@buckybit: " About implementing 3D Support in your games: If all your objects in the game are already 3D models, you can use some sort of tags or triggers to define the 'depth' effects through a graphic card driver? "
Yeah, there are ways to take just the depth data of the scene and use that to fake the 3D, but it will look very iffy, and have a bunch of problems due to missing data (note that it'll look like a film that's been upconverted to 3D). Keep in mind that for true 3D support, what you want to know is, "Are you doing stereoscopic rendering?", since THAT is what provides for the best 3D experience. For most games, this isn't too difficult to add, if you don't care about performance/memory, since you can "simply" render the scene twice: once where the camera normally is, and again about 3 inches to the side, and feed one frame to each eye. The thing is, a GPU driver can't do that magically, and the program needs to add specific support for that functionality.
@Kazona: The reason why antialiasing doesn't work is due to the way they're doing much of their rendering (they're using deferred lighting so they can have more than a few lights in the scene without killing performance). D3D9, quite simply, cannot combine antialiasing with deferred lighting due to how AA is handled in D3D9, and it's non-trivial to do in D3D10 and 11. It might be added in a later patch, but don't bet on it.
The franchise must have had one release between the instance of the noscon and the game that the noscon is intended to follow (This would make Metroid Fusion exempt; it was released the same day as Metroid Prime. BC:Rearmed would also be exempt).
A remake is not a Noscon. It is a new game that directly follows a predecessor, not a remake of. (This would make BC:Rearmed exempt)
It's not a matter of quality, it's a matter of sales. Yeah, Army of Two had a ton of problems, but it sold a million units on PS3. Therefore, it's a greatest hit title.
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