mech:
Please, explain to me again how that's meant to look so amazing. I'm yet to see this "50 NPCs", let alone with that much detail anywhere. Post some pics rather than these goddamn face pics.
I don't have access to any collection of screenshots. I'm just using the pictures that people have already dug out in another thread.
The Shenhua face pic is used simply because it's one of the few representations of the game where its scale was optimized to be at least slightly more conservative and screenshot friendly than normal. Just like with any game that takes place in large, open spaces, screenshots which focus in on small sections will look unflattering when not optimized to just that specific region. Wouldn't be too hard to make Grand Theft Auto 3 look a lot like a PSone game in screenshots showing only zoomed in views and isolated parts of the city blocks. However, anyone that's played GTA3 knows that the impressiveness comes partly from the scale of it all - the crowds of people all reacting to the chaos, the larger views of the city, etc.
I was confused at how anyone would not find Shenmue at least somewhat impressive, but I've begun to realize that some of you probably haven't played through the game and visited those locations from the way you've been referring to them. For instance, in that very unflattering Shenmue shot above with the Jamaican guy kicking in the air, all you're probably judging it on is the blocky-looking proportions and the laughable texturing on the shoe's sole. When I see that screen, though, I'm reminded that he's that one guy operating that little hot dog truck on the opposite end of the massive Harbor area at which you can turn around to see a large cruise ship docked at the other end, several warehouse districts to all sides, and a gigantic steel rig overlooking a picturesque view of the ocean (complete with seagulls flying above and pigeons scattering about). Those are the details you'll see when you're moving the character around, but the game obviously lowers the camera angle and zooms in on isolated parts of the environment when you're conversing with someone, like in that pic.
Unfortunately, almost all the screenshots I've ever seen taken of the game do a poor job representing its scale. The shots usually either show him talking to someone (the camera gets pulled in to an isolated view of the surrounding area) or fail to show what the engine really allows.
AM2 improved the engine for the sequel to allow up to 50 NPCs on screen at the same time; they wanted to better convey the busy and crowded culture in Hong Kong. While you won't usually see anywhere near that many people all together, the possibility does exist that they could all bunch up like that since they roam about with autonomy from one another. In the Thousand White Qr. near the Acrobat fighter, in gambling establishments, in street fights, at the dojos, and in some of the busy cafe districts, you'll often see upwards of thirty or more characters at the same time. If you really wanted, you could plug up a main pathway, pull up the item menu, and just sit back and watch for about twenty minutes as passerbys start to fill up behind you on their way to their destinations. I once caused this by accident and saw around 40 characters together.
To do justice to games of this scale, fly-bys and panaromic shots do best to show what's truly going on, and the Shenmue series has tons of these. In fact, in one particular scene, I was absolutely floored when Ryo was practicing a Tai Chi routine outside a cave in Guilin during the breaking of dawn. He was standing near the edge of a cliff, and the game's sweeping camera pulled out to reveal this immense valley formed from steep mountain ridges on all sides and a beautiful waterfall just out in the distance. You could see all the incredibly detailed terrain and long views all together, and it reaffirms to the player that those are the kinds of scenes that best convey the visual intent of the engine.
And there are so many views like that which you get throughout the game while walking around or entering a new area. They convincingly deliver the crowded and bustling feeling of the Hong Kong streets, the majestic feeling of the mountain regions in China, and the towering scale of the walled city - Kowloon. Even the indoor locations are surprisingly well-lit and moody. These screenshots you've been looking at show primarily limited views of Ryo conversing or shots of specific characters.... I'd really suggest you play through some of the areas in each game if you truly care to understand why some people find it impressive and even consider it a benchmark in some respects.
Phil:
Lazy8s, have you even seen D&J in action or are you basing your arguement of screens?
No, I've seen it some. I definitely agree with you that Jak and Daxter is most impressive in many ways, especially when you get a view where you can look out across a big stretch of the level (like when you can look out over the village in the beginning like Marconelly mentioned).
As Marconelly already pointed out, J&D might have those cartoonish graphics, but if you look at them closely, the amount of varied textures in most sceneries is quite amazing. If you really can't find anything about the texturing, I strongly suggest you play the game from start til scratch...
I'm not sure how anyone can deny that the game is very sparsely textured. The textures that are there are quite nice, but the overall look has a distinctly flat-shaded, cartoonish style to it.
BTW; what's your arguement anyway? That if Silent Hill 3 were placed in a city scenery with as many characters as seen in Shenmue, it wouldn't look better or what? Somehow I missed the point of this discussion and I would greatly appreciate it if you could lay me in on what you're exactly arguing. Thanks...
In the beginning, I was mentioning how I felt the Silent Hill 3 characters looked very well modeled, but could stand to use a more realistic dispersion of skin flushing. Example:
http://www.playscope.com/fichiers/photos/1571/sh3_041.jpg[/quote]
I did bring in an example from Shenmue which I felt showed improvement in the specific characteristic I was talking about. The discussion inevitably turned into people discrediting Shenmue's overall graphics, though. So, in the midst of talking about some other games with great graphics (Silent Hill 3, Jak and Daxter), all I've been trying to do is point out the things that still makes Shenmue look great when you see it running.
Changing topics now, thanks for the explanation about the appearance of skin, Laa-Yosh. Yes, that natural translucency was the appearance I was nitpicking on, and something I felt the texture work on the Shenhua face gave a better illusion of (even though neither game was performing SSS or even employing a separate effect to fake its appearance). Those models you posted show how the true effect combined with a host of other elements (lighting, highlighting) can allow skin to start looking more natural.