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Arius Dion said:
Boneitis said:
Arius Dion said:
One reason I never believed the "Wii can't handle this" from many devs (but in this particular case Capcom) is because Capcom has always, in my opinion, been one of the more capable developers.

I remember when they bought RE2 over to the N64 even though the FMV was said to not be able to be done on that format, but they did it. I think it was angel studios, they were great.

Also MH3 looks very impressive especially when you see it in person.

But most importantly the proof for me was Street Fighter Alpha 2..remember that game? For Saturn and PS1? Guess what system I got the game for....SNES. They ported a "next gen" (at the time) game on a 32 bit system to a 16 bit system with near flawless execution. I've taken my hat off to Capcom Japan.

RE2 on the N64 is a horrible example. There was no doubt the N64 could do FMV. Even the Gameboy Advance did it pretty well and that's basically a SNES. The problem was storage space which is sold at a premium on cartridges.

The SNES port of Street Fighter Alpha 2 was a mess. Its missing most of the frames, graphics are very pixelated, it loads several times before getting to a match and even to end a match, audio is low quality, etc. Its sloppy and is a piss poor choice compared to the Saturn and PS1 which were almost Arcade perfect. I'm a Street Fighter fan so I could still enjoy it. But You need to go back and take a look before you say "near flawless execution." Now put your hat back on.

Point being the N64's storage was an obstacle for the game which Capcom over came. Point being Alpha 2 was a port from 32 bit consoles to a 16 bit console and you're nit picking things like pixalated graphics? The game was not unplayable and was a great feat in and of itself. The main thing I was getting at is that Capcom is a capable company and skilled devs can find a way to convert games from higher spec machines to lower spec machines.

Keep your hat off

Well it wasn't a real obstacle in my eyes. Developers chose to save money and used small cartridges which were typically 8 or 16 MB. Capcom used the biggest cartridge available which was 64MB and rarely used. Capcom took a risk and it probably didn't even make a worthwhile profit.

I didnt' say SFA2 was unplayable. I said it felt sloppy. For you to say its "near flawless execution" is ridiculous. Don't boast about it being 32Bit game on a 16Bit console when the quality is so inferior.