Been a while since anything from this studio but they have released a other trailer today. Not sure about the music choice.
i'm....wow. that's an interesting music decision. game could be cool but who knows, I haven't seen any gameplay.
A good CGI does not a good game make. But still, very interested. If they get it right, I collect bottles until I could afford to buy it.
I kinda liked the spanish hip hop feel *shrug* felt like some european punk in there too, but it's GW so it probably was. considering what I know of space marines, I'm mildly terrified of 'the mercy of angels' now XD it looks badass from the trailer, Space Hulk would be a fun reboot for the survival FPS style, hopefully they get the feel right, otherwise it'll be like other games that don't quite live up to their names.
i liked the video just like it was. i think the unexpected choice in music makes it the video as a whole more distinct than if they had simply crammed more generic "battlemusic" in there. heheh... "Fake Grimdark Latin"
The scary part is that I'm not sure that is -purely- CGI. Based on some of the particle effects, physics in animation, and giblet models I could almost believe this was in-engine (on a highly optimized machine, surely, but still.
Some people do render CGI with the game engine since many game engines support more effects than actual 3D rendering tools.. Something to do with an engine being a high end rendering tool. The thing that essentially separates CGI from "rendered in-game" imho is that in-game is stuff that is done with standard assets, think the same models that are used for heroes and units in Warcraft appear in the cinematic. I draw the line with CGI when the engine is scripted to render the video frame at a time and it is saved into video. Note that it is impossible to tell directly whether a cinematic is video or realtime rendering because you can just pass video to 'camera' ingame in which case it feels just like running in realtime with the engine. The giveaway is things and level of detail that don't exist during gameplay or couldn't possibly run that well during normal gameplay. For instance I've been making videos with Unity so we can use engine scripting and effects that are a lot easier to handle than the rendering software.
Breath is handled by automation, it doesn't need to be controlled. Also, some economists suggest that regulations only make breath worse and that it works the best without any regulation whatsoever by letting the lungs regulate themselves. Yes, this is the essence of what you meant.