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Multiple 'engines' for a single game?

No, the original version. Was it Halo 2?

And counting the MCC is a bit weird. It's not a "game" per se but a collection of them. It'd be like counting the Ultimate GoW collection.

It's still a game that jumps between engines. Hell Halo 2 and Halo CE jump between two engines on the fly.

Get off your high horse. MCC is a collection of different titles put together. OP is asking for a single game.

... unless you think Halo CE and Halo 4 are the same game?

You can literally setup a playlist on MCC that will have you switch between levels on all four titles one after the other..........

It's as much a single game as the other examples being brought up here. Just like the other examples you can access separate game engines from the same title. When playing online the game will jump from Halo CE to Halo 4.

Two of the games, Halo CE Anniversary and Halo 2 Anniversary, both jump between those engine on the fly.
 
I think Metal Gear Solid 3 is one because of Snake's Nightmare which uses a different engine, which I believe is the reason why it isn't in the HD version.
 
This was actually pretty prevalent in the past; Technocop is a good example:
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Plus Ocean were particularly prolific with their various movie tie-ins:

Batman: The Movie
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(The Batwing and Batmobile segments probably shared the same engine, though. Also note the platforming segment may well have been the same engine used in the platforming segments of some of the following games)

Ghostbusters II:
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The Untouchables
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Robocop
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(Might have both been in the same engine, here. I'm trying to recall if there was a load between them)
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The crappy Family Guy game did this. Each character had their own generic genre it borrowed from.

A lot of games seem to do this really.
 
Get off your high horse. MCC is a collection of different titles put together. OP is asking for a single game.

... unless you think Halo CE and Halo 4 are the same game?
Halo 2 Anniversary and Halo CE:A both count since both run two instances of the game simultaneously. Pushing the select button while playing swaps the graphics out in real time.
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It's not unfeasible at all from a technical perspective. Cumbersome, sure, but it's been known to happen.

I think developers try to avoid having their game entering more than one or two distinctly different genres at the same time for obvious reasons; Jack of all trades, master of none. When you have to divide your resources between several modules of the game, you will see a decrease in the overall quality of each module.
 
Halo 2 Anniversary and Halo CE:A both count since both run two instances of the game simultaneously. Pushing the select button while playing swaps the graphics out in real time.
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Yeah, I wasn't discounting those two titles. Both are running two engines at the same time. Very cool.

Point was more so that the MCC is not a single "game"; it's a collection. And therefore it's not what OP was talking about.
 
How feasible would it be to combine multiple genres in a single game? Perhaps engines is the wrong word (considering almost every genre featured on Unreal 3 last gen), but a first person as good as Call of Duty, the next level being ripped from Forza, and jumping to Rayman 2D after that.

The big issue here is more expertise and design, not technical. Making a game like Forza or Rayman or Call of Duty is a LOT of work, and a Forza game is not exactly the expertise of the people making 2D platformers or FPS games. I don't think a developer could make a game with those sections that are all as good as individualized games in those genres.
 
Batman Begins has Batmobile sequences that use the Burnout 3 Engine. The ordinary game where you are running Round as Batman differ from this.
 
Resident Evil 6 has it all. Starts as survival horror, then a narrative-driven game, then a CoD game, then a Need for Speed section, then a Metal Gear Solid style game. Whatever you think of, this game has it.
 
I think Metal Gear Solid 3 is one because of Snake's Nightmare which uses a different engine, which I believe is the reason why it isn't in the HD version.
I believe the skateboarding minigame in MGS2 Substance was omitted for the same reason.

IIRC, Kingdom Hearts II has three different engines: The main one, and then two separate custom engines written specifically to handle the physics in Atlantica and Pride Lands. Pride Lands was actually left out of KH1 because they couldn't get said custom engine up and running in time for the game's release.
 
I played the living shit of that as a kid. I mostly shot civilians in the Die Hard 2 FPS, and ran over crowds of them in the Die Hard 3 driving game.

The third person Die Hard 1 seemed like the most fully fleshed of the three, and the one I had the most fun with. Die Hard 3 was the only one I never finished because it was too fucking difficult.
 
Yeah, I wasn't discounting those two titles. Both are running two engines at the same time. Very cool.

Point was more so that the MCC is not a single "game"; it's a collection. And therefore it's not what OP was talking about.

This is silly, it's a single game and it treats all the games that are part of it as a single game would.

I can setup a play list that jumps from Halo CE to Halo 2 to Halo 3 and finally to Halo 4 in a row.
 
MCC is more akin to orange box I think. It's a collection of different games that load their respective engines when you select them or get them in matchmaking.
 
MCC is more akin to orange box I think. It's a collection of different games that load their respective engines when you select them or get them in matchmaking.

In the orange box you have to boot each title to play them and you have to leave that title if you want to play a different one.(not even close to the same thing.)

In MCC I can go from playing Halo CE to Halo 4 with a normal level load screen.

I'm trying to understand how there is a difference between.

A game running one engine and then loads another engine.

To a game running one engine and then loads another engine.
 
Not sure if you're talking exclusively graphics engines, but didn't Star Wars: The Force Unleashed have two different physics engines? I think it was the Havok and Euphoria engines. I remember that being a big selling point of the game.
 
