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Resolution:
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|
PS2 (640x448) |
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|
GCN w/ Deflicker Filter (640x448) |
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|
Xbox w/Deflicker Filter (640x480) |
This is also the only time I'll use screenshots with the deflicker (blur)
filter present as to make the screenshots more equal. It's not to be mistaken
with anti-aliasing which these consoles couldn't really do.
GCN/Xbox Magazine Doubling Gold Award:
Despite not being advertised, one of the gold awards you unlock before
Forbidden Depths also doubles the capacity of your weapons in the vehicle
levels. This is exclusive to the GameCube and Xbox versions of the
game.
Precious Cargo:
Normal:
KA-57S: 50-450
CH-6: 6-0
Shotgun: 8-40
Gold Award:
KA-57S: 100-400
Shotgun: 16-32
Forbidden Depths:
Normal:
KA-57S: 50-700
CH-6: 6-Unlimited
Shotgun: 8-16
RCH-1: 1-3
Gold Award:
KA-57S: 100-650
CH-6: 12-∞*
Shotgun: 16-8
RCH-1: 2-6
Reflection Effects:
|
| PS2 |
|
| GCN |
|
| Xbox |
Flare Effect:
|
| PS2 |
|
| GCN/Xbox |
Grapple points no longer have a flowing glow effect on them on GameCube. But
the glow effect might be too visible on Xbox sometimes.
Upgraded Xbox Textures:
Only a few textures were upgraded when ported over to Xbox. Namely the faces
of Bond, Zoe, and Natayla are now twice as big than the PlayStation/GameCube
versions.
Bloch in particular doesn't just get an upgraded face but the textures for his
body also got bigger textures. This does come with a change of color for his
boots which are now brown instead of black.
Bad Layering:
|
| PS2/Xbox |
|
| GCN |
|
| PS2 |
|
| GCN/Xbox |
Helicopter Presence:
In Night of the Jackal, Fire & Water, and Mediterranean Crisis, the
sound of the gunship you fight is supposed to pan to any direction
depending on where it is from Bond's POV. But on GameCube and Xbox, this
is broken and only plays in Mono or one channel meaning you can only hear
it as if it were in front of you at all times.
For PlayStation, you can see this anytime during vehicle levels and FMVs.
Whenever you transition to an on-foot map from the main menu, the game
tries to run the very first section of any mission/multiplayer map in
60fps, bypassing the 30fps cap present everywhere else. The problem with
this is that the Xbox port is only optimized to run at 30fps and thus
massive slowdown occurs as the game fails to reach 60fps except during
very light moments.
Copyrights updated to 2002.
GameCube version adds the typical "Licensed by Nintendo."
Agent Under Fire logo moved down a bit on Xbox.
On Xbox, players joining is now an opt-in system determined after the
setup instead of during. This affects the match type selection as well
as it doesn't bar you if you don't have enough controllers plugged
in.
Some foliage was made invisible when viewed from the front.
The light effects were toned down. Making them smaller and no longer
cause the geometry to go transparent when they shine over it.
The submarine in Trouble in Paradise/Poseidon is missing a shine effect
that makes it look wet.
All the windows are just transparent. Some lit-up windows were also
removed.
The lobby piano and stool are missing their shine effect. It was also made redder in the Xbox version.
The elevator button doesn't light up anymore. The ceiling lights are
also no longer dimmed like they were on PlayStation.
The sea level has risen. The edges of the skybox now include silhouetted
mountains(?)
Harbor has had its doors removed. Presumably because it would've
interfered with the bot pathfinding.
Dithering is present in the PlayStation and GameCube versions of the
game. It appears as dots on the screen that represent shading which
normally wouldn't have been visible back then on older displays with
composite cables and CRTs that would've blended it seamlessly.
For PlayStation, you can see this anytime during vehicle levels and FMVs.
But on GameCube, the entire game runs at 16-bit color instead of 24-bit
color like Xbox or PlayStation. What makes it worse is that GameCube's
method of dithering can flickering on CRTs far more often than
PlayStation 2 games with their use of dithering so a blur filter is used
to partially hide these dots at the cost of sharpness.
Present only in the very first release of the GameCube version.
