Remember picking up a GameFan magazine with "screenshots" of Robotech: Crystal Dreams for Ultra 64: Remember these? http://i.imgur.com/79VfVfj.jpg
So many people including myself fell for the hype.
Not only were those visuals not impossible on any PC 3D card or arcade board, let alone on the slim resources Nintendo 64 offered--It was also not possible on the much more powerful and expensive workstations & visual systems that Silicon Graphics had. Not at real-time framerates. Anything from SGI back then would have had to spend time rendering those images offline. In other words, obviously it was prerendered CG.
That said, it is a shame GameTek could not get the additional funding & development staff to redesign the game for the then-upcoming Project Dolphin (GameCube). With dozens of times more power/performance than N64, more & faster memory, a reasonably impressive game based on their ambition could've been achieved.
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Re: Feature: The Short Life And Untimely Death Of Robotech: Crystal Dreams
Remember picking up a GameFan magazine with "screenshots" of Robotech: Crystal Dreams for Ultra 64: Remember these?
http://i.imgur.com/79VfVfj.jpg
So many people including myself fell for the hype.
Not only were those visuals not impossible on any PC 3D card or arcade board, let alone on the slim resources Nintendo 64 offered--It was also not possible on the much more powerful and expensive workstations & visual systems that Silicon Graphics had. Not at real-time framerates. Anything from SGI back then would have had to spend time rendering those images offline. In other words, obviously it was prerendered CG.
That said, it is a shame GameTek could not get the additional funding & development staff to redesign the game for the then-upcoming Project Dolphin (GameCube). With dozens of times more power/performance than N64, more & faster memory, a reasonably impressive game based on their ambition could've been achieved.
Ah well...