Unreal Engine 4 - Infiltrator Demo

siftbotsays...

Promoting this video and sending it back into the queue for one more try; last queued Friday, March 29th, 2013 9:57am PDT - promote requested by gwiz665.

articiansays...

Seems like Epic is going the way of id. They're not showing anything new in content, but have definitely incorporated elements from other games, as I see influence of Metal Gear and Dishonored here.
Yeah I know this isn't an official announcement for a new franchise and is just a tech demo, but I still wish their art director would realize there are other materials in the world than "gunmetal gray".

siftbotsays...

This video has been declared non-functional; embed code must be fixed within 2 days or it will be sent to the dead pool - declared dead by Payback.

jmdsays...

This.. is not a tech demo, this is just some eye candy. Tech demo's actually center on and demonstrate individual effects, this does none of that and is probably not even realtime on any current hardware.

AeroMechanicalsays...

I wouldn't say a tech demo has to center individual effects necessarily (as in enumerating and highlighting them) necessarily, but it does have to run in real time on *something*. I'll accept a little give-tand-take there (like it was rendered at half-real time and sped up for the video or something). Otherwise, it may as well just be raytracing. It's obviously all hand-animated too anyways, so whether or not its rendered real time is almost moot.

That said, apart from some questionable art direction, it does look pretty cool. I look forward to the time, 8 or 10 years from now, when cut-scenes rendered in real time look like this.

Fancy rendering effects are great and all, but we need more physics stuff if we're going to advance gameplay. Not just solid-body, stuff tessellating with the bits bouncing around, but actual modeling of of environments taking into account the physics of how stuff works. Entire levels built of structures that obey the laws of physics made of materials with realistic properties. Wires carrying current, pipes with flowing water, load bearing beams and framing, fuel tanks with flammable liquids and gasses... that sort of thing,

I want to play a game where my imagination is the limit. Apologies for the rambling. Had a couple glasses of wine. Anyways, you know what I mean,

jmdsaid:

This.. is not a tech demo, this is just some eye candy. Tech demo's actually center on and demonstrate individual effects, this does none of that and is probably not even realtime on any current hardware.

Sylvester_Inksays...

Graphics are only a part of a game engine, and in all honesty, they stopped being impressive long ago. I get that we can make prettier games now (that cost more to make because it takes a lot of artists to get those results), but how does it improve the gameplay?
Meanwhile, the Planetary Annihilation devs keep releasing new videos of their engine work that look nowhere near as pretty as this, and yet it's far more technically impressive, because they're solving problems that actually have a direct impact on how RTS games are played. To me, that's far more exciting than the newest Unreal engine.

dagsays...

Comment hidden because you are ignoring dag.(show it anyway)

I too am thinking this is going to be a great game.


Sylvester_Inksaid:

Graphics are only a part of a game engine, and in all honesty, they stopped being impressive long ago. I get that we can make prettier games now (that cost more to make because it takes a lot of artists to get those results), but how does it improve the gameplay?
Meanwhile, the Planetary Annihilation devs keep releasing new videos of their engine work that look nowhere near as pretty as this, and yet it's far more technically impressive, because they're solving problems that actually have a direct impact on how RTS games are played. To me, that's far more exciting than the newest Unreal engine.

noimssays...

With regards to the U4 engine tech, it looks pretty, but you can never really tell until it's in genuine use.

As for the short, I was hoping that the scene he was so awed by was generated by the same kind of field he was projecting at the start. Otherwise, how the hell did that ladder lead so far up?

00Scud00says...

Nah, the Doom 3 palette was pitch black interspersed with the glowing eyes of demons, whose closets you have just foolishly stumbled over.
That demo (if you could really call it that) was very purdy but several things occurred to me while I was watching it. When our futuristic ninja gets busted I couldn't help but think, "Yep, I hate it when that happens" there's always one nosy douchebag who has to ruin an otherwise perfectly good infiltration.
In the future, shutting down an assembly line won't just stop the line but also blow up at least half of it, if only Henry Ford had thought of this, who knows where we would be today.
As good as this looks by the time a significant portion of the population has the hardware necessary to run this in real time we will all have moved on to Unreal Engine version 6. So none of this is especially practical for gaming purposes, it makes me wonder if they aren't trying to market this to film makers as well.

Fletchsaid:

Palette looks really Doom3ish.

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