Doesn't Shenmue and Yakuza have a separate engine for the fighting segments? I mean, it would explain the loading every time you have to fight. Motobike/racing segment of Shenmue as well.
 
Batman Begins has Batmobile sequences that use the Burnout 3 Engine. The ordinary game where you are running Round as Batman differ from this.

beat me to it.

Wasn't it also the case, that only of those engines supported a widescreen signal on Xbox, or was that the Bond game?
 
In the orange box you have to boot each title to play them and you have to leave that title if you want to play a different one.(not even close to the same thing.)

In MCC I can go from playing Halo CE to Halo 4 with a normal level load screen.

I'm trying to understand how there is a difference between.

A game running one engine and then loads another engine.

To a game running one engine and then loads another engine.

Because you still load the engines seperatley. MCC has dual engines with CEA and H2A. So it fits.

But the comparison that you can go from one Halo game to another is similar to Orange Box because you still have to load it in. It's just the way it was structured. If they wanted to they could have set up the game to have a playlist of best campaign moments. Have a puzzle from Portal followed by Ravenholm followed by something from Episode 2. It would just load each thing like MCC does.
 
Full Throttle did this. Adventure segments used SCUMM while the motorcycle bits were based on whatever Rebel Assault used (the name escapes me).
 
Most 007 games that have a driving section are using a different engine, way back to the Xbox days at the very least.
 
Some up ports from the cartridge era to the CD era would have a bonus stage either added or changed to take advantage of the new hardware. Sonic 3D Blast has an all new polygon graphics bonus stage on the Saturn compared to the still 2D graphics of the main game. Totally different look.

I'm sure there are other examples but I can't think of any right now.
 
Many 8 and 16 bit games(especially platformers) had different sections(especially shoot'em up sections), on Amiga for example i remember Superfrog, some Turrican, Shadow of the Beast, Brian the Lion and many many more...
 
Splinter Cell Chaos Theory did something simillar.
Singleplayer and Coop modes were running on one engine (heavy modified unreal engine 2.5 I think), while the Spy vs Mercs mode was loaded seperatly in a old version of the engine, used by SC1 and Pandora Tomorrow.
 
They are running on different engines... unless you think Halo CE and Halo 4 are on the same engine?

He is asking for examples of titles with multiple game engines... MCC definitely has different game engines.
Yeah but by that logic you could include any collection of games on a single disc as having multiple engines..

He means a single title ( read: game ) with multiple engines, not a single disc with multiple titles on it ( like MCC or Midway Arcade Classics )

Edit: MCC is a tiny bit of a special case cause there is an awesome wrapper for the different titles that will let you jump between different levels on different titles/engines. But I still think this is not what the OP is asking for.
 
This was actually pretty prevalent in the past; Technocop is a good example:

Plus Ocean were particularly prolific with their various movie tie-ins:

Batman: The Movie
(The Batwing and Batmobile segments probably shared the same engine, though. Also note the platforming segment may well have been the same engine used in the platforming segments of some of the following games)

Ghostbusters II:

The Untouchables

Robocop
(Might have both been in the same engine, here. I'm trying to recall if there was a load between them)

Any sources or info on how you came to the conclusion these are different engines?

A separate point of view does not a new engine make.

You can have a single engine that is very specialized towards 2 types of play.
 
I love this topic. I love talking about this shit, but I think we need to get a bit more clear on what we classify as different engines.

For instance, may I propose the following two situations:
1) CoD. We all know that CoD has launched separate executables for single player and multiplayer for a few games now. The executables have their own unique roll outs of their engine, that are no doubt incompatible in a few ways ( I don't know, but I would wager ), but it's pretty much the same engine used in both modes in the code, just compiled with tweaks and options set for their individuals roles. Do we count this as two engines in one title?

2) UE3. Unreal Engine 3 was super prolific last gen. But when you license it, you can add to/ remove from / rewrite core systems/optimize the engine to kind of make it your own. 2 games that come to mind are Bioshock and Mortal Kombat 9 that pretty heavily messed with the UE to the point where anyone else just licensing UE3 would not get significant chunks of tech needed to make those games possible. Anyways, these two games aren't on one disc, but with so much UE3 last gen, it's useful to know if you put all UE in one basket.

Sorry if I am going too far off track or being lame.. It's just interesting to see how slippy the term "engine" really is. When it comes to actual game development, there typically isn't a hard line around what the engine is and what the game is, even in elegantly written code.
 
The modern day segments of AC4/Rogue were made using the Far Cry engine IIRC.
 
Policenauts did this. Slowbeef said it didn't help with the fan translation because of some sections of the game encode and display text in completely different formats. They felt thiswas due to different people working on those bits. The retronauts episode on it is interesting listening.
 
Flintstones Treasure of Sierra Madrock on SNES has an out of place Racing Segment with Mario Kart style visuals.. Always thought that was interesting.
 
The first Toy Story game jumped all over the place. It was mostly platforming;

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but also had a couple of overhead micro machines like driving levels
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Exclusive to the Genesis version for some reason was another kind of driving level
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And weirdest of all there was the first person section, that was bizarrely missing from the PC port, the version you'd most expect to have it.
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Space rangers 2 and the expansions have fixed camera "2D" part for majority of the game and full 3D for the RTS parts.
 
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