Cant say I am impressed with the visuals, but its impressive that they actually ported the gamesCrazy to see that now all the atomiswve catalog is available to play at DC, and that actually boths systems has the same specs...
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Cant say I am impressed with the visuals, but its impressive that they actually ported the gamesCrazy to see that now all the atomiswve catalog is available to play at DC, and that actually boths systems has the same specs...
Cant say I am impressed with the visuals, but its impressive that they actually ported the games
Well I think both DOA2 and SC are better cases for proving that a version of VF4 could be done. I think both games kill it in pretty much everything, I dont see anything special in it's lighting and texturing. Character models are very very low polygon. Basically everything seems low poly. It sits somewhere between a PS1 and a DC game.I´m impressed with Force Five; i mean, yes SC and specially DOA 2 stomps it in some aspects, but Force Five is not a AAA game and wasn´t ecven released, and it makes some interesting tricks with lighting, texturing and character design. Backgrounds despite being designed with the primitive 32 bit method of being separated for the actual stages, they look detailed and with lotta real time 3d elements. It would nice if somebody around here shows some polycount numbers....Playing it has make me think of how feasible it would a VF 4 on DC (i know, with all the downgrades of the world).
Well I think both DOA2 and SC are better cases for proving that a version of VF4 could be done. I think both games kill it in pretty much everything, I dont see anything special in it's lighting and texturing. Character models are very very low polygon. Basically everything seems low poly. It sits somewhere between a PS1 and a DC game.
edit: On s econd thought it does have an interesting approach though in the visuals and has a cool art direction that has potential to grow. But I am not sure that in terms of pushing the hardware does anything remarkable.
Well I think both DOA2 and SC are better cases for proving that a version of VF4 could be done. I think both games kill it in pretty much everything, I dont see anything special in it's lighting and texturing. Character models are very very low polygon. Basically everything seems low poly. It sits somewhere between a PS1 and a DC game.
edit: On s econd thought it does have an interesting approach though in the visuals and has a cool art direction that has potential to grow. But I am not sure that in terms of pushing the hardware does anything remarkable.
Yes I agree that the DC potential were left untapped. I am very interested in both the Dreamcast and Saturn in that respect, what they could have produced if they lived a healthy life.This just reminded me how good SC and especially DOA2 looked on the system. That Atomiwise game looks good too, particularly for its time, but it clearly has less of a budget to work with compared to the other two.
That's something I always tend to keep in mind when looking back at Dreamcast especially in comparison to, say, PS2. We never really got a chance to see DC games with massive AAA production budgets behind them outside of early Sega efforts like the Sonic Adventure games, and closers like Shenmue and Shenmue II. A few 3P games too like the aforementioned Soul Calibur, Dead or Alive 2, Code: Veronica etc.
But a lot of other Dreamcast games were more around AA or A-level WRT budget. Many 3P publishers held back their budgets for AAA games on other platforms, namely PlayStation 2, and by the time that system was coming into not even its 3rd month in America (and not even a full year from its release in Japan), Sega basically scaled down support for the system when they announced they were leaving the business as a console maker.
So the system literally never got a chance to be fully pushed to its limits, because we never got more games of AAA budgets similar to Shenmue that came in those 3rd and 4th years where, back then, seemed like when you'd normally start getting the bigger AAA games from 1P and 3P games with more mature understanding of the hardware. To this day I'd say performance was definitely left on the table with Dreamcast; I think some of the 6th-gen games they released post-DC, like Crazy Taxi 3, Gunvalkyrie, JSRF...those games could've definitely been done on DC with little scaled back versus what we actually got. Same goes for Virtua Fighter 4; Orta might've been a bit harder hit if it were a DC game but I'm sure Sega'd find some creative ways to work with DC hardware limitations to make it work in inventive ways.
Yes I agree that the DC potential were left untapped. I am very interested in both the Dreamcast and Saturn in that respect, what they could have produced if they lived a healthy life.
It is a shame that we will never know. I think some people produced a homebrew game on tne DC that looked really good and had bump mapping but cant remember the name.
The DC's image quality and significant amount of VRAM were big advantages and I am sure it would have surprised us if given the time.
Even the Saturn had it's wow moments. Quake looked astonishingly good and was a technical marvel, VF2's high resolution visuals and high poly models came very early in the Saturn's life cycle and even though it lacked lighting in those two departments it competed well against Tekken 3's, and Fighter's Megamix looked outstanding (even though I think poly wise the models were a step back from VF2).
Considering how much developers invested on the PS2's capabilities despite not being a straightforward machine (producing crazy results like MGS2, DMC, ZOE2, Shadow of the Colossus etc), it makes you wonder what would have the Saturn produced if it was a commercial success and thus developers got smart with it's innards.
Come to think of it do we have Poly numbers of VF2's Akira and Tekken's Jin?
Edit: Well what do you know?
Gunvalkyrie on DC beta. Looks good:
And speaking of Quake, Lobotomy were wizards with Saturn hardware. That game and Exhumed/Powerslave were technical marvels plus also being very well-playing. Sega's business side was a complete disaster during the second half of the '90s because they should've purchased Lobotomy as an in-house studio given the results they showed. Same goes for Treasure. I get at that time major studio acquisitions rarely happened and companies like Sega (and Nintendo) preferred growing their talent in-house and hiring talent to join existing in-house studios, but seeing that Sony had already made a few purchases (Naughty Dog, Psygonsis etc.), and Sega were competing with them at the time, why not purchase studios that clearly had history with you as a company and even seemingly preferred your hardware over competitors? Stupid Sega of Japan xD.
They did. Visual Concepts.