I think the cube's hardware wasn't up to the task, cube games use very little shader effects while gta is spitting transparencies and alpha every which way on the PS2 so much even the xbox version had to be toned down. Then there's the relationship with Nintendo, the N64 soured things with DMA Design and Sony was even in a temporary exclusivity contract with Rockstar for 3 and VC. The audience also wasn't there and Nintendo was proud of this lamo.
So just watched this, while they don't ad verbatim say what you claim, there are some subtle
But holyshit, this could be a thread in and of itself.
Clunky presentation, a weak presenter with no charisma at one point begging for the cuecards to be fixed, passive aggressive comments, sad coping about their market share, blatantly stating their games underperformed, all of it is a subtle comedy of errors. It just goes to show why they lost so much ground that generation. At one point they basically give up on advancing graphics, saying they already look photorealistic, and seem to imply GTA goes too far in content by comparing it to how movies and televisions found their "limits"
They do say they want to target more audiences, but the centerpiece presentation of their show is a fricking Pac Man game.
Also interesting to think they're already talking about a successor barely 2 years in.
watch sony's 2001 e3 conference, it's actually a really entertaining and down to earth presentation and shows off a couple of cool accessories we never got
the gamecube days were really fricking dire for nintendo, it's surprising that the blunders of the N64 and the gamecube didn't kill the company. they were literally giving these things away by the end of 2003
the gamecube days were really fricking dire for nintendo, it's surprising that the blunders of the N64 and the gamecube didn't kill the company. they were literally giving these things away by the end of 2003
Nintendo was literally held afloat by Pokemon. Had Pokemon never been made Nintendo would've turned out very differently.
I'm sure the real reason was money - EA liked to put many of their games on PC, but for some reason none of the Burnout games except for the dreadful Paradise ever came to PC because "PC gaming is dead". Even with removed framebuffer effects as was the case with 99% of all PS2 to PC ports, a PC of the time was still orders of magnitude more powerful than the consoles. Poor performance also didn't stop Need for Speed Most Wanted from releasing on the GameCube, that game barely hits 30FPS and frequently drops to the teens.
The audience just wasn't there, but I also think the Gamecube couldn't handle it without downgrades. It doesn't have enough RAM, which is extremely important for open world games, and the Gamecube's CPU really sucks for physics. >inb4 RE4 has better graphics so none of these other specs matter for other tasks
A single GameCube disc couldn't fit all contents of DVD without severe cuts and splitting games into multiple discs was not an option for a true open world games.
>muh minidvd size
Take a look at the majority of PS2 games before 2004 and dual layer games came along and most of them are actually <1.5gb. This argument has always been copium because most devs still compressed the frick out of audio on PS2 and Xbox versions of games for whatever reasons and never fully utilized the full single layer capacity for whatever reason.
>A single GameCube disc couldn't fit all contents of DVD without severe cuts
The only one that's true for is San Andreas. III and Vice City were released on PC on 2 CD-ROMs, which are around the same size as the discs the GameCube uses. >splitting games into multiple discs was not an option for a true open world games.
They probably could have done it. There's shit like mission data, story dialogue, the talk radio shows that have different episodes later in the game, and DJs referencing story events that don't need to be on both discs. There's also tons of unused content they could remove. And if they have to, they could compress the audio more.
Tiny 1GB discs, not enough room for the radio stations.
This is the actual answer but by all means keep on flinging shit, bros
No, this isn't the answer. The 1.5GB capacity of a GameCube disc is sufficient for GTA, at least III and SA. I don't have GTA: Bix Nood edition on my Xbox hueg, but the Xbox versions of III and VC are only 770MB and 1322MB, respectively.
Why have the headache of dealing with Nintendo's bullshit and the GameCube's limits? You can make the game for the most widespread console of the time and then just port to PC, which will lay the groundwork for a Xbox port.
Idk man but that version would be so fricking kino. Imagine Vice City but you finally get to use a decent controller to play it. It would have made the game even better.
Gc controller was fine. Not sure why it only had 1 Z button but apart from that I have no complaints. I don't think I had a single gc game that used its tiny dpad for anything but menus.ysyr4a
The problem with the GC controller is that it's not flexible enough. 2D games suck because of the dpad. FPS games suck because of the C stick. Tony Hawk sucks because of the triggers. It's good for first party Nintendos though.
I think GTA would have played quite comfortably on a Gamecube controller.
Although I never owned fighters on my gc I still would have preferred that tiny gba dpad over say the xbox Duke or dreamcasts as that one cut into my thumb. I didn't have any first person shooters on gc either, not counting metroid prime as that was a simple single player game where precise controls weren't that big of a deal. I also didn't buy Tony hawks on gc as I had it on ps2. I mainly played Nintendo titles, and gc offline pso multiplayer on my gamecube.
