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Re: Marathon A1 Changes?
Posted By: HopperDate: 6/17/12 3:34 p.m.

In Response To: Re: Marathon A1 Changes? (Jabberwok)

: Sounds like graphics in M2 and Infinity are replaced with XBLA
: graphics?

By default, M2 looks very much like the Xbox remake, with the XBLA HUD, monsters, and textures. All of these can be disabled under Preferences -> Environment -> Plugins. Click on each plugin to toggle it on or off.

Infinity comes with the XBLA HUD and weapons-in-hand (with new SMG graphics to fit in). The monsters are not replaced, because the XBLA assets don't cover everything in Infinity: namely, the gray variants of monsters, and the player SMG sprites. Creating all that new art was too big of an undertaking.

Infinity also comes with high-resolution textures by Goran Svensson, who has worked hard to make his sets faithful to the original (much more so than XBLA or TTEP). They are also optional, and can be turned off under Plugins.

Aleph One's default settings preserve the same view distortion as the original, but they do smooth out the old pixelated look. For a truly retro experience, go to Preferences -> Graphics -> Rendering Options, then to Advanced, and change all the Texture Filtering options to None.

: philosophy seems to
: be to preserve the look and feel of the original.

While I like a good nostalgia dose every now and then, emulators are just about good enough to fulfill Jason's dream of keeping Marathon preserved, and clicking on "Macintosh HD" is as much a part of that for me as the game itself.

Personally, I think Aleph One is more valuable in terms of keeping the core gameplay alive and well, without being saddled by the other limitations of the time. High-res textures and bump maps go a long way toward obscuring the levels' lack of sloped surfaces. The distorted view when looking up was chosen because the correct perspective was too expensive on hardware of the time. The HUD was so verbose because FPS gaming was a much less familiar concept.

By bringing those superficial elements in line with modern gaming, it's easier to look past its heritage and judge Marathon by modern standards, to see what still works in its game design: the atmosphere, the pacing, the over-the-top weapons and physics. I hope Aleph One's eye candy entices a future game designer to check out Marathon long enough to learn its lessons, and carry them into the next generation of games. Meaningful immortality isn't about stasis, it's about leaving a legacy.

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Pre-2004 Posts

Replies:

Marathon A1 Changes?Queen_Ultima 6/15/12 2:01 p.m.
     Re: Marathon A1 Changes?Godot 6/15/12 2:51 p.m.
           Re: Marathon A1 Changes?Jabberwok 6/16/12 10:55 p.m.
                 Re: Marathon A1 Changes?Hopper 6/17/12 3:34 p.m.
                       Re: Marathon A1 Changes?Jabberwok 6/18/12 6:17 a.m.
                             Re: Marathon A1 Changes?Hopper 6/18/12 2:57 p.m.
                 Re: Marathon A1 Changes?Godot 6/18/12 9:33 a.m.

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Pre-2004 Posts

 

 

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