>this is a 2015 PS4/PC Tales of Game
desu baka family, tp is a lot more impressive, technically.
nintendo are gods when it comes to getting the most out of hardware.
One of the most important things that made WW as good as it was is often ignored, it's the music, but not just the soundtrack, even the typical Zelda jingles and just the noises you hear when going through the menu and options. They sound absolutely amazing in Wind Waker, it fits the setting so, so well.
Incredible atmosphere. 9/10 game. Would shill again.
First off that's a PC emulating a Game Cube.
Seond, a lot of the point of stylization is not to look unique, but rather to cover graphical limitations. Obviously hundreds of 3D particles would be too difficult to render, so they stylized 2d ones to appear 3D.
Cell shading allows for low poly meshes to appear smooth and detailed.
It's basic game design 101, come on /v/.
Honestly can't say what I think looks better.
Weren't all particle effects back then 2d sprites?
TP has dynamic weather effects, lightning strikes that illuminate surroundings (not even Witcher 3 has this), dynamic weather, wind effects, grass with collision detection, shaders for water and even reflections at some places. Tales somehow doesn't.
It's weird how Japanese games go backwards.
compared to crysis 3 and modded witcher 3 you mean? yes. compared to games of its generation like ffxv or sotc? it stomps them.
do you know that tp is 10 years old or are you too young?
Don't need to be good because the game is stylized. Low poly and low resolution textures don't impact the visuals because of this.
Yes, it's good. Doesn't change the fact that the game isn't better in a technical sense than things that came after it. I don't know if you were implying that but it comes off as that.
Low. Just like most games of its time. A single character in a newer game most likely has more polygons than WW is using on screen at any one time.
Again, just like everything else at its time it was simple and nothing compared to games these days.
I'm sure they're good because it's a high budget game but it also helps that it's not trying to be realistic.
It was one of the main parts of the game so of course they're going to make sure it works well. Games like TW3 and Watch Dogs have wind physics too and I'm sure they're much more advanced than what WW does. But those games also aren't built around the wind physics so there was surely less effort put into them.
>clothes getting wet
Plenty of games do this. This is just a detail that's often left out, not something that is hard to do or hardware intensive. Though I'm sure the more realistic you want it the more hardware intensive it'd be.
>feet adjusting to the ground
It's called inverse kinematics and plenty of games use this as well. It's more common than the clothes getting wet thing.
Well, why would you compare a GameCube (2000) game with 2006 PC games. But even then at least on Dolphin I'd say TP looks a lot better than most PC games of 2006 I can think of.
You know, it's pointless quoting all those points and saying it's bad when the absolute majority thinks Wind Waker is amazing and when it still has some more details than even some games that are released today, see >>315368619.
It doesn't matter if WW is technically impressive (of course it is for a GC game), Nintendo did an incredible job.
>dem 3D stars, those star formations in the sky
You probably think some generic speedtree my shit up Oblivion shit looked good on PC.
Yeah, I take TP on Dolphin over this a million times and if this makes me "delusional" in your eyes, I couldn't give less fucks.
Been playing Bloodlines recently. It's from 2004 and probably looks better. Haven't played TP in forever though.
Wasn't saying it's bad. I just dislike when people post threads like this and seem to be claiming that this old game is somehow more technically advanced for various reasons.
I thought it looked mediocre even when it was new, anon.
Way too much brown and bloom for me, and previous GameCube games like Wind Waker, Metroid Prime, Resident Evil 4, and even one of the launch games, Luigi's Mansion, looked as good or better imo.
And what of games of the generation on the far more powerful Xbox like Riddick or Ninja Gaiden?
It's not even technically superior. Nothing is moving, grass is still, weather is still, lighting is disgusting, you can't climb anything, feet are never perfectly adjusting to the ground, there basically is no gameplay, no wind effects, skybox is just 2D.
>even the most monstrous characters of a Zelda freakshow look better than the most beautiful ones in Bethesda games
Third Pearl, Triforce Quest obviously replacing missing dungeons, unexplorable Hyrule, only Zelda with a boss rush so Ganon's Tower is unfinished too, serious lack of new items.
Fuck off fanboy.
