> -----Original Message-----
> From: James Smith [mailto:[EMAIL PROTECTED]
> Sent: Thursday, December 30, 2004 5:52 AM
> To: CF-Community
> Subject: RE: Got a PS2 SlimLine for my Biiirthddaaayyy ^_^
> 
> True, but there are no levels, puzzles or other gameplay elements that can
> be done on an Xbox but not on a PSOne (or an N64, or a Sega Master System
> for that matter), the only point in upgrading consoles is for better
> graphics, that's it, nothing else, graphics, graphics, graphics.
> 
> That being said, Xbox rules as it's graphics kick the PS2s butt.

Well - as I've said, if that's the way you feel then you deserve an XBox -
it does have the best visual quality on the console marketplace today.

Some of us have other measures of "quality" however.
 
> > To illustrate imagine trying to do "Splinter Cell" on the
> > original PS, Saturn or N64.  You could do a version of it,
> > sure - but gameplay elements would need to be sacrificed to
> > do so.  You simply couldn't do the same game on those
> > consoles.  The game would PLAY differently because of the
> > console capabilities (anybody remember "Doom" for the consoles?)
> 
> The game would play exactly the same, it would just look s**t. Doom sucked
> on consoles because it wasn't designed for a gamepad, people with a chip
> in
> there Xbox will tell you that Doom sucks on that platform too and it has
> nothing to do with the console!

You simply could not do "Splinter Cell" on the last generation of consoles.
The game would NOT play the same.

So much of that game's PLAY is directly a result of its lighting and physics
engine.  So much of its play is also a direct result of the graphical
prowess.  You have to see whether Sam is in the shadows to play properly.
You have to support a certain level of transparency quality and lighting.

This can be done on all the current generation consoles, but not on the
last.

"Ico" could not have the immense emotional impact it has without a certain
minimum of graphical quality and, more importantly for that game, audio
clarity.  You needed to clearly hear the lost echoes and wind in that game -
the last generation couldn't do that.

Physics-based weapons like the Bouncer or the Lava Gun in "Ratchet and
Clank" couldn't be done until this generation - the older systems just
didn't have the juice to do that AND control two or three dozen enemies on
screen.

The giant, fully realized bosses in games like "Prince of Persion: The
Warrior Within" and many others could not have been done in the last
generation.

Two or three dozen enemies on screen at once, like you often see in "Ratchet
and Clank" would itself be nearly impossible for previous generations to
pull off unless (as you often saw) their AI was crippled to the point of
utter stupidity (thus inhibiting gameplay).

Moving to hardware you couldn't do "Grand Theft Auto: San Andreas" on the
previous generation because of storage and memory limitations.  This is not
about graphics, but about draw distance and the number of agents
(pedestrians and cars) the console can track at once - the last generation
couldn't do it.

Many of the more enjoyable experiences on the modern consoles can't be done
without pressure sensitive controller buttons, and built in analog sticks -
both things the previous generation were either lacking completely or never
took full advantage of.

A gadget like the Eyetoy wasn't possible on previous consoles due to both
the lack of high-speed peripheral report and the simple lack of the
processing power needed to do motion capture and analysis.


The level of realism in "Silent Hill 2" along with many other factors 

Take a look at the games you play and eliminate the graphics from
consideration. I think you'll find that the actual reason you like the games
has very little to do with the graphics (there's a reason it's called "eye
candy").  Don't the vastly improved AI, realistic physics, multi-channel
sound, improved controller, content quantity, and all these other things
play any role?

To say that any game from today done on an older console would "play the
same" shows a remarkable misunderstanding of what makes great games truly
great.

Jim Davis



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