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[URL]http://cube.ign.com/articles/510/510950p1.html[/URL]
and Tales of Symphonia.
Yay!
Only a snippet of a Zelda game looks at that quality.
I'd say that was fair enough if Nintendo's games were the most playable on the market, but I don't feel they have been either.
Again, a personal opinion :)
It's quite possible that I don't particularly like platform games all that much.
I would even go as far as saying Beyond Good and Evil is better than The Wind Waker. Maybe not as expansive a world, but the core game is better to play.
I personally think Nintendo are pushing the hardware as far as it can.
We all know if RARE were still on board we'd be not having this debate.
> To be honest though I don't need games to look that good... the
> gorgeous looking Resi 4, Zelda, Metroid Prime, Pikmin etc.... this is
> graphically good enough. It doesn't matter how better looking the
> X-box is.
The graphics are good, but the game would be so much more atmospheric with a lighting system like Doom 3's.
I just want to know why nothing even remotley like real time shadows have been done on the GC yet. It might be because it doesn't have a hardware stencil buffer meaning that Resi really is as good as the GC can get, but I don't think it is.
Surely someone out there will push the GC a little.
Nintendo haven't, Capcom haven't, no one has, and whilst I accpet the game will be good without it, it would be nightmare inducing with it :)
> Mise En Scene means, literally, 'things in scene', and it includes
> setting, costume, the actual look of the characters, and all the
> props/objects in the game. It's actually a cinematic term, but you
> could apply it to games, and in film it also concernes the lighting
> of a scene or a film.
I know, I studied Media too.
To be honest though I don't need games to look that good... the gorgeous looking Resi 4, Zelda, Metroid Prime, Pikmin etc.... this is graphically good enough. It doesn't matter how better looking the X-box is.
Though I'm looking forward to when Conker arrives so I can get one.
I think that it's these things that give Pikmin it's unique feel and impressive look, rather than the top quality of the graphics. They are good, don't get me wrong, they're just not particularly sophisticated or complicated.
Anyway, look at the lighting and shadows in this screenshot [URL]http://media.xbox.ign.com/media/482/482119/img_1946409.html?fromint=1[/URL]
That's taken from the Doom 3 Xbox conversion. That's what I mean by dynamic lighting effects.
Look at the shadows, they are being cast in real time from each light source in the frame. The gun picks up specular highlights from the yellow tinted light above it. There are high dynamic range glows around the lights. And the models are lit using per-pixel lighting using the Xbox's pixel and vertex shaders.
This is where computer graphics are heading and this is the first game to really put it to use. The PC version looks a damn sight better than this, but for Doom 3 to be performed at this level of detail on the current range of consoles is unbelievable.
My point is that I KNOW that the Gamecube can perform this is hardware too, I just don't know if it can do it at a sustainable frame rate, and I think that Resident Evil 4 would benefit greatly by having this type of lighting implemented.
It supports bump mapping (the technique used to make the models lit per-pixel, so why hasn't anyone used it to good effect on the Cube yet?
The graphics in Pikmin not only were detailed and lovely but there was also over 100 characters on screen at one time!
And I can't belive I forgot Rogue Leader and Starfox Adventures.
Pikmin also looks very good, in a simplistic sort of way, although it's probably more to do with the 'mise en scene' than with the actual graphics.