This… is just bad character design. She has hair in a deep freeze environment, she’s running around in a dumbass space suite that has a fur collar on for reasons, and the wrist gun is so close to her hand that it would hit her more often than not.
Outside of that objective opinion, Mr. Freeze is my favorite villain of any medium and the modern comics butchered him with the Freeze family drama bullshit. Fuck current day Rocksteady for now until the end of time.
Mr freeze, at least in that atrocious batman movie with Arnold, had a very sympathetic motivation to his actions. As much of a letdown as that movie was I always respected that relative depth of writing.
That's why he's one of the few villains actually left alive in the movies.
Joker: Dead
Penguin: Dead
Catwoman: Literal pussypass
Riddler: Committed
Two-Face: Dead
Mr Freeze: Incarcerated but given funding to help cure the disease
Poison Ivy: Pussypass
Ra's: Dead
Scarecrow: Committed
Joker: Can't remember if this was changed after Heath Ledger's death or not
Two-Face: Dead
Bane: Sucker-punched by Catwoman who simply fires an RPG at him after Batman repeatedly tried punching him down
Talia: Dead
Catwoman: Somewhat of a pussypass again but nowhere near the same level of antagonist
Of the few survivors, Joker only lives in the Nolan trilogy, all the women except Talia live, Scarecrow is committed, released, then recaptured, with Jim Carey's Riddler being one of the few odd-man-out picks of an insane character left alive, but delirious and thinking he's Batman after his mind gets scrambled.
Agreed about the pussy passes but iirc Poison Ivy almost killed Mr Freezes wife, got exposed, and is in a cell near Mr Freeze so hopefully the implication is her pass gets revoked.
The Nolan catwoman was horribly written and kinda ruined the movie for me.
As you probably know by now, that was taken directly from the BTAS episode "Heart of Ice," still regarded by many as the greatest episode of the series, and THE example of a successful character re-invention.
This guy's manner of speech is so infuriatingly annoying I want to drown his family in acid and make him watch. Why does he fucking talk like that? It's like every other word has a fruity inflection and it sounds like he's splicing multiple takes across even one sentence so there's a weird uptalking tone emphasized on random words for no reason.
Right? Overlooking the lack of internal consistency, and that the quality is consistent with photobashing together some gender studies majors DeviantArt account, it somehow manages to be utterly hideous and entirely mundane at the same time. It's... oddly impressive in that regard.
I wonder what the original Rocksteady staff will move onto. They collectively upped and left mid-development.
In defense of this DLC, I think the base game already did a good job of filtering the target market down to exactly the people that would like this, so they’re just making more of what their three customers want.
Closer to the truth than you might think and then they use photogrammetry on real people rather than any kind of proper art to finish the model. Even if it's not bought directly off an open asset market they've almost certainly got re-usable assets they have internally which is why it's so often looking the same now. This gets really noticeable when you look at the 3D models of the latest Star Wars stuff, remember in the Battlefield game where they got a perfectly normal asian actress scanned and then made her chubby?
Nah, that's letting them off lightly. It's clearly a bespoke mesh. Someone has to own making that. Someone without creativity, skill or the decency to rethink their career choice before completing it.
I wouldn't be surprised if you're right about the photogrammetry on the head though. I saw this posted over on NeoGAF. Another SBI self-insert?
Ew that's even worse though, a pre-made mesh they bought from a store with a photogrammetry head? That means the topology will be all kinds of borked, no wonder modern games all run like shit now.
Topology doesn't really have a noticeable impact on performance outside of polycount. Everything is triangulated, vertex cache optimisation is applied, etc. Uneven edge lengths and tri sizes can cause issues since they don't play nice with the clustered nature of rasterization (overshading), or more recently, the spatial indices used in raytracing, but outside of that your GPU isn't too concerned with how your topology looks.
The issue, assuming you wanted it watertight (which you might not), would be the resulting normals/tangents. But let's face it, shading artifacts would be a kindness.
That makes me all the more curious about their back end workflow so everyone can point and laugh at how bad they are because this indicates they're simply putting on too many polygons at once for the sake of detail and because their workflow is absolute trash that has the knock on effect of ruining performance even with them using modern software as a crutch.
The rules for performance have definitely changed since about 10 years ago but I wonder if there's some real maths that can be done on topology still, in fact that might be something I'll research more for my own work.
