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The problem with next-gen graphics
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mechanori



Posts: 623

PostPosted: Tue Nov 21, 2006 3:14 pm    Post subject: The problem with next-gen graphics

I'm mostly underwhelmed by next-gen graphics. I was talking with duckroll on IRC, and he refused to accept that I thought Dead Rising didn't look that great. But it doesn't! Sure, it has some decent textures, and the characters look nice sometimes, but it's about as flat as a Dreamcast game. It's dominated by these massive planes that aren't dynamic, that don't feel any more realistic than the floor textures in Ocarina of Time.

Now we have Gears of War. It's stunning (most of the time), but it feels like it could crack and fall apart at any moment. Every art asset is meticulously designed for the place it's been put, and it's that kind of excrutiating detail that I don't think the industry will be able to handle. It's just getting to be too much work, and next-gen graphics are suffering for it.

Even in Gears of War, there are sort of bizarre "mistakes." Every surface might be normal mapped, but why the hell is there a flat newspaper texture on the floor that won't move? Why aren't there real shadows? Where the fuck is my grass? I mean, realistically. wouldn't it be easier to throw a couple of leaves on the ground that actually blow in the wind than make an artist create a huge, high-resolution texture that doesn't do anything at all?

Those are the kind of things I was expecting to read in Aderack's next-gen asset creation piece on Gamasutra. Instead, I read a piece on, well, making what's already being done a little easier, which seems to be the aim of many developers, or at least those who don't think money is the solution.

I don't really know what the solution to all this is, but I do know that I'm unsatisfied with the direction it's going now.
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aderack



Posts: 5018

PostPosted: Tue Nov 21, 2006 3:25 pm    Post subject:

That's what I expected to read in it as well! It was kind of disappointing!
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James



Posts: 1735

PostPosted: Tue Nov 21, 2006 3:28 pm    Post subject:

Played Ridge Racer on PS3 today. Asked them where the PS2 was hidden, esp. since the controller was a dual shock.

It was the real deal, using a generic USB adaptor. I didn't care for it.
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Moogs



Posts: 928

PostPosted: Tue Nov 21, 2006 3:32 pm    Post subject:

Well Dead Rising is, you know, not all that impressive artistically, it's more or less a showcase for how much crap the hardware can handle at once.

At the moment, anyway.
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Hot Stott Bot



Posts: 2097

PostPosted: Tue Nov 21, 2006 3:33 pm    Post subject: Re: The problem with next-gen graphics

mechanori wrote:
I'm mostly underwhelmed by next-gen graphics. I was talking with duckroll on IRC, and he refused to accept that I thought Dead Rising didn't look that great. But it doesn't! Sure, it has some decent textures, and the characters look nice sometimes, but it's about as flat as a Dreamcast game. It's dominated by these massive planes that aren't dynamic, that don't feel any more realistic than the floor textures in Ocarina of Time.


Agreed.

Now we have Gears of War. It's stunning (most of the time), but it feels like it could crack and fall apart at any moment. Every art asset is meticulously designed for the place it's been put, and it's that kind of excrutiating detail that I don't think the industry will be able to handle. It's just getting to be too much work, and next-gen graphics are suffering for it.


Agreed. I think this is why GoW lacks more interesting animation (my main complaint in the GoW thread) -- because everything is too meticulously crafted, and would be too hard to move.

Even in Gears of War, there are sort of bizarre "mistakes." Every surface might be normal mapped, but why the hell is there a flat newspaper texture on the floor that won't move? Why aren't there real shadows? Where the fuck is my grass? I mean, realistically. wouldn't it be easier to throw a couple of leaves on the ground that actually blow in the wind than make an artist create a huge, high-resolution texture that doesn't do anything at all?


Generally speaking: no.

Also the kind of skillsets required to make things that blow in the wind are much more expensive than the kind that just make big textures. Because it is hard.

See, here's the problem:

People are expecting that this new power will make average developers better than average. But it won't. It takes more skill and more talent to utilize more power. Videogames still have roughly the same amount of skill and talent they've always had... so...
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zebadayus



Posts: 672

PostPosted: Tue Nov 21, 2006 3:39 pm    Post subject:

So is the problem that the consoles are powerful, but the developers can't handle it?
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Dark Age Iron Savior



Posts: 3148

PostPosted: Tue Nov 21, 2006 3:41 pm    Post subject:

The problem appears to be that the developers aren't focusing on graphics as much as they would if their families were going to die if the game couldn't pass for real-life.
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Red_venom



Posts: 338

PostPosted: Tue Nov 21, 2006 3:43 pm    Post subject:

The problem is that content creation is more costly than ever, I guess.

