noiseredux wrote:
(B) The NDS but we took away the GBA functionality... but you can take silly pictures of your friends... if you want.
See this wouldnt bee too big of a griipe if The DS DIDNT ACTUALLY USE THAT SLOT FOR ITS OWN GAMES! If I got a DSi, I wouldnt be able to play Guitar Hero, Tony Hawk motion (that game sucks anyway, but thats not the point), and I cant use the rumble pack now. Bullshit.
noiseredux wrote:
(B) The NDS but we took away the GBA functionality... but you can take silly pictures of your friends... if you want.
See this wouldnt bee too big of a griipe if The DS DIDNT ACTUALLY USE THAT SLOT FOR ITS OWN GAMES! If I got a DSi, I wouldnt be able to play Guitar Hero, Tony Hawk motion (that game sucks anyway, but thats not the point), and I cant use the rumble pack now. Bullshit.
Nintendo did it for another round of DRM purchased downloads.
Why should the gamer be allowed to play the old carts, DRM it!
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noiseredux wrote:
(B) The NDS but we took away the GBA functionality... but you can take silly pictures of your friends... if you want.
See this wouldnt bee too big of a griipe if The DS DIDNT ACTUALLY USE THAT SLOT FOR ITS OWN GAMES! If I got a DSi, I wouldnt be able to play Guitar Hero, Tony Hawk motion (that game sucks anyway, but thats not the point), and I cant use the rumble pack now. Bullshit.
Nintendo did it for another round of DRM purchased downloads.
Why should the gamer be allowed to play the old carts, DRM it!
I realize that you aren't the biggest fan of DRM, but that isn't what he was talking about.
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.
* Audio. It's awful. I heard it once being likened to "someone crushing an aluminium can into a cheap microphone with too much reverb". Some people have worked around it (I have a Yuzo Korshiro man crush). But think of what could have come out of that console with slightly better audio hardware.
* Low colour pallet. The MD had the resolution, but lacked the colour options. Lots of dithering, or just entire games that came out looking far too "brown" and flat.
SNES/SFC:
* Low resolution. The inverse of the Megadrive - great colours, but low resolution pictures (an almost square ratio!) meant that the sharpness wasn't there to match.
* Fragile shoulder buttons. This is me being very picky, but I must have gone through dozens of controllers on the SNES. The face buttons were great (I prefer them to the MD), but the shoulder buttons never seemed to last. (Or maybe I just played too much Street Fighter 2).
ALL:
* CD-ROM options.
Sega completely wasted that potential. There's possibly 3 games worth playing, and the rest are utter arse. They could have easily released collections of previous titles (say, the entire SoR series on 1 disc). They could have easily made so many great games. But instead we got inundated with shite FMV games that nobody wanted (yet developers and publishers were convinced it was going to be the future of gaming).
Nintendo... well.... Nintendo went and bet the farm that cartridge was here to stay. They told Sony to go jump. That was a smart move.
Just imagine what could have come out of the SNES with no ROM size limitations! Imagine a 16bit Zelda sequel that wasn't 8mbit, but rather 800mbit. Imagine what Square, Enix, Capcom and others could have pumped out.
Sega and Nintendo: you both screwed the pooch on that one.
I agree with you regarding the SNES and MD, but optical storage wasn't really utilised to its maximum until the 6th generation. Most games filled the discs with FMV and redbook audio, and rips of PS1 games can be easily found nowadays: Their data rarely goes over the limit of N64 carts. In fact the whole slow drive access/read speeds plus the push to produce more fluff over gameplay did hurt the 32-bit generation quite badly. As for 16-bit consoles the ports were usually too slow to maximise the extra CD-ROM processing and space, with the addons themselves being handicapped by the severe lack of RAM. Only a portion of Sega CD games made full use of the extra processing power that was very hard to attain to begin with. And to think developers were expected to code for the MD+32X+SCD all in tandem. Sega went absolutely parallel-mad during the mid-90s.
The real shame was that storage was quite expensive back then, but the alternative didn't solve much until the Dreamcast and PS2 came about.