Ryse Son Of Rome Cheat Engine

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Miriam

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Aug 4, 2024, 8:39:15 PM8/4/24
to manfogentmi
idTech is an interesting one for me; games like Doom 3, (id tech 4) Rage, (5, this one was well optimised on consoles at least) Doom 2016, Wolfenstein II, (6) and Doom Eternal (7) looked phenomenal for their time. The latter three games even got impressive ports to Switch which speaks to the engine's scalability. id tech 8 on PS5/Xbox Series is gonna be insane when it inevitably arrives.

It's predecessor MT Framework was a showstopper as well; RE5 on PS3/360 was a stunner on release, RE Revelations was by far and away the best looking games on 3DS, and Monster Hunter World showed it pushed a whole generation beyond what it was designed for but still delivering the goods.


The elephant in the room is Unreal. UE3 was a beast on 360 with the Gears of War games, and it was cool to see it extend into the next generation too with the likes of Batman Arkham Knight and Outlast II holding their own well passed the release of UE4.


UE4 of course brought us beautiful games like Hellblade, Bright Memory Infinite, Gears 5, The Vanishing of Ethan Carter, and on Switch a lot of excellent ports as well as Yoshi's Crafted World and the Octopath Traveler games.


UE5 looks incredibly promising, but for all the impressive tech demos, it has yet to produce an actual shipping game that wows me. Feels like we've been waiting forever for it to blow us away, but I guess that's the reality of how long game development takes these days.


As the industry moves more and more towards standardizing development around a select few third party engines like Unreal and Unity, it's cool to still see companies like Capcom retaining their own custom in house tech.


Capcom's MT Framework. Through the 7th generation and the 8th it was very flexible and while Capcom had some of it's worst years then they also put out some great stuff. DMC4. EX Troopers. UvC3,Sengoku Basara, Dragon's Dogma,Tatsunoko vs Capcom remains to me their best fighting game in the the last 15 years. Even as recently as Capcom Fighting collection used it. Deep Down's engine was supposed to replace it but that went belly up. RE Engine looks to be a worthy successor or one of the best in house engines ever.


Whatever Nintendo used for Xenoblade on Wii. Fucking thing was unbreakable! Monolith are the kings of open world games to me in polish. Bethesda's fuck ups are well known. GTA has had plenty of issues. Cyberpunk 2077 even after all this time I have ran into a bunch of bugs. Ubisoft games full of them. Yet Xenoblade games remain rock solid. Original Xenoblade engine you could use Homebrew to put in cheats for the game. I enabled the moon jump. Basically I can ascend in the sky forever. I never ran out of bounds. Left the sky box. Even tho I held it down for minutes. I let go landed on the ground and the game went on like nothing happened. It's not just QA tho obviously it's great but also I would not break the game. Monolith are amazing. Side note they are the best 1st party studio not in house at getting the most out of hardware to me. How Xenoblade games look and run on such limited hardware is wizardry. Same with Botw given Monolith assists on those.


Of course, having no background in game design or any work on these engines, we can only truly speculate.



Of course, Unreal, RE Engine and some propriety ones have pulled out some really nice results with different aesthetic works too.



We can also give a good shoutout for Nintendo own game engines used for their core dvelopped games like Zelda, Mario, Mario Kart, etc ... Especially despite the weaker use of hardware. They never felt too much out of place.



Also a good shoutout to Monolith Soft. The way they can put an insane amount of work on the game engine used for the Xenoblade games is quite mind boggling seeing how polished and productive they've got with it this generation.



Don't know if they'll use the same framework when they switch to the next Nintendo console but I hope the transition to better hardware makes them shine even more !


I feel like this question mattered more 20-25 years ago. Back in the day you could instantly tell what was made with the Doom Engine. Same with the Unreal Engine and the Quake 1/2/3 engines. These days, if you're not a developer, it's a lot harder to actually see the differences from a glance. Games these days are more defined by the devs ability to create assets, optimize code, and run on the hardware. The visual differences are much more subtle. At least to my old eyes.


Eh even in the 7th generation it wasn't hard to tell a UE3 game by one simple thing. UE3 had this thing and while not exclusive to it. Was the most common with UE3. Level loaded but the textures take a few seconds longer.


My personal favorite is the Decima Engine. The Horizon games and Death Stranding look amazing. Characters in FW are incredible and the Chapter 3 area in Death Stranding is my all time favorite map to explore.

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