Far Cry from Crytek, can GC handle it.

There's an article on Gamesradar, where a member of Crytek mentions the A.I being non-scripted. Judging from the images shown in the article the graphics are on par with DoomIII and Halo2. The imformation that I've read on their website about their Poly-bump technology and it allowing them to produce charcters that look high poly when there not. This seems like something that would be a great benefit to GC development.

The amount of detail in Far Cry is amazing, but it leaves me some what dissapointed if the GC won't have this on its release list.

You guys should go check out the link I provided.

http://gamesradar.msn.co.uk/previews/default.asp?subsectionid=172&articleid=64833&pagetype=2
 
Far Cry was initially in development for PS2 and Cube but it seems those versions have been canned. Maybe we'll learn more at GDC. The basic technology however is doable on the Cube and Crytek was also working on a GameCube version of its Polybump tech at one time.
 
I'm personally wondering what Virtua Fighter Quest is going to look like.

It seems like the next-gen in game graphics is going to be characterized by heavy shading, self-shadowing, and more realistic looking object surfaces like metal, wood, fabric, etc. Halo 2, and Doom III to some extent, seem to be distinguishing themselves from earlier games by pulling that look off while still maintaining larger scale scenes and worlds.

For recent, real-time 3D graphics representation in games, I'd say the progression has been something like:

- Advanced, high-speed sprite scaling like Hang On and Space Harrier from AM2 in the mid-eighties

- Flat-shaded polys with a smooth animation and camera introduced around 1993 with Virtua Racing and Virtua Fighter 1 from AM2

- High-res, 60 fps 3D with texture mapped polys around 1995 in Daytona USA and Virtua Fighter 2 from AM2

- Perspective correct 3D with polygons using all sorts of texture filtering, mip-mapping, z-buffer, and other effects a year or so later in Super GT and Virtua Fighter 3 from AM2

- Larger scale and more detailed geometry with more pronounced usage of lighting, particles, and texture effects and variation with Shenmue in 1999 from AM2

The next major shift that will distinguish the "look" of the new era of 3D from the last will be the deeper and better lighting, realistic surfacing of materials, and the self-shadowing we're seeing now in Halo 2 screenshots. With AM2 having been the one to set the pace for so many of the past eras, it's only natural to think they could be the first to release a game that distinguishes the next. And while we haven't seen any evidence in that respect from AM2 yet, they suspiciously have a big project looming for release possibly before Halo 2 of which we still haven't had a peek of yet - Virtua Fighter Quest. I'm not saying Virtua Fighter Quest will fit that billing for sure and get the jump on the next-gen Halos and Dooms, but I wouldn't be too surprised if they did. Of course, they also have a new Outrun and some other projects due soon enough for release which we haven't seen yet, too.

Even if it is Halo 2 which changes the paradigm with polybumped detailing and heavier usage of more advanced lighting/shadowing schemes, I'm still pretty interested to see some of the finer details of Virtua Fighter Quest's graphics - like the animation and look of the fabric in the clothing on the Virtua Fighter characters. The series has always made exceptional strides in having the material fold, crease, ripple, flow, and animate well off the fighters' bodies, and Suzuki recently expressed his desire to see human flesh, skeleton, and muscle structure modeled better in games... in fact, one of the reasons he didn't include the sumo-wrestler Taka for VF4 was because AM2 couldn't saisfactorily account for the behavior when his rolls of fat were struck by blows from other characters.

It'll be interesting to see if AM2 made any significant progress in the behavior and look of the characters' bodies and clothing for Virtua Fighter Quest. The clothes will probably look pretty real, and if VF4 is anything to go by, the lighting could also be pretty killer too (VF4 arcade's lighting on the rooftop stage looked incredible, and in some ways has already set the stage for the newer era of lighting-heavy games.)
 
Lazy8s:

"Blah blah blah Sega ROX blah blah DC is teh best blah blah blah"

Shut up already... there's a reason why you were banned at GA.
 
I'm personally wondering what Virtua Fighter Quest is going to look like.

I want Virtua Fighter Quest to Virtua Fighter Kid Adventure, with all the comedy :) AM2 hasn't done much comedy, I thought they were pretty funny in the Saturn version, so I hope they expand on that. Games today need more humor :)
 
- High-res, 60 fps 3D with texture mapped polys around 1995 in Daytona USA and Virtua Fighter 2 from AM2

Daytona was 1993. That'd make your "one year later" quote more like "3 years later"

Whatever dude. Jesus, the world of gaming doesn't start and end with Sega.
 
Lazy8s said:
For recent, real-time 3D graphics representation in games, I'd say the progression has been something like:

- Advanced, high-speed sprite scaling like Hang On and Space Harrier from AM2 in the mid-eighties

[snip]

They might look good, but they were still only 2d games with a fake 3d look.

I would say that would actually be a step backwards from the true 3d (with lightsourced, colored and filled polygons) of the 1983 game “I, Robotâ€￾.
 
For me the reason I ask this question is, when a developers decides that they're not gonna bring a game to the GC they never give a good explanation for their decision. Its always just its the most powerful console, and that understandable but the gap between the two are minimal.

I think most should state the obvious, which is that they are more familiar with the hardware in the Xbox, since it is based on exsisting PC technology. This is why so many were suprised to see RE4 look as good as it does and be realtime. Most developers don't seem to even try to make the effort to make something that shows what GC can do.

So I come here where I know there's someone who could at least give me an educated guest. And the hope that ERP would answer the question since he has experience with GC dev kits.
 
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