>everything else is false too
Excuse me? Areas of Hyrule not accessible in the game were found on the disc. Aonuma and another Zelda staff member said in an interview there were a couple of scrapped dungeons. Like Wind Waker all you want, but denying the fact that it was unfinished is closing your eyes to the truth.
I'm not denying there were scrapped dungeons, that's something that happens with almost every game. Or do you really think every idea thrown around during development makes it to the final game?
The game was obviously following the formula of aLttP and OoT again. Three items then a bigger quest into harder temples. Do you think it was deliberate to disappoint the player with no dungeon for the third pearl? Do you think a fetch quest in the middle of the game was on purpose?
>obvious Fire and Ice dungeons are just single rooms but with a time limit
>only dungeons after getting the Master Sword are the boring escort ones
It didn't help that Wind Waker was even easier than OoT or MM.
I guess they were expecting the player to find some of the triforce parts by themselves before finding the map, by exploring.
It's almost impossible to actually miss them if you're exploring the islands.
>not following a strict order like some Mairo game = bad and unfinished
Man, was I glad when I didn't have to do another dungeon at this point and instead the game actually does some more story and just lets me explore more of its world. The pacing would have been horrible if there would have been another dungeon at this point.
>Triforce Quest obviously
Never heard this complaint before.
That you think something in a game is so amazing that you want more of it is not really the game's mistake. They probably never even planned to make Hyrule bigger anyway.
>only Zelda with a boss rush so Ganon's Tower is unfinished too
Many games to this before the boss fight, many JRPGs, also Okami which is probably the last game someone would say is too short or lacks content. Maybe you're right but maybe the developers just thought it's a good idea and the bosses are worth fighting twice.
> serious lack of new items.
True but the Deku Leaf is easily one of the funniest Zelda items which makes the game feel even more like an adventure instead of a puzzle fest. And they actually found the time to implement some loot and monster drops for sidequests, an alternative to fucking rupees which other Zeldas lack.
That's a good possibility and I'd accept it were it not for the fact that you have to pay Tingle a hefty amount of Rupees every time you want a map deciphered. It's a very unnecessary part of the quest and only serves to pad it out for time.
The main reason the PS2 sold like crazy at first was because of the DVD player, which is why it was so successful in south american third world countries. That and the easy piracy.
In the end, it was. But in the beginning was because DVD player = more people buying it = automatically more games. That and good lineup for the first year or so, so it worked.
Dungeons are a core part of Zelda. No one is forcing you to do them at once though. You could have explored at your leisure before entering.
>Never heard this complaint before.
The Triforce Quest is the biggest indicator, I'm surprised.
>They probably never even planned to make Hyrule bigger anyway
Except there are indications on the disc that there were more areas of Hyrule to explore like caves.
>Many games to this before the boss fight
I know, I have no problem with this in a series like Mega Man but the problem is Zelda doesn't really do this at all. It sticks out and makes me think they just copy pasted the bosses again because they were short on time.
It's alright to praise WW's graphics but don't pretend TP looks on par. No amount of fuckery can make that game look good.
>True but the Deku Leaf is easily one of the funniest Zelda items which makes the game feel even more like an adventure instead of a puzzle fest.
AND IT'S FUCKING BACK IN ZELD AU
YES, YES, YES
In general the animation is great but everything else was pretty much bad on the eyes.
Dude, TP always looked like shit, even when it was new.
Shadow of the Colossus looks so much better it's not even funny. Even with the horrible framerate.
TP is an uninspired mess of brown and bloom with no consistent art direction. Random cel shading here, random cartoon-looking character there, all in the middle of a "muh realism" style game, and with stiff, bland animations to top it off.
Pre-Wii Nintendo jammed voodoo magic into their games. Their supply of virgin sacrifices ran out about 2006 though. Every now and then they get someone leading to things like Splatoon and Super Mario Galaxy.
Nah, TP looks great for its generation. Not sure why someone would have such fucked up standards calling TP ugly.
No. I don't like the mix of a cartoon style with violence that is more realistic and more over-the-top ridiculous at the same time. Or that Adult Swim look. For me that cell shaded look is for fun cartoons like Samurai Jack.
Plus, cell shading is better for simpler, minimalist styles. Again, like a Tartakovsky cartoon.
