The art and engineering of Sega CD Silpheed
fabiensanglard.net
The art and engineering of Sega CD Silpheed
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Re: The art and engineering of Sega CD Silpheed
#2Re: The art and engineering of Sega CD Silpheed
#3Re: The art and engineering of Sega CD Silpheed
#4As the article points out, while it is an FMV game, it tries to fool you into thinking it’s a polygon based game. The Sega CD had no 3D capabilities at all (just 2D rotation and scale). But GameArts pulls off the FMV so convincingly, down to the aliasing, that it’s hard to understand (at least to my 12-year old self) how it could be anything other than 3D rendering.
It’s often panned as not the best shooter, but the gameplay was secondary to the experience. I don’t know how it would play for someone who didn’t experience it at the time, but it will always be one of my favorites on the system.
Re: The art and engineering of Sega CD Silpheed
#5Re: The art and engineering of Sega CD Silpheed
#6Cool article, but Silpheed is a genuinely awful game. Just warning if you are tempted to play it after this lol
Re: The art and engineering of Sega CD Silpheed
#7Re: The art and engineering of Sega CD Silpheed
#8Cool article, but Silpheed is a genuinely awful game. Just warning if you are tempted to play it after this lol
Re: The art and engineering of Sega CD Silpheed
#9[flagged]
Re: The art and engineering of Sega CD Silpheed
#10[flagged]
FYI, besides the obvious shilling, you’re being downvoted because Fabien Sanglard has been writing this kind of deep software RE analysis for the last 15 years, is one of the most knowledgeable people in the world on classic game-engine internals, and certainly did not involve AI in doing any of this.