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Post by Feynman on Sept 30, 2014 14:37:45 GMT -5
The first Wild Arms game used really basic 3D models during battle, but they had ridiculously elaborate shadows. They matched the characters and would react to lighting from spell effects and such.
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Post by PooshhMao on Sept 30, 2014 14:45:36 GMT -5
What I don't get at all is that Doom 3 BFG edition dropped shadows cast by using the flashlight, which the original had. That doesn't make any fucking sense.
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Post by kal on Sept 30, 2014 22:07:19 GMT -5
What I don't get at all is that Doom 3 BFG edition dropped shadows cast by using the flashlight, which the original had. That doesn't make any fucking sense. Wasn't the BFG edition originally made for consoles?
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Post by The Great Klaid on Sept 30, 2014 22:15:43 GMT -5
The first Wild Arms game used really basic 3D models during battle, but they had ridiculously elaborate shadows. They matched the characters and would react to lighting from spell effects and such. I never even thought about that. I noticed them, but I never realized how impressive it was.
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Post by wyrdwad on Oct 1, 2014 13:55:13 GMT -5
The first Wild Arms game used really basic 3D models during battle, but they had ridiculously elaborate shadows. They matched the characters and would react to lighting from spell effects and such. I never even thought about that. I noticed them, but I never realized how impressive it was. I loved the shadow effects in Wild Arms 1. The battles were pretty unimpressive-looking to me otherwise due to the extremely rough models, but anytime there was a spell effect with shadows, I was like, whooooooooa! -Tom
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Post by Sturat on Oct 2, 2014 7:00:41 GMT -5
I remember Super Mario Sunshine had a level with real-time reflections. The reflections ran at a lower resolution, but it was such a rare and unique effect that I didn't mind. These days there is a special effect running at low resolution on screen at pretty much any moment between shadows, water effects, and distance blur. It really bugs me and I sincerely think the games would look better with simpler effects that produce crisp results or improved smoothing to eliminate jaggies in low-res effects.
Maybe the developers figure that their game won't run in 1080p anyway, so if the image is going to be jagged and distorted no matter what, they might as well have some portions of the screen that are twice as jagged.
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Post by zilliont on Oct 6, 2014 7:24:54 GMT -5
Heh, I was just going to mention Super Mario Sunshine in this thread! The game has some really, really impressive graphics for 2002. Its colorful, slightly cel-shaded style with lots of cartoony effects is one of my favorites up to this day, and the amount of detail it managed to pump out of the GC's ATI-manufactured graphical processor is amazing. I find the goop textures very entrancing and the water effects are extremely realistic, which is kind of a must for a game focusing so much in water
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