Agro's actual animation was good, but it seemed like it was a little bit too slow, not to mention the fact that her hooves didn't seem to actually touch the ground, it was floating.
And I don't mean the movement speed was slow, the animation speed didn't match the speed at which it moved.
GameCube was actually the strongest console of the gen.
GC>Xbox>DC>PS2 in terms of power desu
More games would have shined, but Nintendo would not share their programming tricks and third parties are lazy as fuck when it comes to programming on Nintendo. Best examplea are id working on a Rage engine for iOS instead of Wii, and Capcom/Konami making last gen ports for Revelations/MGS V buy no Wii U.
Best programmers are Rockstar, as they ported their GTA IV engine to Wii proving that Epic Games/id were lying sacks of shit.
Literally every texture is muddy and all of the models are below average in polycount.
It's a trashy looking game.
It helps that the game keeps the visuals to a 2D plane. Cel shaded graphics are meant to make you think you're playing a cartoon, but when they're 3D you know it's not a cartoon: you're in a 3D environment. Games like Viewtiful Joe or Wind Waker never felt like cartoons, just ugly low polygon games with blurry, messy graphics.
>cel shading should be used THIS way because I said so
That's dumb. You're dumb.
1x1 textures, I shit you not. And it doesn't look bad at all. This artstyle doesnt change. Force higher res + AA in dolphin and it still looks fine.
Just oblivion my shit up, need more hdr
>Shadow of the Colossus looks so much better it's not even funny. Even with the horrible framerate.
Wow, you must be retarded. Just playing it on PCSX and TP on Dolphin.
SotC literally has just this open world, no dungeons with unique assets, nothing, just this open world. And it's one grey, generic pile of shit. Apparently you hate green and brown but grey is all cool with you. It doesn't have collision detection, no wind effects, basically none of the details WW and TP have, its flowers are literally (yes) a texture surface floating in the air.
>Literally every texture is muddy
This is what big games of this generation have in common. Are you 14?
And why do you post a webm that shows how great the game looks with shadows that are not even standard today in Japanese games while shitting on it?
Oh, didn't realize you were talking about HD. In the original game all the shards were pulled up from the sea with the grappling hook after finding the appropriate map in a minidungeon and having it deciphered by Tingle, in HD I believe 5-6 of the chests that originally contained maps just contained the shard itself, but I haven't played it.
>Dungeons are a core part of Zelda. No one is forcing you to do them at once though. You could have explored at your leisure before entering.
There isn't much point exploring until you have at least gotten the Master Sword, otherwise you'll keep running into puzzles that you can't solve because you have no bow or bombs. If there were another dungeon for the blue pearl that would have meant extending the time before you get the Master Sword.
I agree that the boss rush kind of sucked though, especially since they were exactly the same as they were originally.
WW had both in some parts. I still don't know how they managed to have so much grass visible at the same time, since it's not instancing, they all respond to movement independently.
mfw TP HD could potentially look like this
I can't believe there are people on /v/ that are seriously bitching about adding color to that game
Aside from that though, you're so wrong about everything you're talking about. Are you retarded? SOTC doesn't ever even drop to 15fps.
Nothing, it's essentially a bullshot, you don't often or ever see the effect again.
The bloom fucks with the minimalist/low detail artstyle. It doesn't look like an animated cartoon anymore, just a poor attempt at hybrid realistic/cartoony artstyle. It's pretty jarring.
I agree completely. It's just tiring to see idiots claim that a game is better just because the rendering methods or tech behind is better (which is not the case comparing TP to WW). Art style will always be the number one factor to how well a game is going to age years from when the graphics fidelity of its generation becomes irrelevant.
Right, never looked like a cartoon at all.
No, each blade of grass was 8 polygons, which is why they can bend, and there's 6 or 8 blades in each bush, i can't remember exactly.
But my main point was the draw calls necessary for all those hundreds of individual texture instances, even if the actual asset is just the same texture.
>I've literally never played one of the best games ever made but I'll shitpost thoroughly about it
No, it looks like 3D models moving around a 3D space.
A cartoon would look like this.
Someone failed his art class I see.
If you don't understand why it's okay for SOTC to have brown and bloom but not TP, then just stop posting. And no, it's not a variation of "it's not okay when Nintendo does it".
