Also, they were using the EXACT same tech and performance capture tech that DICE used for BF3 and BF4, they called it 4D Capture because it was so accurate in capturing detailed features and movements at the time:
https://www.slideshare.net/DICEStudio/modular-rigging-in-battlefield-3
The crazy part about it is that Battlefield 4 came out years before Mass Effect Andromeda, so there's no excuse about the tech not supporting what they were trying to do.
Everyone blaming the tech is still using Lefty talking points. It was never a tech issue, it was an agenda, as you said, plain and simple.
Exactly, and the argument that frostbite wasn’t built for rpgs is silly considering it also wasnt built for fifa, but I believe that years fifa came out built on frostbite and no one ran around like they just filled up their adult diaper.
Yup, you're right, and if memory serves, wasn't that the FIFA with the cinematic story mode?
I know Frostbite was also used for Mirror's Edge 2 and I think one of the Need For Speed games? Mirror's Edge 2 was a parkour-based, melee-focused, pseudo-open-world RPG. It basically had a lot of the same fundamentals as Mass Effect just without the overt third-person inter-mingling busywork. I don't remember there being any complaints about the faces, animations, or workflow of Mirror's Edge 2 (though the game obviously had other issues).
It's a real shame because the Frostbite picked up a horrible rep due to the corrupt journos at the time and the inept, activist-driven devs blaming the pipeline and engine for the woes of Mass Effect Andromeda, even though BioWare had a far tougher time making the original Mass Effect on the UE3, which was poorly optimised, didn't have a lot of support for what they wanted to do, and they had to use a lot of techniques to hide some of the engine's flaws, at the time. It really shows just a different mindset and skillset between the two generations.
This.
Also, they were using the EXACT same tech and performance capture tech that DICE used for BF3 and BF4, they called it 4D Capture because it was so accurate in capturing detailed features and movements at the time: https://www.slideshare.net/DICEStudio/modular-rigging-in-battlefield-3
The crazy part about it is that Battlefield 4 came out years before Mass Effect Andromeda, so there's no excuse about the tech not supporting what they were trying to do.
Everyone blaming the tech is still using Lefty talking points. It was never a tech issue, it was an agenda, as you said, plain and simple.
Exactly, and the argument that frostbite wasn’t built for rpgs is silly considering it also wasnt built for fifa, but I believe that years fifa came out built on frostbite and no one ran around like they just filled up their adult diaper.
Yup, you're right, and if memory serves, wasn't that the FIFA with the cinematic story mode?
I know Frostbite was also used for Mirror's Edge 2 and I think one of the Need For Speed games? Mirror's Edge 2 was a parkour-based, melee-focused, pseudo-open-world RPG. It basically had a lot of the same fundamentals as Mass Effect just without the overt third-person inter-mingling busywork. I don't remember there being any complaints about the faces, animations, or workflow of Mirror's Edge 2 (though the game obviously had other issues).
It's a real shame because the Frostbite picked up a horrible rep due to the corrupt journos at the time and the inept, activist-driven devs blaming the pipeline and engine for the woes of Mass Effect Andromeda, even though BioWare had a far tougher time making the original Mass Effect on the UE3, which was poorly optimised, didn't have a lot of support for what they wanted to do, and they had to use a lot of techniques to hide some of the engine's flaws, at the time. It really shows just a different mindset and skillset between the two generations.