# kojima's old snake and valve's new engine
aka 'toilet polishing'
compare and contrast new and old character models of hideo kojima's soild plissken snake with a leaked alleged screen-shot of the plantation level of left4dead2 seen in valve's source engine 2
the old and new solid snakes side by side
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an alleged source engine 2 screenshot of a left4dead 2 level
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the standard message is still 'graphics is everything!' - when in fact it's only 'something'
once again the implication here is that higher resolutions = better garmes; that realism still rules
yet poor old wrinkly snake is arguably no less an uninspiring generic and basically '2d' character than ey ever was - despite forever reappearing in higher-rez with ever more polygons
if perhaps not as 'cool' everyone in the left 4 dead series is perhaps more interesting then snake - indeed has way more 'character'
even if a realtime fully sentient model of kiefer sutherland with infinite detail was possible - it still wouldn't make a dead pixel of difference to the fact you can't graphically improve poor ideas
consider kojima production's "fox engine": a prime example where impressive increases in an engine's technical capability software complexity and raw computational power.. almost guarantee a decrease in interest in what's actually played / playable - like creeping about reading dirty magazines and shooting stuff (ie. the same old story)
as for valve's own "source 2" engine suspect another potential lack of imagination; engines only capable of churning out largely untouchable 'dead museum (tech) exhibits' - far more visually complex but still as static and non-dynamic as ever
like many industry figures mr. kojima seems firmly stuck in wistfully imagining "accurate physics-based lighting" is all easily impressed players need to convince themselves it's still not 1998.. oh wait
graphical fidelity / realism are too often used as lazy substitutes for *anything* more meaningfully interesting - eg. new forms and processes for garme object interaction or potentials for complex emergent social dynamics
garmes thrive on challenging ideas - and questioning traditional concepts - not just
**+** improved shadows
**+** higher quality models / architecture
**+** nicer looking lighting techniques
**+** moar explosions / brown-haired heroes
any modern engine can churn out passably good looking cookie cutter garmes - and they often do
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// republic of bob