Ahh yes, this is much better, thank you Nintendo
Have Nintendo and Todd been collaborating on some projects?
Yeah, I just made everything up and your N64 temple with the LOD issues in the background when turning around totally prove me wrong.
People like you should never be allowed to post on /v/.
I'm just booting the game up and make a picture of the 2D flower textures floating in the air. Wait a minute. And the framerate actually goes down to 15 from time to time on PS2 which is absolutely disgusting.
>literally saying "it's OK when games on my Playstation" do it
>telling others they are not allowed to argue the same way
I wouldn't do this anyway but you're absolutely retarded and should immediately kill yourself. Are you really just coming up with that "SotC is le art" meme? And this justifies that it looks like shit?
>there are people who first played RE4 on the PS2
Why are you changing your goal posts?
>no dungeons with unique assets
> It doesn't have collision detection, no wind effects,
And this isn't even the game. The droning is real.
WW is basically a N64 game with cel-shading. That's how.
>not playing the PC version
Shake my head to be honest family
Compared to TP, SOTC has better particles, textures, boss/horse animations, a better open world, better water, and better
bloom.TP has more variety and better character models.
Both are outdated but graphically they're completely on par.
So why would you tell me I said it looked good? It appears you don't understand the concept you're pretending to parrot, like a moron.
Oh yeah I bet this one must be a toughie for the N64
Japan was at the top of their game during that era. They had money and they had support.
Of course you can't comprehend it, most people are too simple in the head to understand art.
All you see are polygon counts and framerate. It must be a sad existence.
SotC has literally nothing of this "better" than TP, except for horse animations. However, this just showed how incompetent those guys were, the PS2 couldn't handle those animations at all. Apparently they didn't give a shit about players having to endure the joys that is playing a game at 20 FPS.
You must be literally mentally disabled. Especially the water is fucking terrible in SotC. Everything is. It's your average PS2 game. Here, have some SotC flowers which are literally a texture surface floating in the air like in N64 games, while TP has grass with collision detection.
Fuck, do I hope you're b8ting.
>All you see are polygon counts and framerate
Westernfags who have never played a well-made console game in their lives. Polygon count means jack shit compared to art style.
Something like that. When you're at open sea the islands are not loaded, it's just sea, which moves under you, and the far away islands are just a texture, as you get closer the island is loaded.
WW doesn't render a lot of objects that are outside of the field of view.
You haven't offered a single agrument, you're just lying through your teeth.
Particles are objectively better , SOTC runs at 30fps solid most of the time, and SOTC has collision detection with some of the largest bosses ever created that you can climb all over and tug the fur on. Comparing all that to grass in TP is a weak joke.
>you can see how the fucking wind pushes the clouds and the grass in the same direction
>must ride 30 minuets to find some shitty flowers in SotC which are a texture surface
>people imply it looks better than Zelda games
What happened to /v/?
Yes, it only renders the objects that are in your field of view, that's why the widescreen hacks look like they do. What it is rendering at all times is the map and the static objects.
his face looks like a fucking carboard mask
>This has been a consistent JRPG problem unless its Final Fantasy.
Uhm... no? FF is the best example of this. Nomura literally only cares about character models and hair has higher priority than the entire open world of FFXV, apparently. If a JRPG is a good example of the straight opposite with character models looking like N64 but the world being fucking beautiful for the the respective hardware power.
>Wind Waker renders everything all at the same time!
>Wind Waker only renders things when you look at them!
Holy shit, this game is literally being made as you play it.
>texture and shader mods
SOTC has 'wind' too. Look at the clothes and particles blowing in it.
>seem to be claiming that this old game is somehow more technically advanced for various reasons.
I don't think anyone's claiming that. But WW clearly had a lot more effort pour into it than more recent games if you look at all the details and little touches. It also leveraged the technology available at the time much better than today's games make use of today's technology.