I like what Aderack wrote in his article linked on the front page. Videogames are kinda "more more more" right now. Its like the end of the atari era all over again.
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mechanori



Posts: 623

PostPosted: Tue Nov 21, 2006 3:47 pm    Post subject:

Dark Age Iron Savior wrote:
The problem appears to be that the developers aren't focusing on graphics as much as they would if their families were going to die if the game couldn't pass for real-life.


I don't think anyone is demanding perfect realism.
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Legal Step



Posts: 1030

PostPosted: Tue Nov 21, 2006 3:53 pm    Post subject:

I think the problem is that if you make a beautiful game, it won't be special because it will only be beautiful relative to the style of gameplay. Like Gears of War. Sure it is awesome, but if you used the same engine and made a game with fishing and riding your bike and visiting your grandma, it would suck.

I think that's what he's getting at.
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Hot Stott Bot



Posts: 2097

PostPosted: Tue Nov 21, 2006 3:59 pm    Post subject:

zebadayus wrote:
So is the problem that the consoles are powerful, but the developers can't handle it?


Red_venom wrote:
The problem is that content creation is more costly than ever, I guess.


Maybe? I mean, those are kind of the same thing. Anyone can do anything with enough money for the right talent... well, kind of.

I think the problem is sort of two things:

1. The majority of developers -- or the industry as a whole -- hasn't quite settled into a smart approach for developing that keeps costs down while utililizing the power towards some effective end result. The next-gen is costing more without creating more value, essentially.

2. Because of point 1, the majority of developers are still approaching next-gen games a bit too much like last-gen games, and because of that, simply do not have the money to fill their worlds in the same manner they did in the last-gen.

Point 1 is sort of about using power to produce assets cheaper.

Point 2 is sort of about how more power requires more assets.

Essentially, if you can't do 1, you're fucked because of 2, and the industry doesn't really have a good system in place for everyone to do 1.

=========================

There's also other angles to this whole problem...

...like making tons of huge, expensive assets, but better processes to ensure that your assets have more value to them, and even bigger structures and organizations. But this is kind of a different angle. My initial post was about develoeprs and budgets of roughly the same size as now, not being able to deal with the next-gen.

This angle is more about having systems in place that justify budgets on a level we have never seen before...

That's kind of a scarier angle.

It's a little bit farther away I think...

I think both are kind of important.
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Dark Age Iron Savior



Posts: 3148

PostPosted: Tue Nov 21, 2006 4:16 pm    Post subject:

mechanori wrote:
Dark Age Iron Savior wrote:
The problem appears to be that the developers aren't focusing on graphics as much as they would if their families were going to die if the game couldn't pass for real-life.


I don't think anyone is demanding perfect realism.


Just going to extremes a bit, as has been the norm around here recently. I too would be disappointed in a flat, unmoving newspaper. But I honestly think that, in a game like Gears, it's not worth being bothered over.
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Broco



Posts: 546

PostPosted: Tue Nov 21, 2006 4:39 pm    Post subject:

mechanori wrote:
Every surface might be normal mapped, but why the hell is there a flat newspaper texture on the floor that won't move?


I've been wanting fully mobile and destructible environments in FPSs ever since Quake 1. Instead, we've gone in the direction of environments that are almost as static (though the occasional Havok-engined crate is appreciated) but with gabs of high-res textures and lighting. It's pretty frustrating, but I suppose physics is just that expensive.

The current generation (Xbox360/PS3) is boring since we now have enough power to do all the old things in very high resolution, but not enough to do anything really new. I have high hopes for the generation after this one, though, which will hopefully include dedicated physics processors.
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Baines



Posts: 906

PostPosted: Tue Nov 21, 2006 6:20 pm    Post subject:

Broco wrote:
I've been wanting fully mobile and destructible environments in FPSs ever since Quake 1. Instead, we've gone in the direction of environments that are almost as static (though the occasional Havok-engined crate is appreciated) but with gabs of high-res textures and lighting. It's pretty frustrating, but I suppose physics is just that expensive.


We had Red Faction, which for its sequel actually went back to scripted events and restricted free-form destruction to walls and/or ceilings in one room and smaller areas.
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schild



Posts: 536

PostPosted: Tue Nov 21, 2006 6:36 pm    Post subject:

There's some pretty amazing looking shit in Genji 2.
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108



Posts: 2600

PostPosted: Tue Nov 21, 2006 6:42 pm    Post subject:

James wrote:
Played Ridge Racer on PS3 today. Asked them where the PS2 was hidden, esp. since the controller was a dual shock.

It was the real deal, using a generic USB adaptor. I didn't care for it.