Ps2 clearly had the best controller at the time then I would rank the redesigned xbox s controller 2nd after that.
The S controller, even being downsized from the duke; is still better for large hands than the PS2 controller. The gamecube controller is surprisingly comfortable for large hands in spite of it's size.
2 years ago
Anonymous
Xbox s had horrible placement for the black and white buttons. Ps2 was best for me for the fact it had the least flaws.
What was nintendo even censoring in gamecube games? Feels like this was more an idea of Nintendo's image than Nintendo's own doing. Basically a self-fulfilling prophecy.
>PS2 version looks like ass, inferior to Xbox hardware and experience >GameCube hardware inferior to PS2 (except gfx chipset), maximum game size possible on a single disc is just over a gig
HMMMMM
And how many hours of radio stations did that have? Your entire life is a non-argument. I'm not going to explain to you how audio compression works, you're too viciously moronic to be conversed with.
Wasn't there a thing about how the guys from R* went and met Shigeru Miyamoto and they didn't like each other? Miyamoto thought they were a bunch of out of control punk kids and the Housers/Benzies thought Shigeru was an uptight prick?
That was before the Housers, when what became Rockstar was DMA Design (then Dundee).
It's a pretty interesting story, though, and one that was suspiciously common with Nintendo and its third-party developers.
Body Harvest was a very early game, it dated back to the first true N64 showing at Shoshinkai '95. Nintendo had been keenly interested in DMA because of their technical proficiency (they were capable of playing FMV on SNES carts for example).
It's often said Nintendo tried to tone down the gore, which is true but misleading. The original Body Harvest was meant to be a very tongue-in-cheek, light-hearted sort of 50s pastiche in the vein of Tremors or Invaders from Mars, with a sprawling and non-linear run-and-gun style gameplay. Aliens have come and they want to eat us - simple.
However, Nintendo of Japan was sticking their hand in the pot from the start, almost wholly through Miyamoto. So, at first they wanted to add time travel elements, then they went further and basically asked DMA to rip off Terminator. Then it was that the protagonist should look more like Bond, that there should be more puzzles, and it might be better as an RPG, because the N64 was lacking... in the end, Nintendo cut ties and DMA had to hastily cut a deal with Midway to even publish the game.
Nintendo pulled almost the exact same stunt with Angel Studios, who were one of the bigger CGI firms back in the day (they did the tech for Lawnmower Man the film). Miyamoto asked them for a racing game, strung them along for just under a year, then axed it and told them to make a golf game instead.
They were also the team that ported RE2 to the N64, which always felt like Nintendo was taking the piss to me. Just keeping a competitor wasting time off the market whilst making sure they didn't upstage their Nintendo EAD titles.
With what we know now it's rather easy to see patterns that may have eluded even the developers themselves at the time.
GTA was edgy on purpose and it had the reputation of being controversial with lots of violence and sex. Lots of mothers were concerned. Nintendo didnt want to associate with that back then.
I cut throats and witnessed torture in Splinter Cell: CT for the GC and everyone here is claiming the GC was a kiddy console that had zero violent games
Lmfao people /vr/ talking outta their asses like always
nintendo being nintendo
Violent games like these were a big no-no on the kiddiecube. Watch the 2003 E3 where they were all proud they dont have Vice City on the console lmao.
I think the cube's hardware wasn't up to the task, cube games use very little shader effects while gta is spitting transparencies and alpha every which way on the PS2 so much even the xbox version had to be toned down. Then there's the relationship with Nintendo, the N64 soured things with DMA Design and Sony was even in a temporary exclusivity contract with Rockstar for 3 and VC. The audience also wasn't there and Nintendo was proud of this lamo.
see pic related
as they should be, vice city is about as fun as having gonorrhea
Resident evils kinda violent
>what is eternal darkness
So just watched this, while they don't ad verbatim say what you claim, there are some subtle
But holyshit, this could be a thread in and of itself.
Clunky presentation, a weak presenter with no charisma at one point begging for the cuecards to be fixed, passive aggressive comments, sad coping about their market share, blatantly stating their games underperformed, all of it is a subtle comedy of errors. It just goes to show why they lost so much ground that generation. At one point they basically give up on advancing graphics, saying they already look photorealistic, and seem to imply GTA goes too far in content by comparing it to how movies and televisions found their "limits"
They do say they want to target more audiences, but the centerpiece presentation of their show is a fricking Pac Man game.
Also interesting to think they're already talking about a successor barely 2 years in.
watch sony's 2001 e3 conference, it's actually a really entertaining and down to earth presentation and shows off a couple of cool accessories we never got
the gamecube days were really fricking dire for nintendo, it's surprising that the blunders of the N64 and the gamecube didn't kill the company. they were literally giving these things away by the end of 2003
Nah gameboys kept them alive then the Wii and DS saved them
Nintendo was literally held afloat by Pokemon. Had Pokemon never been made Nintendo would've turned out very differently.
