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March 7th, 2007, 18:28
I could live with engine problems/frame rate issues, because that's an honest consequence of being ambitious and underestimating the task. You take chances sometimes, and they come up snake eyes. But 95% of Invisible War's problems stem from the core design philosophy of the game -- and that design philosophy was "Make the game for a new audience on the X-Box instead of making a true sequel for the PC". Small tiny levels (thanks to 64 MB of X-Box RAM), crappy interface, crappy menus, huge writing, gimped role-playing system, stupid inventory system -- all of those problem stem from having to design the game for the X-Box as the lowest common denominator and making it more, ahem, "accessible".
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