That makes me all the more curious about their back end workflow
Probably not unlike other studios tbh. Outside of specific requirements, like character creation or certain art styles, game character pipelines usually don't differ a great deal. I also doubt the characters are to blame for the performance problems. Open world in engines not tailored to it isn't an easy optimisation target.
I wonder if there's some real maths that can be done on topology still
No hard maths, unfortunately. There's simply too much variability between renderers, RHI's, target architectures, hardware configurations and scenes themselves.
The only advice I can really give is that game optimisation is a bit like software optimisation. Always profile and avoid premature optimisation (primarily micro-optimisation, like obsessing over topology). Dev time is finite, after all. Structural changes usually yield the greatest returns, but can become impractical in late development.
In practice, any number of things can introduce performance issues. That said, unless you have severely sub-optimal game systems or tricky requirements (eg. obscene NPC counts will require specific approaches to character animation, rendering and AI), environments are the most likely cause of poor performance in simpler projects.
Design your environments with your renderer in mind, starting with known limitations and general assumptions based on the rendering pipeline (forward, forward+, deferred all have "general" performance do's and don'ts). Starting in blocking, identify problematic sight lines and areas with poor occlusion or requiring a large number of dynamic and/or shadow casting lights. If you can't resolve these outright, you'll have to compensate with lesser fidelity in those areas. That should at least prevent you painting yourself into a corner/incurring significant rework.
Beyond that, efficient texture use, reasonable shader complexity, good use of instancing, good use of LODs and mesh aggregation, and a lot of care in regards to lighting and shadowing will be your primary means of producing something reasonably performant.
Thanks, I'm mostly sticking with low poly just because I love the silky smooth performance but this detail is something that I'll keep in mind especially if I want to have 'AAA' graphics for any short films or cutscenes as an example. I'm very much a believer precisely because of awful character design like this that less is more and if nothing else the polycount certainly makes a huge difference to performance all by itself given that big studios regularly go into 100,000+ for no discernible reason. Very often if I see an open world tag and boasting about tons of customisation it immediately tells me a game is going to be shit because that's all they'll have focused on.
Yeah, he gave her a blood transfusion to revive her at the cost of his own life, and immediately she started running around binge drinking and having sex with random men like some sorority girl stereotype.
The BCG types are raging narcissists and thus incapable of love. It makes sense they wouldn't understand a set of characters completely defined by those concepts.
There is a reason Harley Quinn is so popular. The eternal victim of her awful boyfriend, who she always goes back to, who gets away with doing all sorts of awful crap because she is totes the victim guys. And she gets to be as crazy as possible while getting everyone's sympathy. The narcissistic female's dream.
WTF is "Mrs. Freeze"? I said it before: comics died circa 1995. You've got over half a century of good stuff to read from before then, so just pretend nothing after that even happened if you're a fan.
And the thunder thighs and man face on that thing- there isn't a single female character in video games that they don't want to make is repulsive as possible anymore.
No imagination. No matter what the character it is they design, it always has to share their horrendous fashion tastes. Hair that's spiked up and dyed some poisonous color. Thick, oversized glasses that are also obnoxiously colored (and seldom in a way that matches the hair or other colors the bitch is wearing). Fat pancake faces.
And the stupid thing is that if they didn't want a female version of Victor Fries to be sexy, they wouldn't need to make her sexy. They could just follow the same principles behind his design, with pale blue skin, gaunt features, completely hairless, and wearing a hermetically sealed space suit that leaves everything underneath to the imagination. But no, the fucktards can't take off their Tumblr glasses for one freaking second.
The co-founders left to form Hundred Star Games late in development. Took most of the talent with them I believe. Whether the final product is as intended or the result of external interference, time will tell.
This… is just bad character design. She has hair in a deep freeze environment, she’s running around in a dumbass space suite that has a fur collar on for reasons, and the wrist gun is so close to her hand that it would hit her more often than not.
Outside of that objective opinion, Mr. Freeze is my favorite villain of any medium and the modern comics butchered him with the Freeze family drama bullshit. Fuck current day Rocksteady for now until the end of time.
Dude, that's the best character design ever. How do you not see that?
She's built like a fridge!
/angry upvote
Mr freeze, at least in that atrocious batman movie with Arnold, had a very sympathetic motivation to his actions. As much of a letdown as that movie was I always respected that relative depth of writing.
That's why he's one of the few villains actually left alive in the movies.
