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LordTheNightKnight said:
"And where exactly did I say that they are more interesting or relevant because they are in HD? The right context:"

One of the comments you quoted claimed they "arent possible on the wii technologically", which is bunk. It's not like Dead Rising.

Because HD is the only thing the Wii isn't capable of?

When I think of Uncharted 2 and - for what I know - Alan Wake, I'd be more concerned about streaming all that amount of data in background. Gears uses the multicore and multithreaded CPU to decompress the streamed data in background, and has enough CPU and GPU left for split co-op. There were interviews with the authors of Heavy Rain stating that they couldn't have done their crowd scenes without parallelizing their behaviour to the SPEs. Have you seen the videos about AIs in KZ2 having to deal with navigation in dynamically changing sceneries? That was pretty CPU intensive, as well. LBP without enough CPU power for the physics-based mayhem wouldn't be the same, and without a mandatory hard-disk, network infrastructure, patch system again it wouldn't be the game it is.

Maybe the Wii can do some of these things, in the right conditions, with the right compromises. But certainly it is not a first choice plaform if you already know you want to go in these directions. My posts were about how technology allows authors to push further, with more freedom, but I didn't mention resolution once.



"All you need in life is ignorance and confidence; then success is sure." - Mark Twain

"..." - Gordon Freeman