View Single Post
  #151  
09-22-2016, 06:09 AM
Phylum's Avatar
Phylum
No Artificial Colours
 
: Sep 2008
: Rock bottom
: 4,911
Blog Entries: 94
Rep Power: 23
Phylum  (5748)Phylum  (5748)Phylum  (5748)Phylum  (5748)Phylum  (5748)Phylum  (5748)Phylum  (5748)Phylum  (5748)Phylum  (5748)Phylum  (5748)Phylum  (5748)

:
I too always wonder why this is often given as an excuse for various aspects of AO and AE's design. Technical limitations on a 2D Sidescroller? I know they talk about memory being an issue for certain things, but other than that I doubt the PS1 had too much trouble running games like these.
Now don't get me wrong, I'm sure they had some big technical hurdles. I mean the entire game runs upscaled, and the assets are stored at half the vertical resolution so that they would fit on a CD. But people were making fast and slick games at the time of AO, there is no technical reason why they didn't do that.
Reply With Quote