selnor said:
Are you kidding me? Rebel Strike had nowhere near the scale of Halo 2. Nowhere near. I started withh GC last gen, it was lasst gen I left Ninty. I finished Rogue leader on a chipped GC I bought to play US games cause I couldnt wait for UK release. I played Halo about 9 months after that, and was very clearly blown away at that time. The sheer size of the levels, structures and draw distance was clear. RS2 RL wwas a fligt sim that wile looked good clearly lacked any sort of scale comparison to Halo. |
You are wrong. Rebel Strike pushed 20 million polygons at 60 FPS with fully bump mapped characters, high level lighting effects, accurately mapped, detailed dynamic shadows, dozens of enemies diverse enemies on screen at once that had there on A.I. with a draw distance scaled more than ever multiplayer map in Halo 2 combined.
The best that any game on the Xbox did was 12 million polygons at 30 FPS with a few moderate effects.
These are facts, not opinions.
The devs tried to port it to Xbox but it couldn't run it without severe downgrades, so they scrapped it.




Just look at the shadows that the wings casts on themselves.
http://cubemedia.ign.com/cube/image/roguesquadron3_073003_02_640w.jpg







