By using this site, you agree to our Privacy Policy and our Terms of Use. Close
d21lewis said:
You're looking back at it with historical knowledge. A lot of Nintendo's games either set or raised the bar at the time of release. Sometimes, they were exceeed later. Examples:

Nes: Super Mario 3 pushed the Nes so hard that it needed a built in chip (called the MMC3) to run the game. According to Nintendo, the bottom screen was actually a split screen.

Super Nes: Again, Yoshi's island needed the SFX chip to pull off the effects. Rolling environments, scaling and rotation, polygonal effrects. Not an easy feat on the 16-bit console. DKC had the rendered sprites but Yoshi was pulling off effects that Donkey Kong wasn't even attempting.

N64: Wave Race and its water effects were never equalled during the entire gen. Majora's Mask was running side by side with PS2 games and, while not as impressive now, looked absolutely stunning among other games. It required the Expansion Pak to run *just like DK64

Gamecube: Twilight Princess went head to head with RE4 for the graphics crown on Gamecube. It was even a launch title for the Wii with virtually no upgrades and still praised for its graphics. Again, standards have changed so what impressed then doesn't impress now. We focus on different things.

Wii: Mario Galaxy? Metroid Prime 3? Skyward Sword!? Brawl!?

-As an FX chip powered game, Yoshi's Island was still surpassed by Doom with its textured 3D environments.

-RE4 had better textures, animations, and effects than Twilight Princess.

- Mario Galaxy and Prime 3 are indeed technically strong titles that easily make the top 10 in terms of pushing Wii. It's just that the Conduit games and Jet Rocket use more processor-intensive tricks.

-Ok, this is the third time its been brrought up, so I have to ask; what's so technically impressive about Skyward Sword? Sure, the watercolour filter, water effects, and some of the bosses are nice, but the textures are blurry and there's little in the way of shaders.