>what is Killer7
Killer 7? Loooooooooooool
Gamecube and Dreamcast were not powerful enough to run GTA 3.
And these.
Gamecube was more powerful than PS2 moron
>clock speed is everything
>newbies don't know
I'm sure the real reason was money - EA liked to put many of their games on PC, but for some reason none of the Burnout games except for the dreadful Paradise ever came to PC because "PC gaming is dead". Even with removed framebuffer effects as was the case with 99% of all PS2 to PC ports, a PC of the time was still orders of magnitude more powerful than the consoles. Poor performance also didn't stop Need for Speed Most Wanted from releasing on the GameCube, that game barely hits 30FPS and frequently drops to the teens.
Or maybe (just maybe) Need for Speed was made on a different engine
yep, if the GC sold more it would have definitely been on the system
The gamecube was more powerful than the ps2
morons. if gc was more powerful why emulation is so much better on it than ps2
There are countless spergs online that have fond memories of bing bing smash working on emulation.
>How is Gamecube more powerful than N64 if it emulates better?
Better documentation
What a moronic argument. You should be ashamed of yourself.
Not powerful for GTA, but powerful for True crime (NGC) !
Why ?
Psp could handle GTA. Also ps2 couldn't handle Shenmue.
PSP vector performance nearly matched PS2 and was also faster than Gameucbe
lmao
The audience just wasn't there, but I also think the Gamecube couldn't handle it without downgrades. It doesn't have enough RAM, which is extremely important for open world games, and the Gamecube's CPU really sucks for physics.
>inb4 RE4 has better graphics so none of these other specs matter for other tasks
Probably because the GameCube wasn't selling as well as the PS2 and Xbox.
A single GameCube disc couldn't fit all contents of DVD without severe cuts and splitting games into multiple discs was not an option for a true open world games.
GTA III is a hair under a gigabyte, that can fit on a Gamecube disc unaltered. Much of the data is audio too, which can be compressed or cut.
Ultimately it was this, because other M games like Prince of Persia were on the GC
Prince of Persia was much bigger than GTA III on PS2, but still managed to receive a Gamecube port by compressing the audio.
>muh minidvd size
Take a look at the majority of PS2 games before 2004 and dual layer games came along and most of them are actually <1.5gb. This argument has always been copium because most devs still compressed the frick out of audio on PS2 and Xbox versions of games for whatever reasons and never fully utilized the full single layer capacity for whatever reason.
>A single GameCube disc couldn't fit all contents of DVD without severe cuts
The only one that's true for is San Andreas. III and Vice City were released on PC on 2 CD-ROMs, which are around the same size as the discs the GameCube uses.
>splitting games into multiple discs was not an option for a true open world games.
They probably could have done it. There's shit like mission data, story dialogue, the talk radio shows that have different episodes later in the game, and DJs referencing story events that don't need to be on both discs. There's also tons of unused content they could remove. And if they have to, they could compress the audio more.
smol dics
This is the actual answer but by all means keep on flinging shit, bros
No, this isn't the answer. The 1.5GB capacity of a GameCube disc is sufficient for GTA, at least III and SA. I don't have GTA: Bix Nood edition on my Xbox hueg, but the Xbox versions of III and VC are only 770MB and 1322MB, respectively.
at least III and VC*
>Bix Nood
retro board, retro memes
Why have the headache of dealing with Nintendo's bullshit and the GameCube's limits? You can make the game for the most widespread console of the time and then just port to PC, which will lay the groundwork for a Xbox port.
Idk man but that version would be so fricking kino. Imagine Vice City but you finally get to use a decent controller to play it. It would have made the game even better.
????
>decent controller
lol
Gc controller was fine. Not sure why it only had 1 Z button but apart from that I have no complaints. I don't think I had a single gc game that used its tiny dpad for anything but menus.ysyr4a
The problem with the GC controller is that it's not flexible enough. 2D games suck because of the dpad. FPS games suck because of the C stick. Tony Hawk sucks because of the triggers. It's good for first party Nintendos though.
I think GTA would have played quite comfortably on a Gamecube controller.
Although I never owned fighters on my gc I still would have preferred that tiny gba dpad over say the xbox Duke or dreamcasts as that one cut into my thumb. I didn't have any first person shooters on gc either, not counting metroid prime as that was a simple single player game where precise controls weren't that big of a deal. I also didn't buy Tony hawks on gc as I had it on ps2. I mainly played Nintendo titles, and gc offline pso multiplayer on my gamecube.
