I mean, XIV fell into similar traps and thus needed a miracle reboot to fix things.Square has to be the most wildly inconsistent company I have ever seen. The same company that did this also does FF XIV, DQXI, and FF VII Remake.
It would take a lot of effort to change all the models, add more normal maps etc, i don't think so.is this something they'll fix? I did wanted to try the game later on ps4
It would probably be very costly to fix and it wouldn't result in many additional salesis this something they'll fix? I did wanted to try the game later on ps4
This game was mainly developed by Koei Tecmo though, and this is exactly the sort of thing I'd expect from them.Square has to be the most wildly inconsistent company I have ever seen. The same company that did this also does FF XIV, DQXI, and FF VII Remake.
I've never played FFXIII and only now just realized that it has a weird glossy coat:
With shrinking balls and everything
No. This is either a sign of incompetence or serious schedule and budgetary constraints. Typically game characters are sculpted in a program like Z-Brush that produces very high poly models that aren't well optimized enough to go in-game. The artists then go through an optimization process called mesh decimation where they reduce the the total poly count (while keeping the model looking looking similar). Team Ninja just didn't do step 2.Hasn't Team Ninja been doing this to varying extents since Ninja Gaiden? Like it started as flexing system power and now they just do it because they can. Makes their games look distinct af but they don't always run so great because of it.
They did do step 2. Also, decimation and retopology are two different things. You have to retopologize your mesh to make it suitable for rigging and animating. You don't rig a raw zbrush sculpt, decimated or otherwiseNo. This is either a sign of incompetence or serious schedule and budgetary constraints. Typically game characters are sculpted in a program like Z-Brush that produces very high poly models that aren't well optimized enough to go in-game. The artists then go through an optimization process called mesh decimation where they reduce the the total poly count (while keeping the model looking looking similar). Team Ninja just didn't do step 2.