Well, they didn't do it on Xbox, either. It's not like Battlefront, Prince of Persia, and Mercenaries were replete with bump-mapping, DX8 water effects, and per-pixel lighting in the Xbox versions. I really don't think this has to do with manufacturer support; it's just economics. You've got more to program, more to debug, and more variance in content across the 3 versions, thus increasing development time (Ubi was stretched thin enough with 2 versions of Chaos Theory to not warrant giving the Cube a unique gfx engine as well). Why bother when people will buy your game without those things? Cross-platform games sell fine on the Xbox, and more sfx probably wouldn't help them much. Why take the trouble to do a bunch of extra stuff for the Xbox and Cube versions when it won't make you any more money? I mean, that'd be like making a toilet breakable or something.
The Xbox games that take advantage of the hardware are almost without exception exclusives. Cube doesn't have many exclusives, which is why it seems like hardly anything pushes the Flipper.
The Xbox games that take advantage of the hardware are almost without exception exclusives. Cube doesn't have many exclusives, which is why it seems like hardly anything pushes the Flipper.
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