>SOTC runs at 30fps solid most of the time
I'm not even familiar with the games intricacies, but DF did a frame rate check recently with the ps3 version, and the ps2 version runs at subpar resolution and hangs around the 20fps mark for simple idling in the open world, it actually drops lower in some collosi battles. The ps3 version barely maintains a solid 30fps and its 720p
gamecube was a powerful machine for the time. it could push a lot of polygons or particles on the screen at once. wind waker also had the really nifty physics thing going for it
I'm going to agree on that last point. WW walked a fine line where the system was using almost it's full power at all times, but more action almost never slowed it down. Except for some of the most intensive effects like bombs, and even then not always.
I hated how it looked when it came out.
I don't care about all the technical finesses and genius special effects when the game is devoid of colour, the NPCs are abominations, everything is drab and brown, and the landscape is empty as hell. The art style was just terrible.
That poster is just shitposting for the sake of it now, anyone who has ever played it on PS2 knows it stays at around 15fps during fights.
And again, that's with just 2 characters on screen and really shitty environments.
>You haven't offered a single agrument, you're just lying through your teeth.
But you're the only one lying? You said everything about this post is wrong >>315372353, then I even went out of my way and made a screenshot of the stuff I'm talking about, in this case the shitty 2D flowers which you successfully ignore. I also argued that the entire world is a grey pile of shit which you further prove with every picture and webm you post, that it doesn't have dungeons with unique assets the way Zelda does, that it has no dynamic weather or day and night cycle. And so much more.
While you are the one lying. How does it have better particle effects? Where, exactly? Post a proof. SotC does not have collision detection for its foliage, not at all. And no, it didn't run at solid 30 FPS at all on PS2.
The game runs at 20 FPS most the fucking time and it fucking DROPES DOWN TO 14 FPS all the time from 2:20 onward. This would never be tolerable on GameCube like this. Never.
YOU are a fucking delisional, lying piece of shit and should kill yourself immediately. Your game looks like shit and is a joke compared to TP.
SotC doesn't render any wind physics, it's just random waggle animations while in TP grass, clouds, clothes, hair are all based on the same parameter. It's not a big deal but a bigger deal than everything in SotC except its selfshadowing.
Why is this thread so salty? I just came here to clear up some lies and correct misconceptions, I'm not trying to be a fanboy.
I play it all the time, it's at 30fps most of the time and 20~ during boss fights. When you stab a boss it drops below for a couple of seconds but that's it.
>I play it all the time, it's at 30fps most of the time and 20~ during boss fights. When you stab a boss it drops below for a couple of seconds but that's it.
There's a video online proving otherwise. Unless you're playing a modded ps2, you arent hitting 30fps. Just quit trolling, you're giving SotC fans a bad name.
I don't care about or address flowers, why are you bringing them up? I cleared up your bullshit.
>posts emulated image
I've posted several webms of particles, TP has nothing like that.
I love how upset you're getting lol.
It confirms what I've said.
>literally 14 FPS as seen here https://www.youtube.com/watch?v=V_GLmE7ZBPE
>no gameplay except hold button and wait for colossus to stop shaking
>can't die; colossi never attack with four exceptions, auto health regeneration
>if low health, have to wait five minuets until it's full again because no potions, literally wait to win
>awkward horse controls, all the shit you must do with button combos and other stuff is easily doable in Zelda with simple tilt controls
>ugliest graphics on PS2
>emptiest open world done to this day
>retarded cinematic camera that never lets you see the whole screen
Is this the ultimate cinematic meme game?
I get that but just look at that belt buckle. Like why would they fill the cap so much?
Compare it to this for example. If they did it like the left they could have saved like 100+ polys.
That's at least a few extra models they could have thrown into the levels.
>PC got nothing on 2006 Zelda game
Guys, are you delusional? And this is screens from 2006, no patches, no mods, vanilla game on 2006 PC.
>tentacles perfectly adjusting to the ground
>I don't care about or address flowers, why are you bringing them up?
>I want to call games ugly and the games I like beautiful but please don't bring up actual facts like my game having fucking 2D texture surface flowers while your game has 3D grass with collision detection and reacting to wind
Holy shit, back to NeoGAF with you, please. And I can't find one single webm of SotC that somehow shows impressive particle effects.
1. An open world is being rendered alongside a boss, horse, and character. All have good animations.
2. The boss is massive, larger than 50 NPCs that you never see rendered in TP.
Oblivion and COD3 came out that year too w. Lots of PC games looked better than TP even years before.