Man! It looks so much better than the Xbox 360 version, you must realize!

lol

As for next-gen graphics -- Gears of War, et al -- it's all about ripping off the band-aids. You can either do it slowly, or you can do it quickly. People need to jump in and rip off each and every graphical band-aid as quickly as possible, if they truly want their dead-realistic graphics. Right now, the surface of the "body" of realistic and/or "next-gen" videogame graphics is about 95% coated in band-aids.

It's gonna sting a little bit each time one is ripped off! People need to just get it over with.

If Gears of War looks as great as it does -- and it does -- then I'm certain things will keep getting better. In a way, I really respect what GoW attempts with its oatmeal-faced characters, for the same reason I deeply respect Madden (even while disliking it) -- it's moving toward the future, tearing off band-aids. Maybe the story in GoW was as complicated as the fourth quarter of a football game because the band-aid of "telling an emotional, literary story with surreal-looking characters" hasn't been ripped off yet?

Either way, I like how the faces in Lost Odyssey look.
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tacotaskforce



Posts: 571

PostPosted: Tue Nov 21, 2006 6:47 pm    Post subject:

Broco wrote:
The current generation (Xbox360/PS3) is boring since we now have enough power to do all the old things in very high resolution, but not enough to do anything really new. I have high hopes for the generation after this one, though, which will hopefully include dedicated physics processors.


The last generation gave us Katamari. The same hardware generation that gave us Pac-Man 2600 and E.T. the Extraterestrial gave us M.U.L.E. Hardware upgrades are really only important for annual games. The real interesting things are made up by out of the box thinkers who could work on any hardware.
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Mister Toups



Posts: 4943

PostPosted: Tue Nov 21, 2006 6:48 pm    Post subject:

I am tempted to edit the first post to just say "jaggies".
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Waffen



Posts: 1638

PostPosted: Tue Nov 21, 2006 7:04 pm    Post subject:

If GoW isn't doing it for you you're just going to have to get a PC and wait for Crysis to come out.

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ReroRero



Posts: 2148

PostPosted: Tue Nov 21, 2006 7:09 pm    Post subject:

Or wait for the eventual X360Box port.
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EU03



Posts: 164

PostPosted: Tue Nov 21, 2006 7:26 pm    Post subject:

Waffen wrote:
Cyrsis

Geez, still using that bloom.
Also, didn't those guys admit that there was some photoshoppery for the Crysis pictures?
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Mister Toups



Posts: 4943

PostPosted: Tue Nov 21, 2006 10:44 pm    Post subject:



grass looks like shit. fence looks like shit. bushes look like shit. trees look like shit.
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Hot Stott Bot



Posts: 2097

PostPosted: Tue Nov 21, 2006 10:46 pm    Post subject:

The waves are pretty mediocre as well.

Also, they don't simulate the way color bends at extreme distances particularly well. I think they're just using a standard fog effect and don't understand the phenomenon...

And too much HDR on the shack, not enough HDR on the mountains!
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another god



Posts: 1629

PostPosted: Tue Nov 21, 2006 10:49 pm    Post subject:

HEY YOU GUYS!

Here's a tip about art: a lot of stuff is really easy to make look real. The hardest part about making things look real is making them move. Ok, thanks, that's all.
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Mister Toups



Posts: 4943

PostPosted: Tue Nov 21, 2006 10:49 pm    Post subject:

nice corrugated aluminum siding though!
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Hot Stott Bot



Posts: 2097

PostPosted: Tue Nov 21, 2006 10:50 pm    Post subject:

You sir, are a gentleman and a scholar.
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Hot Stott Bot



Posts: 2097

PostPosted: Tue Nov 21, 2006 10:52 pm    Post subject:

another god wrote:
HEY YOU GUYS!

Here's a tip about art: a lot of stuff is really easy to make look real. The hardest part about making things look real is making them move. Ok, thanks, that's all.


You know... I'd say both are equally hard to make accurate to life ("making stuff look real" being "lighting and geometry"), but bad movement is much more likely to break people's suspension of disbelief than bad lighting or bad geometry.
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abszero



Posts: 103

PostPosted: Tue Nov 21, 2006 11:15 pm    Post subject:

Broco wrote:
The current generation (Xbox360/PS3) is boring since we now have enough power to do all the old things in very high resolution, but not enough to do anything really new. I have high hopes for the generation after this one, though, which will hopefully include dedicated physics processors.


I don't really see physics processors as being substantially different from graphics processors in terms of their effect on the industry. Ie, that if they do succeed, we'll end up with a generation where every game has oh-so-fancy dynamics modeling on every object. And then we'll get to look forward to the next generation where, you know, you'll be able to explode all those objects into 100 fragments at once and have the deep satisfaction in your heart that the resulting collisions are all handled accurately.

