Originally posted by Mfkzt
Artistic direction is tied hand-in-hand with hardware, and PS2 is the weakest link. The weakest link is also the most popular system, so most games are designed with PS2 in mind. Artists have to limit their vision or lose money by make something Gamecube/Xbox-only.
Art direction has nothing to do with hardware limitations. Do you even understand what the phrase means? If you want to talk vision or scope or something along those lines, sure, but even xbox and gamecube impose strict limitations upon how many polys an object can be and how many light sources and how many textures... and it all adds up rather quickly. Until a console can produce a real time radiosity solution you're just splitting hairs.
Besides, games like Dark Cloud 2 prove that the PS2 can produce pretty effects in big enviroments, even without the help of nice things like bump mapping. I think in that case the artistic direction and vision were both pretty well realized.
"I've watched while the maggots have defiled the earth. They have
built their castles and had their wars. I cannot stand by idly any longer." - Otogi 2
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