>putting words in my mouth
>still haven't addressed how I proved you wrong on every count
Keep crying bitch nigger.
SOTC also has sunrays and depth of field, TP is a joke in comparison, you don't even seen webms for the game because there's nothing interesting to show.
Hey I forgot that I was going to give gothic 3 another try now that it's on steam and there are community patches for it.
Thank you for reminding me. I am going to try to make a summoner, if such things are still in the game. I don't care if it's a good idea or not.
>it's just a plain with muddy textures
You're only taking size into account, not the fact that that giant character is just one entity.
Are you one of those retards who think bigger characters are harder to render than the same character in a smaller size?
>It doesn't even look THAT good for 2006.
The only one who was proven wrong is you saying everything about my post was wrong when I said your shit game has textur surfaces as flowers, no collision detection, no huge dungeons like Zelda with unique assets, an empty open world, no wind effects TP does have, dynamic weather with lightning strikes immulinating the surface (which not even Witcher 3 does have) orwhen you said it has constant 30 FPS when it has 20 FPS with drops to 14 as seen in the video I posted.
You are a fucking retard and probably a troll.
How does the protagonist in SotC have good animations? All his animations are absolutely terrible, especially in the water and the way you jump in water and get out of it.
Not him. But why wouldn't it be?
A bigger character requires more details to not look shit. A texture that looks good on a tiny model will look like a giant blurry mess on a large model.
Because I'm talking about the same model, it doesn't matter if it's big of small.
If you're going to make a big character then yes, you'd need to make it more detailed, specially if you're going to see it up close.
But some people think that bigger automatically means harder to render.
Awesome comparison, senpai.
Hey look, I can do that, too!
>jaded PC only still angry someone 3 hours ago said Zelda TP can compete with 2006 PC games on Dolphin
>posts generic looking medieval speed tree open world shit for two hour straight
No, your game is ugly. It's not even an art style, just some European fedora knight game with endless fetchquests.
Every PS2 and GC game looks better than this.
I never got the love for those ugly FFXII characters. They honestly look like wood, especially around the eyes. Fucking terirble. The art style is OK (except for the main character, ironically).
>copypasted 2 poly trees, no textures just some muddy shit on the rocks.
>leaves fall and float on water
It's called art style and colors. Your game looks like a shitty, more generic version of Witcher 1.
The second post you quoted is showing fulcrum culling with the fulcrum moved away from the actual camera. Almost all modern games use a variety of culling methods, and I don't know of a single modern 3D game to not use fulcrum culling.
Wasn't me who implied Gothic is all brown.
Sorry, bruh, late GC games look cooler and are more timeless than this on Dolphin.
>Gothic series not timeless
If you compare it with games of its generation, it blows almost everything the fuck out that is equally big.
Wind Waker HD looks great but I wish there was an option to enable the original shading scheme. I really hate the gradients especially on characters, makes everything look like weird plastic. Dunno who decided to just shit on the original art direction like that.
I don't really have any 1080p Dolphin screenshots on hand but it's clear how much different it looks.
C'mon, now, it's really just pitchdark places when it looks kinda weird.
WWHD is easily the best looking version thanks to shadows, every blade of grass throws a shadow and they'er all dynamic now. Better lighting engine, too. And fucking cloud shadows on the sea.
>Twilight Princess looks good
There's so much stuff that looks better and then there's all the dumb shit. Look at the inexplicable edge lighting on the hair right above Link's eyes.
The game simply isn't Cel Shaded anymore, they just took the shader from Super Mario Galaxy and slapped it on there and now everything has the weird edge lighting, when it's supposed to have flat shading with clean cuts between each shade of well, shadow. Don't get me started on the overdone bloom when sailing.
Really an otherwise great product that looks good, it just isn't faithful, and I sincerely doubt that it would've been that much work to put in a "classic lighting" toggle.
All the shadows are great, all the new dynamic stuff is great, but it feels like it's all entirely without the direction that the original had.
>Read through thread
>Bunch of idiots who actually knows nothing of rendering
>Everyone trying to prove that their subjective taste is an objective fact
In terms of objectivity its WWHD>TP>WW>SoC
In objective terms it about how many polys are being rendered, how many shaders there are and nice the textures are. Are you all retards?