...

I mean, who cares? Rudimentary physics are enough for most games. Thief was a blast in 1999 with nothing more than the ability to stack crates and then jump on them (or stack them *while* jumping on them but that's a different story). That's not to say that there will not be some games that make totally awesome new uses of it - of course there will. But they seem likely to be as few and far between as games that really make good use of graphics as opposed to just having them for the sake of having them / because Sony won't license you otherwise.
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aderack



Posts: 5018

PostPosted: Tue Nov 21, 2006 11:52 pm    Post subject:

I want to know how progress is going on that "not suck" chip. What was its codename? "Razmataz"?
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chevluh



Posts: 183

PostPosted: Wed Nov 22, 2006 12:57 am    Post subject:

Broco wrote:
I've been wanting fully mobile and destructible environments in FPSs ever since Quake 1. Instead, we've gone in the direction of environments that are almost as static (though the occasional Havok-engined crate is appreciated) but with gabs of high-res textures and lighting. It's pretty frustrating, but I suppose physics is just that expensive.


It's not only physics, it's the whole way many of these engines are built. Basically you can massively speed up both collision detection and drawing objects if you're guaranteed that most things won't move (or at least not beyond a certain distance), because you can then find ways to sort and organize them beforehand so that accessing them will be as efficient as possible. That was the original trick behind Quake 1 being playable at decent framerates back then, which became the inspiration for most engines that would follow, and now that content is more costly to render than ever, efficient access has become all the more prevalent.
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dhex



Posts: 2963

PostPosted: Wed Nov 22, 2006 1:35 am    Post subject:

I mean, who cares?


i do, but in the sense that despite the chaff there'll be enough wheat there for some real doozies in the hands of the right designer. but i like that sort of thing, and the physics side of things really does change the way you interact with a game world. even if it's just gingerly stepping around crates because they have no actual weight, or doing ridiculous things.

crysis is either going to rock socks or get rushed out the door and suck like gangbusters.
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extralife



Posts: 3316

PostPosted: Wed Nov 22, 2006 1:39 am    Post subject:

Man, the most important thing to making "next gen" or whatever games look really nice is animation. That also happens to be what takes the most time/manpower/money to do, so I'm not expecting much :(

Combine animation with physics, and you get something approximating weight. Half Life 2 doesn't have what Gears of War has, but it is certainly the more impressive title from a technical perspective (and, uhh, from every other perspective).
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Silverswordfish



Posts: 64

PostPosted: Wed Nov 22, 2006 1:50 am    Post subject:

PS3/360



what went wrong?
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Perseus



Posts: 72

PostPosted: Wed Nov 22, 2006 2:01 am    Post subject:

extralife wrote:
Man, the most important thing to making "next gen" or whatever games look really nice is animation. That also happens to be what takes the most time/manpower/money to do, so I'm not expecting much :(

Combine animation with physics, and you get something approximating weight. Half Life 2 doesn't have what Gears of War has, but it is certainly the more impressive title from a technical perspective (and, uhh, from every other perspective).


QFT.

Oddly enough, LucasArts of all people appears to be focusing on animation and physics with their next-gen titles. In their Edge Magazine interview from a few months back, they spoke a great deal about how they planned to use such technologies to give a heftier, more realistic feel to their games- starting with next-gen Indy (which doesn't look so hot right now, but it's still a long way away from release).

Silverswordfish wrote:
what went wrong?

You exceeded your bandwidth, that's what!
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chevluh



Posts: 183

PostPosted: Wed Nov 22, 2006 2:45 am    Post subject:

Silverswordfish wrote:
what went wrong?

Dunno where to find the original quote anymore, but according to some developers, it boils down to a few things.

The 360's GPU (the graphics bit) is simply superior. It can draw stuff faster, has better shader possibilities, and uses clever recent technical thingies to do antialiasing in a very efficient way. Antialiasing isn't nearly as well integrated in the PS3, and doing it well relies on programming tricks that eat up a lot of memory. Apparently the 360's bus are more efficient too, i.e. the components lose less time in communicating between each other.

The last problem is that while technically superior, the PS3's multi-lotsa-core thingie is really complex and different to program for, while the 360's programming is very close to a PC's or, for that matter, an XBox's. Because of that, the analysis concluded that it'll take a few years before developers can really draw out the PS3's power. For now they're just busy undrestanding how the thing works.
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Silverswordfish



Posts: 64

PostPosted: Wed Nov 22, 2006 6:44 am    Post subject:

Perseus wrote:


Silverswordfish wrote:
what went wrong?