Ps2 clearly had the best controller at the time then I would rank the redesigned xbox s controller 2nd after that.
The S controller, even being downsized from the duke; is still better for large hands than the PS2 controller. The gamecube controller is surprisingly comfortable for large hands in spite of it's size.
Xbox s had horrible placement for the black and white buttons. Ps2 was best for me for the fact it had the least flaws.
Who cares, rockstar games all suck.
Rockstar said FRICK NINTENDO and, well, they were right.
wrong
IT'S THE THUGGISH RUGGISH BONE
What was nintendo even censoring in gamecube games? Feels like this was more an idea of Nintendo's image than Nintendo's own doing. Basically a self-fulfilling prophecy.
I started college in 2001. GameCubes we're common. Soul Calibur 2, Mario Kart, etc. You were probably 2.
Because the gamepad only had three shoulder buttons, no L3/R3 and no select button.
little discussed failure point of the gamecube was a lack of buttons
so child friendly
love this episode of are you afraid of the dark, best part is when they pretend to change the channel so cool and scary
Probably due to the perception that most M-rated third party titles for the GameCube didn't sell.
>PS2 version looks like ass, inferior to Xbox hardware and experience
>GameCube hardware inferior to PS2 (except gfx chipset), maximum game size possible on a single disc is just over a gig
HMMMMM
still amazed that gameboy GTA ports exist
Tiny 1GB discs, not enough room for the radio stations.
32gbs of rom was enough for chinatown wars. literally non argument
And how many hours of radio stations did that have? Your entire life is a non-argument. I'm not going to explain to you how audio compression works, you're too viciously moronic to be conversed with.
The GameCube could have highly compressed mono audio.
It would sound more realistic for radios at the time.
Wasn't there a thing about how the guys from R* went and met Shigeru Miyamoto and they didn't like each other? Miyamoto thought they were a bunch of out of control punk kids and the Housers/Benzies thought Shigeru was an uptight prick?
I heard that one of the problems during the meeting was because the Jap translator couldn't understand Scottish accent.
That was when they were still DMA Design and developing Body Harvest for the N64.
That was before the Housers, when what became Rockstar was DMA Design (then Dundee).
It's a pretty interesting story, though, and one that was suspiciously common with Nintendo and its third-party developers.
Body Harvest was a very early game, it dated back to the first true N64 showing at Shoshinkai '95. Nintendo had been keenly interested in DMA because of their technical proficiency (they were capable of playing FMV on SNES carts for example).
It's often said Nintendo tried to tone down the gore, which is true but misleading. The original Body Harvest was meant to be a very tongue-in-cheek, light-hearted sort of 50s pastiche in the vein of Tremors or Invaders from Mars, with a sprawling and non-linear run-and-gun style gameplay. Aliens have come and they want to eat us - simple.
However, Nintendo of Japan was sticking their hand in the pot from the start, almost wholly through Miyamoto. So, at first they wanted to add time travel elements, then they went further and basically asked DMA to rip off Terminator. Then it was that the protagonist should look more like Bond, that there should be more puzzles, and it might be better as an RPG, because the N64 was lacking... in the end, Nintendo cut ties and DMA had to hastily cut a deal with Midway to even publish the game.
Nintendo pulled almost the exact same stunt with Angel Studios, who were one of the bigger CGI firms back in the day (they did the tech for Lawnmower Man the film). Miyamoto asked them for a racing game, strung them along for just under a year, then axed it and told them to make a golf game instead.
They were also the team that ported RE2 to the N64, which always felt like Nintendo was taking the piss to me. Just keeping a competitor wasting time off the market whilst making sure they didn't upstage their Nintendo EAD titles.
With what we know now it's rather easy to see patterns that may have eluded even the developers themselves at the time.
Because they thought they wouldn't sell well enough to pay the cost of porting them. They were probably right.
Revenge for having SSSV snubbed by OoT
Apparently some piece of shit game called smugglers run sold like shit on the cube. So rockstar gave up on the platform.
You mean Warzones
First game was PS2 exclusive
>piece of shit game
>smugglers run
GTA was edgy on purpose and it had the reputation of being controversial with lots of violence and sex. Lots of mothers were concerned. Nintendo didnt want to associate with that back then.
I cut throats and witnessed torture in Splinter Cell: CT for the GC and everyone here is claiming the GC was a kiddy console that had zero violent games
Lmfao people /vr/ talking outta their asses like always
This is just an excuse for consolewarring. You guys are stupid.
Their games didn't sell well on the N64 in spite of being great
Somebody I know bought True Crime on the Gaycube because it was the closest thing to GTA -- how embarrassing
Because Sony were paying big money for exclusivety deals at the time
this, they were release on xbox a few months later
Gamecube controller doesn't have enough buttons.