IGN: Resident Evil 4 was a beautiful GCN title. Rogue Squadron was doing things at launch that developers still haven't done on Wii. Why do you think that is? Are studios getting sloppy on Wii?
Julian: Yes. I'm so disappointed knowing exactly what the Wii can do -- and I still think nobody knows it better than we (no pun intended) [laughs]. I really have to say, boy, am I disappointed! They all have finally figured out, five years into the hardware's life cycle, how to do at least basic shaders and a rim light, but that's what everybody does.But I still don't see enough bump and normal-mapping, if any. I still don't see enough post effects, although you would have insane fill-rates with Wii. I don't see any of that. I was digging out Rebel Strike the other day and was looking at it, and we had some people who were visiting ask, "Why isn't anybody else doing this on Wii?" And I am at a loss. I really am.
Factor 5 seems to think the Wii is capable of better shaders and you gotta trust them since they made agruably the best looking Gamecube game in Rebel Strike.
Mario Galaxy looks awesome and its not just because of art direction. The Textures are extremely detailed, it Bump-mapping, spectacular lighting and advanced shading. If you have a pair of eyesyou can definitely see that in the latest trailers for the game from E3. What kind of shading is it? Who knows, but nice shading IS in the game and its not the basic shading that Julian from Factor 5 accused the other developers of doing with their lazy asses.
Log in to comment