Khuutra on 12 April 2010
| bdbdbd said: @Khuutra: That's what you can produce when the player don't have control over the camera. You can have virtually rich environments because the designer is in control of what is seen on the screen. And because of the same reason, your objects can be partial models because the player will never see the hidden side of the object, unlike in a game that has free roaming camera. Where there was lots of light and detail, there wasn't enemies, but where there was enemies, black was used more. I was actually thinking about Perfect Dark, not Goldeneye, but the difference isn't that big. In any case, in both of the games, the player had control over the camera, which means you have less resources to use on a single object. For the record, i'm not saying that SK didn't do any improvements - just that the improvements were minor at best. |
I suppose I will just have to agree to disagree, here. The 14th century version of the Oublie Cathedral was miles beyond anything the N64 could have rendered, fixed camera angle or no.







