![]() To put it another way, jumping from Splatoon 2 to this latest sequel is more like renovating a beloved old house rather than outright moving. It’s a little nip here, a little tuck there, and a modest extension to an under-developed feature. It’s like reviewing a Call of Duty game, I suppose – bits and pieces change from one game to another, but the development machine for such an established franchise has gotten so sophisticated and so well-defined that any review inevitably isn’t going to be talking about big-ticket changes. The celebration on the fansites was Biblical in proportion.A couple of weeks ago, I described Splatoon 3 as a ‘difficult game to preview’, largely because of its iterative nature. ![]() A massive update to the game's engine dubbed "NewDark". Then in 2012 we got sent the unthinkable, straight out of the blue on a French fansite of all places. Even better is the fact that the engine will load a file of the same name outside the original archive BEFORE accessing the retail-shipped archives. I made a few simple levels back in the day so I know whereof I speak.įortunately the game's data archives are literally renamed ZIP files instead of some proprietary encoded archive. Fanmods do a TON to remedy these two problems but the notoriously user-surly DromEd editor was given to fans with literally zero documentation. ![]() Also the Dark engine allowed for texture sizes up to 256x256 (decent for its day) but this limit was rarely touched. Also, though it didn't distract too much, some of the NPC models were.painfully low on polygon count.
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