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THE CAKE IS A . . ....
 
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THE CAKE IS A . . . truth?

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(@the-turtle-guy)
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Topic starter
 

lol Portal

 
(@craig-bayfield)
Posts: 4885
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The cake may not be a lie, but the video is.

 
(@Anonymous)
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Yeah fake =(

 
(@chibibecca_1722585688)
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how did they fake it..? a hack or just made the level themselves?

 
(@the-turtle-guy)
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It's in the game, they just hacked to access areas normally seen in FMV.

 
(@philkirby)
Posts: 111
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What is the name of the song that was playing?

 
(@john-taylor_1722027898)
Posts: 1827
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Still Alive.

Also witchcraft. Thats how they did it.

 
(@nukeallthewhales_1722027993)
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(@psxphile_1722027877)
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It's in the game, they just hacked to access areas normally seen in FMV.

If it can be altered in-game, then it ain't FMV.

 
(@hiro0015)
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What is the name of the song that was playing?

Where the hell have you been the last 7 months?

 
(@chibibecca_1722585688)
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It's in the game, they just hacked to access areas normally seen in FMV.

If it can be altered in-game, then it ain't FMV.

i was thinking the same. unless they had enough space and time in the disk to shove in an entire level just for the ending credits. oo;

even i know much of the 'still alive' song, although i've never played the game.

 
(@ramza-the-fox)
Posts: 1866
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That game's a lot of fun. A friend of mine has it and I've played it.

 
 Srol
(@srol_1722027881)
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What game?

 
(@the-turtle-guy)
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It's in the game, they just hacked to access areas normally seen in FMV.

If it can be altered in-game, then it ain't FMV.

Excuse me? What exactly is FMV then? o.o The Sonic Adventure manual's explanation was that the game uses the existing enviorments and characters and uses camera movements and such.

 
(@steebay31)
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FMV is prerendered, what you're talking about are videos that are rendered on the spot.

 
(@ultra-sonic-007)
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Full Motion Video = Pre-rendered cutscenes.

Much like Sonic Adventure's intro.

 
(@the-turtle-guy)
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Huh. Had them confused, the SA1 manual wasn't quite the authority on it, I guess. =D

 
 THS
(@ths)
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unless they had enough space and time in the disk to shove in an entire level just for the ending credits. oo;

it's only a single corridor and it uses assetts already used in the game anyway. it probably worked out using less space than pre-rendered animation too. it's a technique used very commonly nowadays - pre-rendered cutscenes seem to be a dying breed wherever possible.

 
(@shadow-hog_1722585725)
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And technically it's not a separate level, either. It's all part of the final level where you face off with GLaDOS.

So, for that matter, is the outdoors segment... Which you also can't move around in.

 
(@philkirby)
Posts: 111
Estimable Member
 

What is the name of the song that was playing?

Where the hell have you been the last 7 months?

AT THE WORLD'S BIGGEST MALL! *promply shot*

No really computer's been dead but now it's alive again, so I guess it was still alive.

 
(@sandygunfox)
Posts: 3468
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See: World in Conflict

@ FMV

Also, with graphics the way they are, they don't sacrifice TOO MUCH - I mean, they still have lower quality than FMVs on average do, but it's not as big a difference as it used to be.

 
(@psxphile_1722027877)
Posts: 5772
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Usually, FMV is only employed when there's a need for quick cuts, scene changes and detailed action where using the in-game rendering engine would be too problematic or not able to convey the scene accurately. You have to take into account things like loading times, slowdown, timing issues and other factors. As such, back in the PS1/Saturn era most games made extensive use of full motion video whenever possible, as all the console had to do was playback a video file, something it could do quite easily and required hardly any horsepower from the CPU. It would be games like Metal Gear Solid that would showcase how to effectively use real time rendering to tell the story, despite its technological drawbacks. Nowadays, with the power of the next generation consoles (and even last gen) there's hardly a need for them outside of intros and/or endings.

 
(@shadow-hog_1722585725)
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...or Half-Life, which never once left the player's viewpoint and yet effectively told a story.

The series of which, not coincidentally, Portal is an entry in.

 
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