One of the major advantages of the original GameCube NTSC release is that it's the easiest version for sequence breaking. On a first playthrough this won't mean much, but later playthroughs are a lot more fun once you start messing with the order of events.
Really informative video and digital foundry retro is awesome indeed. Metroid Prime may very well be my favourite game on Gamecube.
It is a shame though, that we will never see what Gamecube (and Xbox, for that matter) were really capable of graphically.
Wii says hi.
Wii is a little more powerful, but some developers did push the system pretty hard. Super Mario Galaxy threw every trick the system as capable of on screen. I remember playing the game for the first time after seeing Crysis and was still blown away by the graphics.
Finally, someone recognized how awesome Turok feels when moving and it's subtle connection with Prime. Also, you noticed the dense geometry as well. DF Retro, you guys know what you are talking about.
Prime's texture UV maps were only 256 x 256? I had no idea. For some reason I held the idea in my head it used 512 x 512. But given now how much geometry could be on screen, loading textures that big would be problematic performance wise. Cool!
I love learning more about Prime, it's my favorite game of all time. From a technical aspect I only really knew a small handful of details.
So you were just shit posting then? Alright.
Great episode once again!
Metroid Prime and the Rogue Squadron games were the games that made me realize just how much of a powerhouse the GamceCube was at pushing polygons. What other consoles would do with texture detail or bump/normal maping, Prime did with real geometry. I also have read that Rogue Squadron 3 pushed more polys on screen than any other game that gen, I have no idea if that's really the case, but I can totally believe it.
In the NTSC version, the Space Pirates found Metroid Prime while mining on Tallon IV. It wasn't a Metroid brought from Zebes.Another area of study are the story changes between NTSC and PAL/Trilogy releases. I don't understand what considerations went into the decision to change the log entries so dramatically in subsequent releases.
The result of the changes is a complete retcon of the origins of the Metroid Prime organism. In the NTSC release, it was a Metroid from Zebes taken by the Space Pirates to Talon IV, and escaped into the Talon crater. It snuck through failures in the Chozo defense field, found itself in the core of the Phazon core, and gorged, eventually mutated into sentience.
I don't get how it looks so good and runs at 60 fps. I'd be happy if games looked like this TODAY with better lighting and 60 fps.
I miss GC era NIntendo. Their last great console.
Ummm, people mocked the GC for being underpowered back in the day. To this day, there are people that thinks the PS2 is more powerful than the GC.
On paper, the specs were very modest.
In the NTSC version, the Space Pirates found Metroid Prime while mining on Tallon IV. It wasn't a Metroid brought from Zebes.
It loses three things: beam weapon effects (Ice Beam freezing over, Wave Beam emitting sparks, etc.), the arm cannon smoking when fired too much, and the water ripples. The first two are due to the effects being simple 2D images pasted on the screen, where the other Primes fully 3D model the particle effects. Don't know why the ripples were removed.This game and Rogue Squadron have some impresive ligthing effects (Lasers beam iluminating the terrain is amazing), even today this game is really impresive, some little details are amazing too. Master Piece. BTW, i think that the Wii version loss some graphics effects in the process... So the GC version still the king.
I don't get how it looks so good and runs at 60 fps. I'd be happy if games looked like this TODAY with better lighting and 60 fps.
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Sorry this one is low res.
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Without numbers you can't really know how they compare, but it's still cool to see.
Digital Foundry is entirely about specs.I wish the video focused on game design rather than technical specifications. Metroid Prime is not brilliant because it has a good framerate. It's brilliant because of the beautiful, intertwining balance of world design, gameplay, atmosphere, art direction, and audio. Each element builds upon and interacts with the other to a degree of excellence that has never again been achieved. Texture maps and wireframes are kind of neat I guess, but I'd like a deconstruction of design theory.
That said I don't follow this channel, so maybe he's not trying to do anything other than take notes on some tech specs.
I wish the video focused on game design rather than technical specifications. Metroid Prime is not brilliant because it has a good framerate. It's brilliant because of the beautiful, intertwining balance of world design, gameplay, atmosphere, art direction, and audio. Each element builds upon and interacts with the other to a degree of excellence that has never again been achieved. Texture maps and wireframes are kind of neat I guess, but I'd like a deconstruction of design theory.
That said I don't follow this channel, so maybe he's not trying to do anything other than take notes on some tech specs.
I wish the video focused on game design rather than technical specifications. Metroid Prime is not brilliant because it has a good framerate. It's brilliant because of the beautiful, intertwining balance of world design, gameplay, atmosphere, art direction, and audio. Each element builds upon and interacts with the other to a degree of excellence that has never again been achieved. Texture maps and wireframes are kind of neat I guess, but I'd like a deconstruction of design theory.
That said I don't follow this channel, so maybe he's not trying to do anything other than take notes on some tech specs.
I wish the video focused on game design rather than technical specifications. Metroid Prime is not brilliant because it has a good framerate. It's brilliant because of the beautiful, intertwining balance of world design, gameplay, atmosphere, art direction, and audio. Each element builds upon and interacts with the other to a degree of excellence that has never again been achieved. Texture maps and wireframes are kind of neat I guess, but I'd like a deconstruction of design theory.
That said I don't follow this channel, so maybe he's not trying to do anything other than take notes on some tech specs.