Joker: Dead
Penguin: Dead
Catwoman: Literal pussypass
Riddler: Committed
Two-Face: Dead
Mr Freeze: Incarcerated but given funding to help cure the disease
Poison Ivy: Pussypass
Ra's: Dead
Scarecrow: Committed
Joker: Can't remember if this was changed after Heath Ledger's death or not
Two-Face: Dead
Bane: Sucker-punched by Catwoman who simply fires an RPG at him after Batman repeatedly tried punching him down
Talia: Dead
Catwoman: Somewhat of a pussypass again but nowhere near the same level of antagonist
Of the few survivors, Joker only lives in the Nolan trilogy, all the women except Talia live, Scarecrow is committed, released, then recaptured, with Jim Carey's Riddler being one of the few odd-man-out picks of an insane character left alive, but delirious and thinking he's Batman after his mind gets scrambled.
Agreed about the pussy passes but iirc Poison Ivy almost killed Mr Freezes wife, got exposed, and is in a cell near Mr Freeze so hopefully the implication is her pass gets revoked.
The Nolan catwoman was horribly written and kinda ruined the movie for me.
Anne Hathaway (to make me lose wood)
Mr. Freeze is always meant to be the sympathetic one and I hate when anything ruins that.
Also yes I believe Joker is alive in TDKR.
As you probably know by now, that was taken directly from the BTAS episode "Heart of Ice," still regarded by many as the greatest episode of the series, and THE example of a successful character re-invention.
Here's Literature Devil talking about it.
This guy's manner of speech is so infuriatingly annoying I want to drown his family in acid and make him watch. Why does he fucking talk like that? It's like every other word has a fruity inflection and it sounds like he's splicing multiple takes across even one sentence so there's a weird uptalking tone emphasized on random words for no reason.
It's such a great episode.
WHAT KILLED THE DINOSAURS?
THE ICE AGE!
Right? Overlooking the lack of internal consistency, and that the quality is consistent with photobashing together some gender studies majors DeviantArt account, it somehow manages to be utterly hideous and entirely mundane at the same time. It's... oddly impressive in that regard.
I wonder what the original Rocksteady staff will move onto. They collectively upped and left mid-development.
The only explanation I have for the kit-bashing shitpile is that it was strategically designed to be easily cosplayed.
COOL PARTY
In defense of this DLC, I think the base game already did a good job of filtering the target market down to exactly the people that would like this, so they’re just making more of what their three customers want.
On good days, there are nearly 200 concurrent players on steam!
It is a very special niche playing this game.
Mrs Freeze from the upcoming Suicide Squad DLC. I'm starting to think Sweet Baby (Jesus) is the intended response to their creative contributions.
lolwhat
I am surprised at their restraint. I would have guessed xe's DR. Freeze to you!
Lmao looks like a random collection of marketplace assets
Closer to the truth than you might think and then they use photogrammetry on real people rather than any kind of proper art to finish the model. Even if it's not bought directly off an open asset market they've almost certainly got re-usable assets they have internally which is why it's so often looking the same now. This gets really noticeable when you look at the 3D models of the latest Star Wars stuff, remember in the Battlefield game where they got a perfectly normal asian actress scanned and then made her chubby?
Nah, that's letting them off lightly. It's clearly a bespoke mesh. Someone has to own making that. Someone without creativity, skill or the decency to rethink their career choice before completing it.
I wouldn't be surprised if you're right about the photogrammetry on the head though. I saw this posted over on NeoGAF. Another SBI self-insert?
Ew that's even worse though, a pre-made mesh they bought from a store with a photogrammetry head? That means the topology will be all kinds of borked, no wonder modern games all run like shit now.
Topology doesn't really have a noticeable impact on performance outside of polycount. Everything is triangulated, vertex cache optimisation is applied, etc. Uneven edge lengths and tri sizes can cause issues since they don't play nice with the clustered nature of rasterization (overshading), or more recently, the spatial indices used in raytracing, but outside of that your GPU isn't too concerned with how your topology looks.
The issue, assuming you wanted it watertight (which you might not), would be the resulting normals/tangents. But let's face it, shading artifacts would be a kindness.
That makes me all the more curious about their back end workflow so everyone can point and laugh at how bad they are because this indicates they're simply putting on too many polygons at once for the sake of detail and because their workflow is absolute trash that has the knock on effect of ruining performance even with them using modern software as a crutch.
The rules for performance have definitely changed since about 10 years ago but I wonder if there's some real maths that can be done on topology still, in fact that might be something I'll research more for my own work.
