An environmental screenshot from Half-Life 2, Ravenholm Chapter. Alternative cut here. Blurred foreground via GMOD. Click here for the 1080p wallpaper. Take a look at the whole collection in the container page.
Let’s face it: Dragon’s Dogma has an awful photo-mode: it’s a simple screen-grabber, there’s no chance to manage the camera, the zoom, some effects, nothing, nil, nada. My first 25 pics all togheter have the same weight of a single #Borderlands screenshot. They look blurry, pixellated, the grain and colors are ugly and I can’t say nothing good about them. But the game is great, I like it a lot and so I decided to open this small spot in my blog devoted to Capcom’s hunting game without removing the HUD or the horrible watermarks if not in the main pic here above the headline (which is by the way 1024×576 pixel and NOT resized…). In the upper part of this post you’ll find my most recent grabs (latest progression in the storyline), while scrolling down you’ll rewind the storyline until the very beginning, so beware of possible spoilers! Enjoy.
SWAT for this collection: ‘broken’ console fixed, rewritten .ini files, ToggleHUD, custom FOV, custom gravity, no-weapon, Unreal Engine Tiledshot @ 8640p. Click here for the 1080p wallpaper.
I’m not used to puns, but the last couple of screenshots was worth of it. Click here for the 1080p wallpaper. Take a look at the whole collection in the container page.
A creepy visual from Half-Life 2, Ravenholm Chapter. Click here for the 1080p wallpaper. Take a look at the whole collection in the container page.
Although The Amphiseum being a very dark setting at full nighttime, it wins because of the ability to lit the whole environment up with moonlight and neons. Another thing this track does very well is the unique architecture. Some ship close-ups, with the background out of focus gave me some good vibes thanks to the whole track design. This means that during game and track design, coders at Studio Liverpool did not forget to gave any possible chance to the game photographer. Nice job guys.
Another landscape from Half-Life 2, now entering the creepy Ravenholm . Click here for the 1080p wallpaper. Take a look at the whole collection in the container page.
SWAT for this collection: ‘broken’ console fixed, rewritten .ini files, ToggleHUD, custom FOV, custom gravity, weapon-switch, Unreal Engine Tiledshot @ 8640p. Click here for the 1080p wallpaper.
The trip of the young summoner and her faithful guardians is almost at the end. After Mount Gagazet they’ll find Zanarkand ruins. Will Tidus be ready to see what remains of his beloved town? Meanwhile the unsent body of Seymour still manages to harden our heroes’ path. Will this be the last time the group faces the abomination? With this photo-set I was able to capture some beautiful landscapes and in-battle moments. I must say I’m quite happy with the full outcome. Don’t miss the next episode: in Mt. Gagazet caverns lie many huge and powerful monsters. These screenshots were taken via Pcsx2 emulation (Ps2 textures rendering x4, Hardware AAx3, 1080 vertical px) in 4:3 ratio (as the original game), but there are a few shots (mainly in-battle pics) I decided to cut in 16:9 ratio for a more cinematic effect (variable sizes). Click here for the container page, to see the whole collection to date.
SWAT for this collection: ‘broken’ console fixed, rewritten .ini files, ToggleHUD, custom FOV, custom gravity, weapon-switch, Unreal Engine Tiledshot @ 8640p. Click here for the 1080p wallpaper.










