OK, uh... just a few things...
First off, about roundedness in F-Zero GC.
Take a close look at the track in these shots:
And the halfpipe and cylindrical tracks:
And if you want to talk about rounded cars, look at these:
For one thing, it looks like just like F-Zero X, most of the game's poly budget is in making the track itself look as smooth and rounded as possible. I swear, FZX has to be using HOS of some kind...
Other tidbits...
Looks like the yellow things on the track that someone thought might be pickups... are just 3D versions of the good old boost plates, that were just yellow arrows flat on the track in FZX. Also the speculative 'shield' is when the ship is blinking pink, right? That's the good old critical damage indicator When your power is low, a (much quieter than some other games) siren starts up, and the ship blinks... the closer to 0 power, the faster you blink and 'beep'. And the big sparkly effects around the ship are definitely boosts.
Johnny Awesome: You are so anti-Nintendo it really sounds ridiculous.
He didn't in the first place. In fact, in Sonic Adventure 2, if you look at Sonic from the side, he looks effectively identical to the old sprites used in the Genesis 2D Sonic games.
Er... so? Who fucking cares? Honestly! Things like saying the FLUDD should have been on the C-Stick.. WHY? You can in fact move one way and shoot another... if you hold L, you strafe, so you can shoot forward while moving sideways, and up and down on the stick let you aim... well, up and down. I bet you didn't even know that.
And actually thinking of async Mario/FLUDD controls, I have to look back at Luigi's Mansion - that game did in fact have a dual-analogue control setup, and quite frankly, it was very, very awkward to use. I tried it for half an hour, it's frustrating. Mario Sunshine would've been basically the same thing - extra frustration for functionality you really don't need.
And finally a former PS2ite friend of mine recently got a GCN because he enjoyed its games so much when I brought mine over. He's currently addicted to Metroid Prime - and OH SHOCK HORROR GODS NO he used to be a big TimeSplitters/2 nut, using dual-analogue in that, and it took him FIVE BLOODY MINUTES to get the hang of Prime's controls. He likes them. I think the big difference between people who think Prime should have dual-analogue controls and the people who like Prime's controls as-is mostly involves whether people actually USE the jump button or not... try jumping a few times in Turok:Evolution, if you want to get a feel for how much it sucks with DA. Even in HALO I stick to the ground, it's just plain awkward to jump with DA controls.
First off, about roundedness in F-Zero GC.
Take a close look at the track in these shots:
And the halfpipe and cylindrical tracks:
And if you want to talk about rounded cars, look at these:
For one thing, it looks like just like F-Zero X, most of the game's poly budget is in making the track itself look as smooth and rounded as possible. I swear, FZX has to be using HOS of some kind...
Other tidbits...
Looks like the yellow things on the track that someone thought might be pickups... are just 3D versions of the good old boost plates, that were just yellow arrows flat on the track in FZX. Also the speculative 'shield' is when the ship is blinking pink, right? That's the good old critical damage indicator When your power is low, a (much quieter than some other games) siren starts up, and the ship blinks... the closer to 0 power, the faster you blink and 'beep'. And the big sparkly effects around the ship are definitely boosts.
Johnny Awesome: You are so anti-Nintendo it really sounds ridiculous.
Johnny Awesome said:Sonic doesn't look 7 years old anymore either.
He didn't in the first place. In fact, in Sonic Adventure 2, if you look at Sonic from the side, he looks effectively identical to the old sprites used in the Genesis 2D Sonic games.
Johnny Awesome said:There still seems to be an unwillingness to evolve beyond using simple control schemes
Er... so? Who fucking cares? Honestly! Things like saying the FLUDD should have been on the C-Stick.. WHY? You can in fact move one way and shoot another... if you hold L, you strafe, so you can shoot forward while moving sideways, and up and down on the stick let you aim... well, up and down. I bet you didn't even know that.
And actually thinking of async Mario/FLUDD controls, I have to look back at Luigi's Mansion - that game did in fact have a dual-analogue control setup, and quite frankly, it was very, very awkward to use. I tried it for half an hour, it's frustrating. Mario Sunshine would've been basically the same thing - extra frustration for functionality you really don't need.
And finally a former PS2ite friend of mine recently got a GCN because he enjoyed its games so much when I brought mine over. He's currently addicted to Metroid Prime - and OH SHOCK HORROR GODS NO he used to be a big TimeSplitters/2 nut, using dual-analogue in that, and it took him FIVE BLOODY MINUTES to get the hang of Prime's controls. He likes them. I think the big difference between people who think Prime should have dual-analogue controls and the people who like Prime's controls as-is mostly involves whether people actually USE the jump button or not... try jumping a few times in Turok:Evolution, if you want to get a feel for how much it sucks with DA. Even in HALO I stick to the ground, it's just plain awkward to jump with DA controls.