Here my response I posted at GAF:
10. Ico
9. Metal Gear Solid 2: Sony of Liberty
8. Onimusha 3
7. Ratchet & Clank: Up Your Arsenal
6. Final Fantasy X
5. Gran Turismo 4
4. Zone of The Enders 2: Second Runner
3. Jak 3
2. Metal Gear Solid 3: Snake Eater
1. God of War
I can't believe
FFX made this list. The game looked graphically weak even when it was first released!
I'm also surprised they kept
MGS2 on the list.
What was the point of having both
Jak3 and
R&C. They should have gone for just one. I would have included
Jak3, great animation, lots of geometry, draw distance, high frame rate, 480p, consistent art direction.
I'm surprised
Silent Hill 3 is missing. This game had great art direction.
Also surprised about
Burnout 3, which is an amazing game technically on the PS2.
ZOE2 has great effects and loads of polys, but the environments are so bland.
Onimusha 3 is good but no graphics powerhouse.
Here's my list:
10.
Soul Calibur 2 (not seen Tekken 5 yet)
9.
God of War
8.
Ico
7.
Jak 3
6.
Primal
5.
ZOE2
4.
Silent Hill 3
3.
Burnout 3
2.
GT4
1.
MGS3
Why:
10. God of War
Framerate, 480p, geometry, textures, animation, streaming.
9. Soul Calibur 2 (not seen Tekken 5 yet)
Framerate, 480p, animation, art direction, effects.
8. Ico
Art direction, lighting
7. Jak 3
Framerate, animation, 480p, geometry, draw distance, streaming.
6. Primal
Art direction, textures, lighting, 480p, draw distance, streaming.
5. ZOE2
Effects, geometry, framerate (480p using Blaze VGA hack.).
4. Silent Hill 3
Art direction, textures, lighting (480p using Blaze VGA hack.).
3. Burnout 3
Framerate, 480p, geometry, effects, physics.
2. GT4
Framerate, physics, art direction, lighting, 480p, geometry.
1. MGS3
Textures, art direction, lighting, effects, framerate (480p using Blaze VGA hack.).
Framerate = Does the game run at 60fps. How smooth is the framerate, does it fluctuate.
480p = Does the game use a full height back buffer and output a 480 line progressive scan image. This effects image stability, clarity and vibrancy.
Art Direction = Character design, location design, palette choices.
Textures = Quality of textures, variety of textures, application.
Lighting = Light sources, shadowing
Geometry = Polygons on screen, complexity of models, environment
Effects = Fire, water, smoke, explosions, particles, filters, etc
Animation = Character animation, how smooth.
Physics = Does the game use real time physics to change what you see on display.
Streaming = How does the game load, does it stream the data as you play with no levels.