TacticalElefant's forum posts

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TacticalElefant

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#1 TacticalElefant
Member since 2007 • 900 Posts
I agree, there is no justification for the crap being put out currently.
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TacticalElefant

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#2 TacticalElefant
Member since 2007 • 900 Posts
I'm sure Retro and Nintendo are contemplating a new Metroid game.
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TacticalElefant

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#3 TacticalElefant
Member since 2007 • 900 Posts
Not obsolete, but I enjoy 3 more than the other 2.
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TacticalElefant

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#4 TacticalElefant
Member since 2007 • 900 Posts


This is a good picture too. Take not of the self shadowing on the vehicles and the insane amounts of environmental bump mapping on the ground. Why does Nintendo not push developers to achieve these results? If the company really cares about quality control and such, they sure must have low standards for 3rd party games in order to get the 3rd party support. Remember Far Cry Vengence *headache*? That game could've SURPASSED the Xbox version easily, but it looked like a PS2 launch game. The potential is there, but very few companies are pushing themselves. I think a good idea would be for one of the major Wii developers, or Nintendo themselves to have a large "workshop" of sorts to show what can be done on the system, in particularly TEV programming education, that way games start to use what is there, instead of just avoiding it all together.
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TacticalElefant

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#5 TacticalElefant
Member since 2007 • 900 Posts
Capcom, Factor 5, Nintendo themselves all seemed to know how to use the hardware. Problem is that no games use every available feature. Hell only two games used S3 Texture Compression: Geist and Starfox Adventures if I remember right. I'm playing MP3 right now, and I must say that the game looks great and all, especially with the huge improvement in polygon and texture fillrates, but I'm dissapointed to see such minimal use in dynamic shadows and lighting as well as the little usage of bump and normal mapping type techniques. So far the only evidence of either I've seen is the GFS Soldiers with a bit of what appears to perhaps be bump map on their shoulder pads from the way light reacts. Sure I understand the desire to maintain the 60 fps framerate, of case which I haven't seen a single slowdown yet, even with these huge environments, but had they targeted 30 fps, how much more could've they fulfilled? It makes me ponder, especially as much polygons, texture maps, specular lights, and bloom lighting is being rendered at once. Also as high quality as the textures seem, it's definetly seems that they are actually using texture compression this time, which is nice, as it shows.
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TacticalElefant

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#6 TacticalElefant
Member since 2007 • 900 Posts

RE4:Wii has true wide-screen support and 480p over the GameCube no?Genexi2

Only graphical exception.

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#7 TacticalElefant
Member since 2007 • 900 Posts

But for some reason developers have the hardest time making pretty games on the Wii. Let's see Rogue Squadron II was a LAUNCH GAME for the Gamecube, with bump mapping, self shadowing, environmental shaders, and such but seems Wii developers are pretty stupid still. I wish Factor 5 would come back to Nintendo.

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TacticalElefant

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#8 TacticalElefant
Member since 2007 • 900 Posts

[QUOTE="Duckman5"]Ah f#&$ I got Rick Roll'd.lovetheblindone

Rick Roll'd?



LOL the white guy who sounds like a black guy. TOGETHER FOREVER, BUT NEVER TO PART.
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TacticalElefant

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#9 TacticalElefant
Member since 2007 • 900 Posts
I'm not all too impressed. Flat textures on the ground with no bumpmaps are not going to do it for me these days. Bad enough it's just another shooter, but idk, 32 player multiplayer is something to look forward too as most console games limit themselves to 16. I'm a PC FPS player and I like having hectic fragfests with tons of players.
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TacticalElefant

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#10 TacticalElefant
Member since 2007 • 900 Posts
Nintendo better make a harddrive or something, because until the non-volatile memory is expanded, downloadable demos are a no go.