Play4Fun said:
curl-6 said:
TheLastStarFighter said: I've had similar thoughts to this at times, but I'm not sure that it's true. NES: Nintendo really pushed the boundaries of 8-bit development here. SMB3 did some some pretty awesome stuff. Games like Zelda and Metroid also pushed what a game could be. Other games like FF3 and lthe N64 and were at the cutting edge of game tech during these years. You could also include Goldeneye for being groundbreaking. GC: I would call Zelda:WW the benchmark. Wii: SMG and Xenoblade were the games that pushed the system the best. Wii U: To date, the best presentation is SM3DW. In summary, I think that Nintendo actually does push the limits of its hardware. I think lately they are really missing the skill of good third party support that can make games with different themes and presentation that can push the system, but overall Nintendo has frequently made some pretty ground-breaking titles. Even if sometimes they were exceeded at some point by a 3rd party game, it's not necessarily for the better. A game like Doom on SNES may push the system beyond its limits, but I don't really think that's a good thing. Programming within the limits can give you a better result, and sometimes takes more true skill. Nintendo has often pushed their own systems tech - I'd like to see that a little more with Wii U. Mario and Zelda games should really be ground breaking. I'm hoping for something good with Zelda U. |
I never said Nintendo doesn't push their console's tech; they obviously do, every one of their consoles except Wii U has multiple first party games that push it. It's just that other devs push them harder.
The Conduit games and Jett Rocket are doing more high-end effects than SMG or Xenoblade, (normal mapping, dynamic global lighting, depth of field, interactive water physics, etc) and as gorgeous as 3D World looks, its not pushing textures, lighting, effects, AA, etc to the same level as Trine 2 Director's Cut.
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Yeah... neither Conduit nor Jett Rocket make as impressive a use of Wii's hardware as Xenoblade.
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Xenoblade made great use of Wii's RAM to create massive environments.
But Jett Rocket/Conduit had normal mapping, dynamic global lighting, depth of field, interactive water simulation, multilayered shaders on almost every surface...