I prefer the no HDR one. Guessing it looks a lot different in motion, but in the stills the blurriness bothers me.
Mazuo
I'm not too keen on the blurriness of the first pic, but I'd have to see the second screenshot during the day to make a fair comparison.
What's the pricing of traditional animation look like compared with modern CG studios? I'm guessing it's exorbitant as well, but I could see a properly done anime opening as looking pretty stupdendous for Elemental. Regardless, I'm sure something in-engine with the cel-shading tuned right could look great too.
I'm not too particular about the details, but I for one would certainly like some consequence to your choice of research paths. Nothing sucks the fun out of research systems in these games for me more than being able to research every technology option by the end of the game. At the very least, I'd like to see large increases in costs or development times for trying to expand in every direction.
News to me, hopefully to the rest of you: battletech.com "We are very pleased to announce that Smith & Tinker has authorized us (MekTek.net) and our professional studio (MekTek Studios) to distribute and package a worldwide free release of MechWarrior4 and all of its expansions ." I'm so happy right now.
Pre-ordered even though I barely missed out on the 20% code. I have my reservations, but I like what I've seen so far a lot. Hoping for a great experience!
I'm torn currently. The price seems great, but I'm honestly not thrilled with musket fights. I much prefer the swords, axes, and spears of Medieval 2. That being said, as hard to control as the naval battles were in the demo months back, I really do enjoy the time period for wooden ships and cannonry. Are these even better in the full game and an important part of controlling the map? Or are they just a secondary concern that can be relegated to auto-resolve?