Keller, who has been overseeing art in the "Prime" series, said the system can graphically surpass the achievements of "Prime 3," noting "you can definitely do more stuff that will be way beyond that." But he also shared a philosophy about game graphics that suggests there's plenty of ways to impress players' eyes that don't involve pushing tech. Instead, he talks about pushing talent to some interesting extremes. |
"We'll do crazy stuff," Keller said. "You can ask any artist here what the first 'Prime' was about and they'll say cracks. All we did was put thousands of cracks everywhere. For some reason at the time I was real big into cracks and everything had to be beveled. Every crack was custom. There is not one crack that was copied around. I made them chop up everything. We chopped up every stone that was unique on the game. Every pebble." So what is "Prime 3" about? "Texture detail." Keller said that in the Wii game, every texture — the flat pieces of art that coat every side of every figure, object and piece of terrain in any 3-D game — was handmade, ideally at 512 pixels wide, double the resolution of textures in the two earlier "Prime" games. |
"One of the things we've always been told by Nintendo of Japan is they say they appreciate us as a studio because we make games they can't make," Pacini said. "Their specialty is in the casual market. Their specialty is in the platforming and more traditional games." But will Nintendo make Retro go that route too? "I'm really excited about what we're working on next," he said. "If people enjoy the kinds of games Retro makes, I don't think they're going to be disappointed about what we're doing." |
And what of those first-person controls they just made for the Wii? "I honestly feel with 'Metroid Prime 3' we've at least set a platform where other people could take it from here," Pacini said. "It's very viable and it's fun to play. Hopefully all I can wish for is [that] people look at what we did and improve it." |
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