the_dengle said:
And that's why I say "high"/"low" depends on who you ask in this case. N64 models were low-poly 10 years ago. Nowadays models that were high-poly 10 years ago are low poly. Xenoblade X was not made 15 or 10 or 5 years ago, it is being released in 2015 and it should be compared to its peers, not its ancestors. Skyward Sword character models far exceeded those in Xenoblade (even in Twilight Princess, a GameCube game, Link had a more detailed model than any Xenoblade party member), and I fully expect Zelda to blow Xenoblade out of the water yet again in this regard on Wii U. And Zelda will probably be in the mid-range of typical AA and AAA 8th-gen games. It's not a criticism of Xenoblade, it's a reflection of the dev team's priorities and it's fine. It has less to do with Monolith and with the Wii U combined than it has to do with the design philophies behind Xenoblade. The developers aimed for achieving a good look with relatively few polygons in their characters so that they would have more resources available for the environment. |
I kinda agree. I just don't think the character models are big enough to hinder the landscape much. so the lower than average quality for the characters could be just lack of experience from monolith.