You exceeded your bandwidth, that's what!


Bandwidth get!
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DaleNixon



Posts: 766

PostPosted: Wed Nov 22, 2006 7:07 am    Post subject:

insert credit
Where the fuck is my grass?
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skelethulu



Posts: 129

PostPosted: Wed Nov 22, 2006 7:14 am    Post subject:

chevluh wrote:
Silverswordfish wrote:
what went wrong?

Dunno where to find the original quote anymore, but according to some developers, it boils down to a few things.

The 360's GPU (the graphics bit) is simply superior. It can draw stuff faster, has better shader possibilities, and uses clever recent technical thingies to do antialiasing in a very efficient way. Antialiasing isn't nearly as well integrated in the PS3, and doing it well relies on programming tricks that eat up a lot of memory. Apparently the 360's bus are more efficient too, i.e. the components lose less time in communicating between each other.

The last problem is that while technically superior, the PS3's multi-lotsa-core thingie is really complex and different to program for, while the 360's programming is very close to a PC's or, for that matter, an XBox's. Because of that, the analysis concluded that it'll take a few years before developers can really draw out the PS3's power. For now they're just busy undrestanding how the thing works.


Almost entirely sums up the problems on the PS3. The biggest problem for me, though, is that while the graphics card memory is extremely fast, it ISN'T UNIFIED WITH SYSTEM MEMORY. If your game doesn't use exactly 256MB of textures or 256MB of system memory then you aren't getting the most out of either. On the 360, you can have levels that use 400MB of textures but use less system ram, and the opposite is true. While blitting textures is some ridiculous amount slower on the 360, all of that crap happens during load time (usually), so it's almost a complete win for the 360 in that regard.
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Legal Step



Posts: 1030

PostPosted: Wed Nov 22, 2006 9:12 am    Post subject:

Lazy motherfuckers not unifying their memory, what the fuck?

Why didn't Namco use the Gears of War engine to make Ridge Racer 6?
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extralife



Posts: 3316

PostPosted: Wed Nov 22, 2006 3:42 pm    Post subject:

It's not the "Gears of War engine" it's the Unreal 3 engine ok.
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Jeff Garneau



Posts: 1622

PostPosted: Wed Nov 22, 2006 10:24 pm    Post subject:

more importantly: are we ever going to be fooled into thinking it's real life?

also proposal: games should not have gone hi-def because i equate real-life on a screen with composite cables.
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Waffen



Posts: 1638

PostPosted: Wed Nov 22, 2006 10:37 pm    Post subject:

quit being such weeabos and slobbing $ony's knob.

nothing went wrong as far as I'm concerned.
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Mr. Mechanical



Posts: 1890

PostPosted: Wed Nov 22, 2006 10:42 pm    Post subject:

In five years time developers will have probably figured out how to make the PS3 do things the 360 just plain won't be able to do, I'm sure. I just hope they're not planning on releasing the PS4 by then because all the dickwaving between the systems will just start all over again.
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!=



Posts: 163

PostPosted: Wed Nov 22, 2006 11:06 pm    Post subject:

It's equally liquely I'd say that the x360 will do things that both the ps3 and x360 aren't able to do.

Because, deep down inside, it's all about the dirty tricks.
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mr. newbie



Posts: 37

PostPosted: Wed Nov 22, 2006 11:08 pm    Post subject:

i played rr on the 360. i was, and still am, damned impressed damnit. it's pretty.
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Jeff Garneau



Posts: 1622

PostPosted: Thu Nov 23, 2006 5:36 pm    Post subject:

!= wrote:
It's equally liquely I'd say that the x360 will do things that both the ps3 and x360 aren't able to do.

Because, deep down inside, it's all about the dirty tricks.

yeah dude
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Toto



Posts: 498

PostPosted: Thu Nov 23, 2006 5:48 pm    Post subject:

Mr. Mechanical wrote:
In five years time developers will have probably figured out how to make the PS3 do things the 360 just plain won't be able to do, I'm sure. I just hope they're not planning on releasing the PS4 by then because all the dickwaving between the systems will just start all over again.


Sony wants the PS3 to be the console of the next ten years.
But who can ever believe what Sony has to say?
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SP_86



Posts: 31

PostPosted: Thu Nov 23, 2006 7:20 pm    Post subject: [ Poll ] Top Post!

extralife wrote:
It's not the "Gears of War engine" it's the Unreal 3 engine ok.

It's going to be "Gears of War-killer" instead of "Halo-killer" for a while, too.

Fudge Unreal. The tiny-head and big guns thing is lame and sooooo 1988 Marvel comics.
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