BDGAME said:
One thing that no one is taking into consideration is that this game was made after several years of life of the PS2 and the team already knew how to use the hardware to the max.
Well, they weren't supposed to be making a by the book port of a 2004 game, they should be doing whatever else they've shown at first.
That's a factor yes, but the game is not really incompatible with 3DS in any clashing way, it's seems like it's being neglected though, it went from ambitious to being hopeless on their own account. They could do so much better.
BDGAME said:
I remember that sega/Microsoft had a hard time to port Shemmue 2 of Dreamcat to the XBOX. In the end of the game looked like the same thing in both hardware, even the XBOX able to do more than that.
There's lots of reasons for that, actually. One of them was lack of budget and time; Shenmue (and the next example, Okami) may have cult following, but are not Metal Gear Solid, they don't warrant the same budgets.
The other reason would be that despite the fact Xbox looked impressive on paper it was really riddled with bottlenecks. It had lots of hit on textured polygons compared to textured and often actually used the "polygon trick" to be able to render more textures per cycle, effectivelly hampering the polygon throughput (which wasn't the problem, really), on top of that transparencies had a hit on it.
Dreamcast was regarded as a texturing beast, and transparencies were pretty much free, all you want
free. Hence why they abused them. Only to, whilst porting realizing it was a Dreamcast feature.
I've read an interview where they actually said it clearly had problems on how to process transparencies in textures (not to mention Dreamcast texture compression was proprietary/not S3TC), although I can't seem to find it.
The 128 bit console that matched DC strengths was GC, like DC it was pretty much a texturing monster and could do lots of transparencies without real hit. It had other problems though, like lack of storage space and RAM, like DC ironically, but Shenmue 2 from a technical standpoint would have been better suited for it.
BDGAME said:
Other good example is Okami. Everybody know that Wii is more powerful than a Ps2, but Capcom had a hard time to make this port and in the end the Wii version don't look as good as the Ps2 game.
Well, you do know it was done by a team of 3 guys at peak, as a really low budget port with really strict deadlines and parts of the source code missing.
If it had more recources, they could have nailed it.
Anyway, those are two very specific games, I don't see much or anything that 3DS couldn't recreate, really, not even the foliage thing, and the textures is clearly a framerate issue. Of course adapting it is a lot of work I'm sure, but it seems like they threw up the towell already.
While what they've shown originally was leaps and bounds beyond the PS2 standard. It's just sad.
BDGAME said:
Port a simple game, like a Tales, is something easy and can be well done in little time,but port a game so elaborate as a Metal Gear Solid 3 for a new hardware and with little time and budge is not a easy task.
I reckon doing the Tales one properly could take a while because the source code for it was clearly a mess. But they came out lazy, no doubt.