You say it's wrong but I like it. Original looks completely oudated and just flat compared to it today.
It actually frustrates me because I hate moving away from my PC and I can't do anything to make WW on Dolphin look better than this.
Honestly, often the "better" games get in terms of graphical power and technical prowess, often the worse they look because you hit uncanny valley.
Its why when I think of really immersive games, I mostly actually think of old SNES games, because I used my own imagination a lot when playing those games, while modern games like the Witcher 3 while beautiful just don't invoke that sense of wonder and immersion.
That's how it was supposed to look though. That's the beauty of Wind Waker, it has an art style that isn't dated. When you say that Wind Waker needs bloom and edge lighting you sound like one those people who think that every game needs fucking ICEhancer or whatever to add more vignetting and lens flares.
Not him, but he probably means "the models as they appear when cel-shaded"
Let's see what they do with TP. Just make the textures a little sharper in the overworld, maybe add some more branches to the trees and 1080p would actually help a lot. It doesn't really need new lighting or better shadows.
This + Hero Mode and maybe less fucking ruppes and money sink quest and we have a perfect rehash.
No, no game yet has hit the uncanny valley, and they won't in the near future.
It doesn't mean "lol so realistic", it means it's indistinguishable from real life, except for minute details, like muscular movements almost imperceptible but which make faces move "naturally".
The grass looks better with the shadows but why the silly HDR on the ocean? Why the weird desaturation? I'm not saying there's nothing to improve on with Wind Waker but they took it way off the rails.
How does this even look desaturated to you?
It jus tlooks different and has more depth. .
The HDR makes the ocean look creamy as fuck, love it.
That's also a weird shot, probably in the shadow of a cloud. It usually looks more like this
>this is a 5th generation game
>muh Wind Waker draws everything
You do realize this is because the Gamecube's CPU was too weak to do accurate polygon clipping right?
It's not like Wind Waker was actually doing anything fill intensive or anything. It uses a small number of polygons with some basic textures and basic lighting combined with a very nice artstyle. If you can get away with consuming fill to save CPU processing power then it might be a good trade if your CPU is shit (like the Gamecube's CPU was).
How can you not see it? The grass went from a muddy dark green to almost neon green (that gets worse depending on the lighting, see >>315379976), the water went from a nice looking dark blue to a strange shade of light blue that doesn't look like water.
First, that has nothing to do with saturated or not saturated, it's just a different tone in general and in WWHD it's simply affected by the lighting and day time. Second, I'm sure neither looks like actual water.
This thread is just a good example of how delusional Gamecube fans are.
Literally the only thing that Gamecube did well was texture resolution and anti-aliasing. Games were usually very low polygon with extremely simple lighting models (like Wind Waker and Twilight Princess).
All these so called effects you see like particles and wind are just prebaked animations that are not calculated on the fly (You do realize there are N64 games like Indiana Jones and the Infernal Machine that has similar kind of particle effects, right?). Even the bloom lighting in Twilight Princess isn't particularly dynamic, it just uses the Gamecube's TEV pixel shader to exaggerate existing (basic) lighting effects into bloomed patterns.
But in the end you'll go ra ra ra the Gamecube looks better, just typically mistaking art style for actual technical achievement. It's exactly why Burnout 3 doesn't get any love, while it does actual sophisticated real time particle effects and highly advanced collision physics, while F-Zero GX gets praised to beyond even though it doesn't do anything other than geometrically simple tracks, no real animations or physics and just goes fast.
Gamecube fans fellate games for imaginary technical aspects, which are actually quite poor. There's literally nothing to praise about the graphics of Gamecube games except the artstyles (which I think are actually quite good).
>it's about what games look best, no matter what tricks they used
Well I've got two comments. First is that technical proficiency can improve gamplay. Games like Burnout 3 did amazing collision physics effects that allowed for wacky scenarios at high speeds.
The second is that certain technical effects are only really apparent in motion unlike artstyle/texture. For example just to build on what some earlier anons were arguing about, Twilight Princess looks much better in still screenshots, while I reckon Shadow of the Colossus looks better in motion. In stills SoTC seems to have really shitty textures, but in motion it is doing all sorts of crazy lighting/particle effects that are actually dynamically generated.
