de-emphasized inThe Veilguard, much to our disappointment.SHALLOW PROGRESSIONBioWare has often been criticized for streamlining its games and stripping them of their RPGness a little bit too much, andThe Veilguardalso falls foul of that in some notable ways. Take the games progression mechanics, for instance, which have turned out to be surprisingly shallow. Progressing through Rooks skill tree doesnt feel nearly as rewarding as it should, thanks to a large number of the upgrade options being rather uninspired, and the lack of actual, meaningful build diversity is only exacerbated by companion progression somehow being even more pared back than it is for Rook.CANT CONTROL PARTY MEMBERSOverall, were fans ofDragon Age: The Veilguardscombat, as weve already discussed, but not all of its major changes work out for the better. Chief among them is the games decision to make Rook be the only playable character. Controlling party members has always been an important part of Dragon Agecombat, so the complete lack of it is keenly felt inThe Veilguard. For a game that already suffers from being a bit too shallow in everything from its combat to its progression mechanics, party members being removed from the equation to this degree only ends up adding to those problems.
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  • Dragons Dogma 2 Has Sold 3.3 Million Units
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    Dragons Dogma 2was the big new release that most of Capcoms 2024 plans hinged on, and the open world action RPG has certainly performed well for the company from both critical and commercial perspectives.Capcom has updated its Platinum Titles page, which lists sales figures for all million-plus selling games by the company, as per which,Dragons Dogma 2has sold 3.3 million units worldwide as of September 30. In May, the company announced that the game had hit 3 million units sold, which means it has sold an additional 300,000 units since then.Capcom hasnt said anything about post-launch DLC plans forDragons Dogma 2,but the open world action RPG has continued to receive patches and updates in the months since release. An update in September added a Casual Mode, while an October update added Performance and Graphics modes. Another recent patch added PS5 Pro enhancements.Dragons Dogma 2is available on PS5, Xbox Series X/S, and PC. Read our review of the game through here.
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