Nick Laslett
Regular
I like particles. Whole games can look fancy just with judicious particle use. Naff particles can really make a game look bland too. Smoke and fire that looks like so many billboarded textures just detracts from the experience no matter the game.
As soon as I read the first post I thought of particle effects.
Criterion claimed that it was the EDRAM in the PS2 that made the particle effects in Black & the Burnout games better on the PS2 than the Xbox. Kind of ironic the situation is reversed this gen.
I also thought of ZOE2, already mention Nesh. It is a shame this game isn't better know, the particle effects were insane.
Good posts by nAO, Fran and Falada explaning some of the benefits of EDRAM.
I only played the demos of Lost Planet or Dead Rising. I never thought these games looked very good. Maybe it is just the art style I don't like, they didn't seem technically impressive to me. I've never thought of Capcom being very technical capable. I remember meeting the Criterion guys around the time of Devil May Cry's release and they were joking about the fact that Renderware could output 3x as many polygons, but Capcom had turned them down to develop their own engines instead. They had egg of their faces when the Sony benchmarks were released for DMC and Burnout.
The UE3 engine is definitely a blessing and a curse this gen, as already pointed out. I wonder how the CELL optimisation of UE3 will turn out? GeOW arrived at just the right time, nothing on the PS3 comes close to looking as good. A lot of that is to do with the textures. I was surprised that Insomniac was not able to get texture streaming in place for Resistance. That explains why the textures look sub-Black on the PS2. Resistance comes off very poorly when compared to Black let alone GeOW. They have got their texture streaming tech running now for Rachet & Clank.
Will Epic continue to refine the UE3 engine for the 360, or is it essentialy done now?