subhuman@xgtx wrote on 2021-09-27, 16:39:
Nice sarcasm, but does it take any of the merit away to compare a 300$ console from early 2000 to a 2500$ pc from 2001 that kept getting outgunned year after year?
Er, if you mean me, I wasn't being sarcastic. I meant what I said, I was just speaking about the advantage gained from a console's hardware being pretty much 1:1 across the entire release of that console (at least performance and programming-wise). Sorry if I wasn't clear, mate.
leileilol wrote on 2021-09-28, 01:24:
...also thank xbox for how deus ex 2 turned out 🤣
To be fair, it wasn't due to any XBox limitations that Deus Ex: Invisible War did away with experience points, did away with you having to upgrade your weapons skills, added universal Ammo (who thought that this would be a good idea?), had such an intrusive and unpopular HUD system, had such a largely boring story (I mean how is is possible to make a story that starts with a terrorist attack, includes the player getting involved with various factions and gaining superhuman abilities, and ends with a world altering event, and yet that story is BORING? I wouldn't have thought it was possible), has a completely life-less seeming world, bodies/corpses don't contain objects, and basically this sequel lacks almost everything that made the first game so iconic and brilliant?
Yes, the *tiny* locations in the game were no doubt caused by the XBox's relatively tine amount of RAM (the XBox had 64MB of RAM, that had to house everything, including system memory and GFX memory), but the game engine itself was terrible. It's only two advantages over the first game's engine, that I can see, are better graphics and real-time shadows. Alright, maybe particle effects and stuff like that. But the engine didn't even allow swimming, the people animated like they were mannequins, the colour palette was very limited, and (to repeat it's biggest fault) it obviously couldn't manage fairly large areas on the XBox. It was the wrong engine for the job. I only know of one other game that used it, Thief 3 - Deadly Shadows, and *all* of the faults I've listed (no swimming, small areas, very little colour onscreen, etc) all apply to that game too.
The first game ran fine on the PS2 (well, by PS2 standards, I mean, with 2000's hardware style frame-rate and resolutin), and the second game, given the right game engine (and people actually making the right design choices, this time) could have had sufficiently large areas, swimming, an actual Deus Ex feel, etc. But they used a very unsuitable engine, and then made the (to me inexplicable) mistake of making the XBox version the primary version, then porting the game to the PC with no attempts to fix the faults and limitations of the XBox version. Companies should always write first for the most powerful platform (almost always the PC) then port downwards to lower hardware, not the other way around. Otherwise, as with Invisible War, the PC get a version that's way behind what the PC could and should receive.
Seriously, how is it possible to make so many terrible decisions when making a game? And that was when they were making a sequel to one of the best and most popular games of all time.