I don't think you understand what I'm saying
It's not about what can be rendered - it's about the emphasis on high-quality visuals.
Personally, I think Vaporum and Grimrock both looked great - and wouldn't particularly benefit from going further than that. To each his own though.
Anyway, there's no reason to argue just to argue.
The game will tell all
I know what you are saying. I was responding to your "yes, it will help sell the game" comment. The attention in that area is not *just* to sell the game. Brian believes it's an area they can go in on. Just clearing that up on my end.
If it comes at the cost of the rest of the game, we will see. I understand that's what you're getting at. So yes, we will just have to wait and see.
The combat at least looked pretty interesting in the videos I've seen, the world beautiful and the presentation great for a game like this.
My biggest concern will be the dungeon designs themselves. I hope the overall amount of visuals and overall "game" will vary enough from dungeon to dungeon. Elminage Gothic, while a miniscule budget 'crawler and not exactly an example of great graphics (although the enemy designs are killer
), made sure each dungeon not only presented a different, if basic, visual look, but also different elements that made each dungeon unique. One dungeon may have wind tunnels that you have to figure out, or an underwater area where your party can drown, ice floors that made you slide across tiles and you had to navigate them, etc.. Different, well-fleshed out gimmicks in each dungeon, essentially. So I'm really interested in how BT IV makes each dungeon unique.
Pretty sure I have an interview posted here from a year ago with them. I also sent a second set of questions, but haven't heard back on those.