Spiral, you're non-sensically bashing Recolution with terrible, biased, snooty reasons that have nothing to do with what's actually in front of you. You sound like the Westbro Baptist Church on non-conformity. For one, if you know all the versions so well, you'd easily be able to tell that that is the Dreamcast version, not the N64 version. It's easy to tell because in the Dreamcast version, the lighting is a little different than all the others, and his fingers are 3D. In the N64 version they're one flat model with a texture to make it look like fingers. Also if you're talking about graphical superiority, Revolution is factually miles better. How? It's a generation ahead, and everything in the Dreamcast version is lower quality in terms of polygons and detail. Just because you don't care about dynamic shadows or 3D replacements doesn't mean they now magically don't have anything to do with the graphics quality, even though poly count and shading quality are the main factors of graphics quality. You also said that you "liked the cell-shading on the original mushrooms." Do you even know what cell-shading means? Obviously not. The original mushrooms were 2D sprites that could only rotate along the Z axis to meet you camera's orientation. They had no shading. 2D spites actually never had he ability to be shaded until DirectX10 came along where individual per-node shaders were introduced. That let individual objects have non-geometric shaders applied to them. The best example is motion blur. Before DX10, motion blur was a screen-space effect, often it was accomplished by interlacing frames. Now as DX10 came along, it had enough ability to produce shaders that weren't just effects assigned to flat 3D polygons, but shaders that handle per-node effects that didn't take up a 3D space that didn't use cheap unrealistic effects such as interlacing frames. Now what were once screen space effects can be applied to any single node in the 3D space: if let's say, three objects are falling in different directions on the screen, only those objects get blurred, while the rest of the viewport remains unaffected.spiraldoor wrote:If you have literally nothing but unsubstantiated insults to contribute, I suggest that you keep your small, pre-pubescent hands off our Rayman 3D thread.iHeckler9 wrote:That, good sir, is utter b*****t.spiraldoor wrote:>Bad stuff about Revolution<
I work with in-depth 3D work constantly. Your argumets on graphical superiority are so basic and uneducated that I'm rolling my eyes twice around.
Also insulting IHeckler9 because of his age and supposed maturity is, in fact, very, very immature of you. That's what bullies do; they make fun of other people for no reason other than to make themselves feel more important and vital than them. He has every right to disagree with you, whether he gives his reasons or not. At least he isn't blurting out religiously biased words that actually don't make up anything for a reasonable response.
Everything you've said about how bad Revolution is gameplay wise sounds like complete opinions that most people don't share spat out as facts. Everythig you mentioned I completely disagree with, right down to the intentions for the reasons you gave. All the reasons you gave were why I like Revolution, but replace all the negative words like "stupid" with words like "great." I'm sorry I prefer games to be in-depth with sidequests rather than shallow and liniar. Yea, I did just say shallow. Rayman 2 is a very shallow game, but that doesn't mean it isn't one of greatest games of all time.
I do agree with Drolpiraat pretty much. The Hall of Doors was an extremely magical area that defined that atmosphere. I think if they used the Hall of Doors design and atmosphere but made it like the Minisaurus plains (as in a free-roaming Hall of Doors), it would be perfect.






