MiniDitka said:
Can I play too
Those aren't exactly shining examples of great textures. The textures themselves are very simple. Most of the detail comes from the use of actual geometry, not textures. The textures are also simple in the fact that they seem to be single layered (I don't think they are using any diffuse, specular, or normal maps in that game).
Honestly, I think MP3 looks fantastic, but its textures aren't exactly amazing.
how about to stop derailing the thread?
it's ridiculous. 95% of the posts in this thread have nothing at all to do with the thread topic.
What exactly is wrong with that? I love these comparison threads. They are great fun.
This is an old thread, there is no new information on the Wii version of MW, and we all know how the game originally played. Sticking to the topic would be dull.
What was said, however, was that the a few high quality Wii games have better textures than many HD games (which is actually true).
I don't really think that's true, technically speaking. Even many of the worst looking HD games still feature higher resolution, more complex surface textures...they are simply ugly in some cases.
Better than some textures in some HD games? Yep, I think that's a fair comment.
Again, I think some people are mistaking geometric detail for textures. That second SSBB shot, for instance, has very little in the way of detailed textures. It is not the textures that make for an impressive model.
And good luck getting online multi in MP3. No joke, this game is going to be by all measures of competence the best FPS on the Wii to date. that's a sad sad statement as far as i'm concerned.
I don't think the Wii is a great platform for the genre, really. It doesn't really seem to have the horsepower to deliver what the genre demands these days. The PS2 and Gamecube certainly did not, for instance. It seems that there is a lot going on in the background of modern shooters that is too difficult to handle on the Wii. It goes much deeper than the visuals we see on screen. If they are having issues with a heavily modified Q3A engine, imagine what it would be like converting something designed around the current Unreal Engine or something.