The major problem that the PS3 had, with respect to multiplatform development, was that its memory management was a nightmare in comparison to the 360. The 360 had 512 MB of memory that could be allotted on the fly to system or video memory. The PS3 had fixed 256 MB of system memory and fixed 256 MB of video memory. Every single multiplatform title I worked on in that era was easy to get going on 360 (Plus the 360 dev kits had much friendlier debug/dump regimes compared to the PS3), dead simple to get going on PC, and seemingly endless wailing and gnashing of teeth for PS3 development.
As I also recall hearing from some dev buds I knew at the time, the PS3, while having impressive architecture, was such a nightmare to program for that what you could do with one programmer for the 360, you'd need like eight for the PS3. Would explain why third party PS3 games looked like a downgrade while the first party games, done by devs who had a lot more time, looked fantastic.
Was also told that the PS3 was still better to develop for than the PS2, as Sony didn't even give documentation for that console. Interesting how the PS1/2/3 were all a bitch to develop for but the first two were huge. That's what you get for being groundbreaking (PS1) and lying out your ass (PS2) - also coming out earlier than (most) the competition of that generation: get the install base, and studios will put up with a lot of bullshit.
Flat out Silent Hill should never suffer a remake (I know the original one did way back also). The first 3 Silent Hill games were so well executed that they likely could not be topped with the same team. And there are ZERO dev teams with as much talent as Team Silent had. Like shit, compare Resident Evil to Silent Hill. Silent Hill was better executed.
On that note even the first Resident Evil, its remake worked because it had the same director and if it wasn't the same team it was more talented team. As much as I like Resident Evil 2 it is blatantly different. Or Metal Gear Solid. The remake by Silicon Knights was fine but it clearly had something missing. You simply cannot improve any of the original Silent Hill games and the only other option is how shit and we are really getting some shit here.
Team Silent made three and a half great games, and Silent Hill died with them. The Resident Evil Remake was also something truly magical, who's existence should not be possible, but there it is.
Still like Resident Evil 2 the best of all the RE games. God we were spoiled for good shit back then...
I had a long rant here that I deleted but let me just say that this Boomer Shooter revolution needs to die. I hate getting bait and switched on aesthetics of games that look like Doom or Duke Nukem 3D but secretly they are Unreal or Unit engine POS that instead play more like Doom Eternal with weapons that do less than a broom would in Ryu Hayabusa's hand. Thank you devs. Give me more COD clones at least enemies die in those.
I hate the Boomer Shooter craze
because of the aesthetics. Here's my rant:
Most of these games, like most pixel art sidescrollers and whatnot, are made by hipsters that lack both the experience of the era and also the understanding. So many of these Boomer Shooters look very off, as there's a lot of conflicting visual elements. They will have the enemies at a certain level of detail, then item pickups and the gun at a detail much lower than it would be in the 90s. Then they'd have it be 2.5D, but include shaders and advanced lighting that most certainly does
not fit for the times it's trying to emulate, nor even mesh well today.
Sometimes they go full 3D, but then for some reason make things look more pixelated? The guns, enemies, and textures are trying to be like they're from back then, but it doesn't look right, both in that they're not even pixelated properly (failing to emulate how it looked like on the PS1 or in
Quake) and that the game's details - the amount of polygons, the map sizes, enemy counts, geometry details, etc. - don't justify their existence. Everything is just
off.
They simply don't understand that up until the early 2010s, visuals were heavily driven by
limitations, and a lot of the art direction, especially in the 90s,
emerged as a way around it. We didn't have shit so pixelated because we wanted it like that, it was simply
the best we could do.
And oh yeah, and most don't play like a shooter of the era. That's a killer. Twats.