Still at it with SOTTR. Every time I fire it up all I can think is "God, it's gorgeous." The foliage is just amazing... the way the subsurface scattering is done, the detailed and varied animation, the textures... it really looks alive and truly part of the scene. It's not just there to cover up emptiness... it is the space. As if that makes sense. Just the way that it interacts with wind and light is something to see... you get a huge dose of it with the fog and volumetric light right at the beginning, when your plane crashes in the jungle. Stunning.
Water is another thing I have to applaud them for. I ALWAYS hate water in games, but in this game, I almost look forward to it because the swimming actually feels natural and everything to do with water is fucking gorgeous. I swear, they put more into that than anything else, which is saying something when you look at the scope of the polish and refinement in all other aspects of the game's world.
I also just like the textures of things. And not just the 'textures' but the actual feel of objects and surfaces in the games. So much crazy, sprawling and intricate stonework to take in with all manner or color, texture, and decay. It's all the same shit but every location looks so distinguished with all of the little details and shadows. Going back through the game, they're all memorable. There's real artisanship and diversity in every location. And they transition seamlessly into one another in a cohesive world that feels huge without being cumbersome to navigate. Another thing they get right is the sense of scale. Mostly that actually just seems to come down to lighting and positioning of objects in a scene. They capitalize a lot on the low dynamic range look of classic film. There is a lot of pleasingly blown-out shadows giving way to outlining and silhouetting that add a lot of mystique, drama, and scope. If you go back and look at movies shot on film, they often have this look because film cameras in particular have trouble resolving detail in very bright and very dark spaces simultaneously. Part of the cinematographer's work is judging when to expose for what to get the intended mood... something you see imitated quite often in this game. It takes study and care to do that right. I appreciate that dark things actually look dark. A lot of games more go for the HDR look, where even dark sections have a lot of detail. That can be impressive, too, but when everything behaves as though it is lit to some extent, you lose a lot of scale. And points of interest become harder to discern because the compositions become busier. The eye can't figure out where to look. And because the light is inherently more steady and less dynamic, you feel less like you're treading space... because in real-life, lighting within a space can vary wildly. It doesn't adapt to how you want to see it.
I gotta hand it to whoever was in charge of composition in their level design... those people really know their shit and show an understanding of composition in film that goes beyond what you see in most games. How to put it... a lot of games these days are... "cinematic" shall we say, right? But they're just imitating things seen in film... color grading, certain types of shots, lighting, events... they toss in a bunch of visual tricks that movies use to grab you, but they don't understand the 'why' of it. It's just kinda there like "Oooo, we're so epic!" So it becomes sort of an eye-roll situation. In this game, everything is done with a sense of purpose, building a gestalt with the choices of lighting and composition that is actually kind of awe-inspiring.
It helps that the gameplay is also really fluid. Lara's animations are generally pretty smooth and seamless... impressive when you consider how dynamic and transient the traversal often is. The traversal does take some getting used to, but once you do it really feels great. You realize you're not doing much more than observing and timing things, but sometimes that's all you need to feel like the ruler of the jungle. There's just enough diversity so you feel like you can do anything, but no so much that it feels like you're being bombarded with everything. It's just smooth. Every system in the game is super satisfying to master, even though the challenge level is moderate at best and you rarely slip-up once you're past the learning curve. The stealth was the hardest for me to get into, but now it's one of my favorite parts of the game. There are really only 3 passages in the game that require combat, the rest can be stealthed with varying degrees of difficulty. Once you're properly perked up, many of them present surprisingly fun and difficult challenges again and again. Every passage has several plotted out ways to stealth or do a combination of stealth and combat. Beyond that, you can get creative and come up with ways not implicitly intended by the developers, without completely breaking the mechanics.
That's something I notice, too. The mechanics are all blended really well... everything is laid out so that you can choose your own playstyle on the fly. You can use every mechanic available, or just a few, in any way you want. And the game will allow for it without making it seem like something is wrong.
But I think what really sucks me in is the whole adventure itself. The story I could take or leave, but very rarely in the entire game does the whole experience not feel organic and unique. Even with multiple playthroughs that feeling of being on a real adventure remains.
I like it. It's fun and it looks reeeal pretty. I could say some bad things about it, but like I would for a good friend, I won't go there.
I've also decided to revisit Metro Exodus to see what has changed, if anything. It is still a buggy mess. At least it no longer crashes intermittently. That's not to say it's stable or problem-free, either.
But I was impressed by one thing. DLSS is actually viable now. It has some slight artifacts that you will occasionally see if you stop and look, but it is no longer a blurry mess! I would encourage people who haven't tried it in a while to update and check it out! I find it isn't distracting at all... pretty much looks like your average AA solution, but with better performance. Not superior or even on-par with high-caliber AA options, but beyond servicable for Metro. Sure, it's not perfectly sharp, but Metro already doesn't have the sharpest textures, so you don't notice when edges are just the slightest bit soft. When actually playing, I almost notice it less because I'm no longer looking at blurry-ish textures on tack-sharp, well-smoothed polygons.
I'm playing through the Volga with RTX on high and Extreme graphical settings with my 2060 now, holding a stutter-free 60fps at 1080p. DLSS wasn't worth it for me before - it just looked like garbage, but I think it is more than good enough now. I can honestly say I don't see a difference unless I really peep on certain things in certain areas. Being able to combine extreme settings with RT makes a pretty huge visual difference. Enough to offset the minor artifacting and softness that DLSS has now made its way up to. They hold out a lot for the extreme setting. You get much more and more dynamic volumetric lighting effects, contact shadows, better reflections, better bloom and a whole bunch of other nice little touches that really do take it up a whole extra notch. Combine all of this with the weather option for new game + and you really get something that looks quite a lot like a whole new game. It really looks impressive compared to base game with no RTX/DLSS and high settings.
The real test will be how it fares on the latter two worlds, as those are more performance-heavy. It's only worth it if it can allow me to hold the extreme preset in tandem with RTX high. Otherwise the difference just isn't major enough for me to turn off RTX and run on Ultra or RTX high/high preset. It's a big jump between those and this, but otherwise you're really just splitting hairs over big performance deficits. The jump from 90% to max is huge. Which sucks. One thing I wish for is more graphics settings. Extreme adds a bunch of things I could do with out, but many things I really appreciate. Probably wouldn't need DLSS if it was easier to tweak it myself.
The NG+ options are great. You can go all the way in and make it a crazy hardcore survival game. Or, after scraping and toiling through the base experience, you can reap the rewards of your success and dominate the wastelands with all of your endgame weapons/mods/attachments/gear. The Hellsing isn't even fair on the Volga, man. It's so much fun. Also looking forward to actually using the Valve with the semi-auto mod this time around. It's one of my favorites but the game is almost over by the time you get it. And without the semi-auto, it sucks to shoot because the accuracy and stopping power fall short for a slow, long-range weapon. Even sticking every shot, battles become a grind.
I just wish the DLSS worked the first time around. It seems that once it's properly trained, it really does work respectably well and offers huge performance benefits, as I'm now seeing. But it simply takes too long to get up to par. And it's not like you can start much before the game comes out since it has to see the game to start resolving pixels. That will be a tough obstacle to get around. It doesn't matter how well it works if it takes 6-8 months post-release before it looks presentable. I mean, I'm appreciating it now, but still...