Probably not unlike other studios tbh. Outside of specific requirements, like character creation or certain art styles, game character pipelines usually don't differ a great deal. I also doubt the characters are to blame for the performance problems. Open world in engines not tailored to it isn't an easy optimisation target.
No hard maths, unfortunately. There's simply too much variability between renderers, RHI's, target architectures, hardware configurations and scenes themselves.
The only advice I can really give is that game optimisation is a bit like software optimisation. Always profile and avoid premature optimisation (primarily micro-optimisation, like obsessing over topology). Dev time is finite, after all. Structural changes usually yield the greatest returns, but can become impractical in late development.
In practice, any number of things can introduce performance issues. That said, unless you have severely sub-optimal game systems or tricky requirements (eg. obscene NPC counts will require specific approaches to character animation, rendering and AI), environments are the most likely cause of poor performance in simpler projects.
Design your environments with your renderer in mind, starting with known limitations and general assumptions based on the rendering pipeline (forward, forward+, deferred all have "general" performance do's and don'ts). Starting in blocking, identify problematic sight lines and areas with poor occlusion or requiring a large number of dynamic and/or shadow casting lights. If you can't resolve these outright, you'll have to compensate with lesser fidelity in those areas. That should at least prevent you painting yourself into a corner/incurring significant rework.
Beyond that, efficient texture use, reasonable shader complexity, good use of instancing, good use of LODs and mesh aggregation, and a lot of care in regards to lighting and shadowing will be your primary means of producing something reasonably performant.
Thanks, I'm mostly sticking with low poly just because I love the silky smooth performance but this detail is something that I'll keep in mind especially if I want to have 'AAA' graphics for any short films or cutscenes as an example. I'm very much a believer precisely because of awful character design like this that less is more and if nothing else the polycount certainly makes a huge difference to performance all by itself given that big studios regularly go into 100,000+ for no discernible reason. Very often if I see an open world tag and boasting about tons of customisation it immediately tells me a game is going to be shit because that's all they'll have focused on.
They forgot to give it tits though
Jees, Mr Freeze can't catch a break, didn't they also make Mrs Freeze a slut in that Harley Quinn cartoon recently?
Yeah, he gave her a blood transfusion to revive her at the cost of his own life, and immediately she started running around binge drinking and having sex with random men like some sorority girl stereotype.
The BCG types are raging narcissists and thus incapable of love. It makes sense they wouldn't understand a set of characters completely defined by those concepts.
There is a reason Harley Quinn is so popular. The eternal victim of her awful boyfriend, who she always goes back to, who gets away with doing all sorts of awful crap because she is totes the victim guys. And she gets to be as crazy as possible while getting everyone's sympathy. The narcissistic female's dream.
WTF is "Mrs. Freeze"? I said it before: comics died circa 1995. You've got over half a century of good stuff to read from before then, so just pretend nothing after that even happened if you're a fan.
And the thunder thighs and man face on that thing- there isn't a single female character in video games that they don't want to make is repulsive as possible anymore.
LOL cunt doesn't even have a doctorate
Gender studies.
[Schwarzenegger voice]: No fridging the frigid you incels!
BWAHAHAHAHAHAHAHAHAHA!!!
No imagination. No matter what the character it is they design, it always has to share their horrendous fashion tastes. Hair that's spiked up and dyed some poisonous color. Thick, oversized glasses that are also obnoxiously colored (and seldom in a way that matches the hair or other colors the bitch is wearing). Fat pancake faces.
And the stupid thing is that if they didn't want a female version of Victor Fries to be sexy, they wouldn't need to make her sexy. They could just follow the same principles behind his design, with pale blue skin, gaunt features, completely hairless, and wearing a hermetically sealed space suit that leaves everything underneath to the imagination. But no, the fucktards can't take off their Tumblr glasses for one freaking second.
Rocksteady had a great ending to the Mr Freeze plot in the last Batman game. It was actually a little bit touching.
How pathetic that they've come to this. I guess the talented people all left or went insane.
The co-founders left to form Hundred Star Games late in development. Took most of the talent with them I believe. Whether the final product is as intended or the result of external interference, time will tell.
no one will cosplay this, no one will buy skins for this..
Ellen Refrigeres
There is barely any compatibility between left-progressives and the rest of humanity. A deep-seated misanthropy drives them on.
Edit: :')
This is what my refrigerator / freezer combo would look like if it was female.
Is that supposed to be Nora?
Capitalism may be the only cure for wokeness. If nobody buys this shit, the influence has to run out eventually.... right?