Darth Wong wrote:
I suggest a visit to an optometrist. Halo2 looks fuzzy; the edges of objects are blurry and indistinct. Object detail is weak. Comparing it to Doom3 is like comparing VHS to DVD.
Your right, it doesn't really compare as far as shear polygons or detail. But the larger budgets and greater art staff of console game makers give a distinct advantage in the area of art design. Take Final Fantasy IX for example. Here is a game pushing almost zero polygons, with static backdrops and yet it looks fantastic because of its animation and art design. Want something more recent? Try Kingdom Hearts. It may not compare in sheer polygons, but I'd love to see that kind of animation and art design on a PC.
You must be joking. PC players can set up hotkeys up the wazoo. And as for vehicle control, Halo's scheme sucks; it does not separate turret aiming from navigation.
Actually, I just meant that Halo created a slick control scheme for a console game and I wasn't comparing it to the PC version. They had less to work with and they did a great job.
Let me say this again: nothing will beat a mouse/keyboard on a PC for FPS and certainly not for RTS. However, there are certain games that lend themselves better to a gamepad and as time goes on I think that control schemes on consoles will become more evolved.
I've played Halo on the XBox, and it's not an amazing experience. The combat elements are mundane; it's the story that makes it worthwhile, not the gameplay. Some of the level designs are insanely repetitive, by the way.
Matter of taste eh? Anyways, Halo's level design is hardly a knock against console gaming. It's common knowledge that Halo was rushed at the end to meet the Xbox launch; I have much higher hopes for Halo 2.
Actually, I've found that console game designers play it safe and there's no innovation to be found in that market. Just bigger and flashier iterations upon a few "tried and true" themes.
The barrier to entry for console development has caused some of that in the past but with the skyrocketing costs of both console AND PC development, both sides have to secure major funding before they can make a game. These days the publisher’s really only want sequels, so it hurts innovation. Did you read the recent interviews that Carmack and Warren Spector have given about this topic? They seem to believe the PC is seeing lack of innovation as because of barriers to entry and Warren Spector thinks that consoles may be where the MAJORITY of the innovation is happening today (aside from the mod community). The reason being simply that with the bigger audience, console titles have greater chances at success. Once a developer has a good hit under their belt they can get a lot more freedom to innovate.
Look at some of the games being developed for consoles right now. Fable, BC, Oddworld 4, Metal Gear Solid...I doubt you can argue that these games show or showed some incredible innovation in game design. Or how about this:
http://www.gamespot.com/gba/adventure/b ... ag=mp_2to9
Lately I think it is the PC that is guilty of flashier sequels with little substance (did anyone play Unreal II?).
The wild card here is mods; mods have the potential to innovate on the PC with Counter-Strike being the most famous example. There is no way in hell I am going to downplay the importance of mods, but remember that aside from Counter-Strike, we haven't seen a lot of innovation there either lately.
Seriously, I think you need to get your eyes checked out.
*laugh* Okay, you're right. Sudeki doesn't technically compare to Doom III. But the art design is still some of the most fantastic I have ever seen.
If consoles are to evolve, they will have to become more PC-like. They're already at the limits of what can be done with the current paradigm, and simply amping up the graphic resolution and CPU power won't change anything.
True that we aren't seeing the kind of game evolution that we saw in the jump from 2D to 3D, but as we get more memory and faster CPU's we can create more and more interactive worlds without necessarily reinventing the wheel. Yes, I want more innovation in games but with rising development costs now pushing $10 million for the average game, this isn't going to be easy unless we can get more and more indie publishers out there that are willing to take some risks.
A fucking $200 game which comes with its own dedicated controller in order to address the X-Box's shitty control scheme? If that's the wave of the future, you're fucked. The last thing you need is a shitload of ridiculously expensive games which come with their own dedicated controllers.
Lol, Mike you aren't getting what I'm saying. I would never BUY Steel Battalion. But I do admire it for its innovation and I think the developers had a great idea, they just didn't get the implementation down pat. Doesn't mean we should fault them for trying now should we? Perhaps the key here is to design controllers for consoles that work with different genres. Gamepads will work with most games, but you can get a steering wheel setup for racers, flight stick for flight sims and a SB controller for mech games. I think that if Capcom had announced, say, FOUR games from different developers that would work on the SB controller, then maybe it would have had an even better response.