>got this game in the EU promotion
>pick mario kart and get wwhd as complementary game
>most of the game was spent taking my glasses off because the screen looked exactly like when your glasses are smeared with filth
Game was like the average zelda game, but jesus christ that postprocessing
>They probably never even planned to make Hyrule bigger anyway.
There is still geometry outside of Ganon's Tower that shows a path you originally had to traverse through a cave to get to Ganon's Tower.
There's also geometry on the outside of Hyrule Castle that has additional stairways and doors.
>posts a gorgeous Gamecube game running in HD on Dolphin
>in stretched widescreen
Every time. Why? Either use a widescreen hack or play in native 4:3.
Is there a widescreen hack for Rogue Leader?
No, the boat moves around the world. But the water is "locked" to your position, not the world. So the water you see in the game is actually the same patch of water, following you around.
>posting a fucking texture pack as if it was how the game always looked
>tfw he needs a fucking texture pack just to make TP look presentable for his argument
>you can't deny it looked like shit.
What? I was blown away by SotC when I played it back in the day, the graphics were great, the world was huge and the enemies were unlike anything I'd seen before.
Not to mention those handmade animations STILL shit on 90% of modern mocap shit.
Is that screenshot supposed to prove your point or something? Because it looks like absolute trash.
Twlight Princess is dogshit, looks like dogshit, and plays like dogshit m8. Literally worse than fucking Skyward Sword on every single level.
Implying it'll be like this when it comes out.
It'll be like battlefront, where we'll have a dumbed down version and we'll be looking at this webm remembering what could have been
I don't know why everyone is acting like the Wii U can't run this.
Xenoblade could run open world with lots of grass on the fucking Wii, and the Wii U is slightly more powerful than PS3/360.
The thing with this game is, it's not technically that impressive anymore but you could actually be surprised it's a GameCube game simply because it still looks good. They could release a new game on Steam today with those graphics and no one would think "man, this looks kinda shit and outdated". So yeah, it's weird.
Nintendo is cray.
>still have my old gamecube games in a box
>use USB Loader GX on my Wii to install them to a HDD
>run the ISO files on Dolphin to play my favorite games in HD
Now if only they could get Dreamcast emulators to be this good.
Too bad that's only the HUD and the clouds because too lazy to delete the rest of this disgusting texture pack and the HUD is actually kinda neat.
it actually would.
People tend to evaluate the specs and capabilities of the old systems way wrong.
you could probably recreate something quite close to that scene, but there's a good reason why most maps on N64 were small and cut off from each other.
Not him but what do you exactly mean by "essentialy"? You called that "essentially a bullshot" when it is not a bullshot in any plane or state of existence because it's in the damn game.
>that's only the HUD and the clouds
Nigger, look at the Hylian shield in
It's too clean, too sharp, too high res for the Gamecube. Link's shield never looked like that in the original, and neither did the Master Sword and its scabbard. It looks like that's been changed to match Skyward Sword's.
And then look at the fucking hog's ass in this one. It's completely smoothed over and simplified.
It's the same thing with the Zora Armor, it's too clean and high res.
And then there's this room, where the textures of the whole room are redone to have more detail.
You can tell whenever something's a texture pack because it's clean, where TP's textures were purposely dirty and rough.
It's a hell of a lot more than the HUD.
Time to get out the good old WW thread on polycount
SOTC is a game ruined by its framerate. With some awful choices for how to do grey to grey contrast.
Its carried entirely on physical giant climbing. Also the insane giant deisgns, with all that detail. The game outside of that sorta looks.... bland, but with a coherent art style. Overworld generally looks like shit, and is carried very hard by its music and animations.
That said, fur shaders and stencil shadows are a forgotten art these days.
I dropped it after i met the talking boat and it took me to this village.
Why can't i ever get into any Zelda game? The game i got the furthest into was 'The Minish Cap' and even that i dropped about 30% in.
Its like you even't even into topology.
Wasn't twili realm the only good looking place, because it didn't use grey for fog?
Also all that particle darkness.
Most the textures don't rely on resolution, so it didn't really age. They didn't really have to do anything, but if they hadn't the same people praising the remaster would be shitting on it for looking the same, as if that's somehow a bad thing.