Knockback is accidently enabled in the single player missions so
explosions and gunship fire will push or launch you like in the
multiplayer.
Xbox Slowdown Bug:
The reason for this is that this port does not feature a double buffered
v-sync or frame-skipping technique the other consoles use where they
divide the frame rate in order to maintain the same speed.
Idle Animations:
During vehicle levels (specifically the on-rails segments), the
animations for when you're not firing a weapon and just holding them are
missing on GameCube and Xbox. This results in them being dead still and
looks odd when aiming.
Main Menu:
Title Screen:
|
| PS2/Xbox |
|
| GCN |
|
| PS2 |
|
| GCN/Xbox |
GameCube version adds the typical "Licensed by Nintendo."
Agent Under Fire logo moved down a bit on Xbox.
"Press the START button" simplified to "Press START."
Multiplayer Menu:
|
| PS2 |
|
| GCN |
|
| Xbox |
An option for bots is now available for non-PlayStation systems.
The page changing options was removed.
The Agent player name was changed to all caps.
The page changing options was removed.
The Agent player name was changed to all caps.
Trouble in Paradise:
Rapid Fire P2K:
Exclusive only to this level, the P2K's has been given an upgrade to its firing rate. It now fires at a rate of 0.04 instead of 0.2 like in the PS2 version.
The upgrade is likely an accident as the GameCube/Xbox version is supposed to have the P2K fire at a rate of 0.40 instead.
Orange Flowers:
|
| PS2 |
|
| GCN/Xbox |
Lights:
|
| PS2 |
|
| GCN/Xbox |
Submarine:
|
| PS2 |
|
| GCN/Xbox |
Sharks:
Exclusive to the ports is this easter egg. Just press the action button on this "button" and the sharks will shoot out lasers.Stained Glass:
|
| PS2 |
|
| GCN/Xbox |
Cold Reception:
Shiny Piano:
|
| PS2 |
|
| GCN |
|
| Xbox |
The lobby piano and stool are missing their shine effect. It was also made redder in the Xbox version.
Night of the Jackal:
|
| PS2 |
|
| GCN/Xbox |
Streets of Bucharest:
Fire & Water:
Reworked Background:
|
| PS2 |
|
| GCN/Xbox |
Poseidon:
The range of the cloning terminals has dramatically increased on
GameCube.
Evil Summit:
Multiplayer:
|
| GCN/Xbox |
Whenever you get fragged, a leaderboard will appear. You will also be
required to press A/FIRE to respawn immediately which isn't necessary
on PlayStation as it does it automatically.
Harbor Doors:
|
| PS2 |
|
| GCN/Xbox |
|
| PS2 |
|
| GCN/Xbox |
TL;DR:
PlayStation 2:
Pros:
- Only version without a deflicker filter.
- All effects present.
- All lighting present.
- Least compressed audio.
Cons:
- Worst performing version.
- Vehicle segments run at 30fps.
- Requires multi-tap for 3+ players.
- No bots in multiplayer.
-
On-foot levels are jaggy looking due to field-rendering (game runs
at an alternating 640x224.)
GameCube:
Pros:
- Vehicle segments run at 60fps.
- Added bots for multiplayer.
- Bigger FOV
Cons:
- On-foot levels use deflicker filter.
- Most effects broken or missing.
- Simplified lighting.
- Runs entirely at lower color depth (16-bit) than other versions.
- Worst audio.
- Level fade transitions are missing.
- Worst quality FMVs in vehicle levels.
- Missing animations in vehicle levels.
Xbox:
Pros:
- Partial 480p support (vehicle segments only.)
- Vehicle segments run at 60fps.
- Added bots for multiplayer.
- No low-pass filter applied on audio.
Cons:
- On-foot levels run at 30fps or below.
- Uses deflicker filter.
- Most effects broken or missing.
- Badly scaled HUD.
- Simplified lighting.
- Slowdown during initial run of certain maps. Map reload necessary to restore proper speed.
- Cropped FMVs in vehicle levels.
- Missing animations in vehicle levels.










































































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