Stats87 said:
silverlunar777 said:
Stats87 said:
O-D-C said: Nintendo follows a trend with its consoles, one is a revolution the other is perfection.
NES was the revolution, with the D-Pad and brigning back gaming. SNES was the perfection of 2-D gameplay. N64 was the revolution into 3D gaming. Gamecube was the perfection of 3D gaming Wii was the revolution with its motion sensing controller.
so Wii 2 should be a perfection console, perfecting what the Wii does and fixing some issues. |
since when?
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I don't think you get what he is trying to say.
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I'm pretty sure I do, but he worded it in such a way that implies the Gamecube is the all-aroud best 3D console.
However, even just including Nintendo consoles, the Gamecube was far from 3D perfection
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Actually, I've been saying what O-D-C is saying for years
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He obviously didn't mean that we would never get better 3D graphics than the Gamecube. Just as he obviously didn't mean the SNES had the best sprites (as many indie PS2 games proved, let alone what we're getting this generation).
What he meant was, twice in a row, we've had one generation that 'introduces' a graphical style, and one that 'perfects' it. Allow me to explain:
While by no means the first game system, or the first sprite-based game system, the NES introduced the idea of having a world within a game (rather than just 5 sprites running around on a single, black background). However, with its' limited power, we generally had to make some extrapolations to be drawn into the game. Many times, our characters went without faces, or we got flickering and slowdown with even a moderate amount of action onscreen. With Zelda, we had the introduction of the 'videogame overworld'. It was revolutionary. However, we had a few green-and-brown dots for a main character, there were no NPCs in the main world (only in shops/caves, etc), there were only a couple of models, and they only said three to four words. Rarely did you see more than one or two enemy types onscreen at once. When you reached the side of a screen, it took several seconds to generate the next area.
By contrast, with the SNES, we had easily-recognizable characters when we looked at a sprite. With Zelda, we could easily tell 'Hey, look, I'm an elf with a sword!'. It drew you in much more nicely. There were full towns you could explore, with characters full of personality, sidequests, and character. There were dungeons you could discover and explore that had NOTHING to do with the storyline, which served only to give you an extra piece of heart or bomb expansion. Loading the next screen was near-instantaneous. There were weather effects, tons of enemy types onscreen at once. Guards, octoroks, evil statues--very varied battles, always. And then there was a certain screen-filling blue pig at the end, which was breathtaking at the time. A refinement of all the concepts the NES introduced.
Likewise, the N64 (and the Playstation) introduced the general gaming community to the concept of '3D'. It had been done before (even on the SNES), but it was the first system to be focussed around it (most Playstation games were sprite-based at the time). We were able to run around in 360 degrees, and we could do things never before possible in games. However, there were often tradeoffs. Often, textures were very blurry, and there was usually little in the way of 'intelligent' enemies, or many objects in the gameworld that were unnessential to the gameplay. For example, the castle in Mario 64, revolutionary as the game was, was pretty barren. Every once in a while, you'd run into a toad (who only popped in when you were literally right beside him), but otherwise there was literally no other living thing in the place.
In contrast, the GameCube generation allowed for much, much more. For a direct comparison to the castle, let's take the island in Mario Sunshine. We had a large, vibrant, colourful, animated land, with plenty of NPCs who would offer you quests, get pissed when you jumped on them, and just gave it an atmosphere. Sound familiar? All this in addition to the more complex, fully-navigable-by-jumping-on-rooftops environment, sewer system that was accessed without any loading, and tons of little secrets hidden in every corner, and you really have 'perfection'.
So you see, he wasn't saying that the GC was the epitome of 3D graphics, but that its' generation was where they took the raw elements introduced previously and refined them into something great.