"No, just no. It really doesn't work like that. If you think it does, take a Quake 4 map and try to import it into Quake 3."
Quake 3 and 4 are games made from those engines, not the engines themselves. And the level editing features are not indicative of what en engine can do.
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In order to make the game for the Wii, they would have to do the following:
* New control scheme-- requires game designers and programmers
* New HUD/Menu interface-- programmers
* Asses the difficulty with the new control scheme-- game designers
You're kidding. Capcom made it clear RE5 uses the SAME control scheme as RE4 (source: http://www.1up.com/do/previewPage?cId=3142140&did=1). Didn't you know that? Just because the game isn't the same doesn't mean the work magically has to be done ALL OVER AGAIN, which is what you are basically implying here. Even a few new kinks would just mean a fraction of the workload you are claiming.
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* Scale down every texture-- requires artists to remake every texture
* Scale down every model-- requires artists to remake and unwrap every model again
Engines do half that work already. Just because you don't believe me doesn't make the work as hard as you claim.
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* Loss of things like cloth tech and other next gen features-- programming and some art to make up for the lost feature
Those would be reduced, not lost, as cloth and teeth are in 6th gen systems, so they would certainly be in a Wii game.
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* Lighting-- This one is a guess, but artist or level designers will have to rethink any dynamic lights and just how important they are.
You think the Wii can't do dynamic lighting? Last I checked, developers told us it could. I do know Capcom said daylight vs shade would be part of the gameplay. But that doesn't mean the Wii couldn't handle it. They could just do the same thing Halo 3 did, drop the resolution a small bit.
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* Enemies on screen-- We've already seen videos of many enemies on screen, more than RE4. The Wii won't be able to handle all those enemies and encounters will have to be changed involving game and level designers.
The Wii is STRONGER than the Gamecube. That would mean graphics at the same level of the GC version (if it came to that), COULD handle that many, as memory and resources would be freed up to handle the extra models and AI.
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* AI-- requires programmers and a good amount of work.
AI is AI. You don't have to do it over again, just because a system has less power. You simply reduce as needed, or allocate resources to make the same amount fit (see point above).
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* Engine-- I know the engine is already made to work for the Wii but that doesn't mean it would be a seamless port to the Wii so that means more programmers.
I didn't "seamless", or synonym of it. You think that somehow this port has to be seamless, when that has NEVER been the purpose of ports? That may be a goal for some developers, but that is not the general purpose of a port.
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* Play space-- I don't know for absolute sure that the play space is too big for the Wii, but once again I know that Capcom will push the 360 and PS3 so it's a safe assumption that the spaces will be too big for the Wii. Rethinking that will require game and level designers.
Do you mean disc size or memory? If the former, it certainly can, since the Wii uses full DVD9. If the latter, then well I already discuss that in the other points.
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* Scale down character models-- requires artist
Even if they remake it from scratch (unlikely, since the engine does half the work), the HD versions cost MORE than it would be for the Wii. That's what you don't seem to get.
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If you look at that list you will notice it is a huge list, much larger of a list than any simple port. That list requires a full team, large amount of time, and a large amount of money.
Did I claim this would be a "simple" port? I did NOT. A simple port would be on a system of equal or greater power. I know they would have to do more work. You just seem to think that remaking from HD to SD magically makes it more work than nearly every downgraded port before.
A flashy-first game is awesome when it comes out. A great-first game is awesome forever.
Plus, just for the hell of it: Kelly Brook at the 2008 BAFTAs