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Do Videogames Need More Graphical Grit?

Thanks to GamerDad for its editorial discussing whether some recent videogames, such as Metal Gear Solid: The Twin Snakes, look "too sterile and perfect" . The author explains: "The animation is fine but the world Snake runs through is too sharp edged. There's no dirt and grime in the graphics because they're perfect versions of what was seen in the original game. Somehow, these better graphics have detracted somewhat from my opinion of the newer game." He continues: "DOOM 3, for as great as it looks, suffers from a lack of grit in still shots. I'm hoping the final game will not have the plastic look of the current pictures. Even the highly polished Quake III Arena didn't come across as being plastic to me." Do other gamers share this perception of graphical sterility in some recent games?

38 of 105 comments (clear)

  1. Games need a dirt filter by nadadogg · · Score: 3, Interesting

    This is true. Too often games are overpolished, and look sterile to me as well. Hell, once they come up with a "dirt" filter for textures, games will feel a good bit more immersive than they currently do.

    --
    i use linux and windows oh god how can i have an opinion
    1. Re:Games need a dirt filter by Anonymous Coward · · Score: 3, Insightful

      I agree.

      Notice how it's usually real-time 3D that looks a little too pristine. Pre-rendered stuff tends to look much more realistic (look at Resident Evil and Resident Evil 0 on the GameCube to see what I mean - the backgrounds are gorgeous and realistically dirty where applicable). I'm not saying that it's only 3D games that do this; it's even rare in 2D games where dirt can be represented as easily as swapping the colors on a sprite. It's a matter of developers not paying attention to the same details (by accident, by design, or by force) that some other gamers might.

      In my opinion what should be a nice short term goal for game graphic engine developers would be for real-time rendered grime to adhere to character models in a believable fashion. A game character shouldn't look like he just had his outfit dry cleaned if he's just been in the middle of a mudslide.

    2. Re:Games need a dirt filter by Trillian_1138 · · Score: 5, Interesting

      I think we're also reaching what's called the "Uncanny Valley" (good explanation: http://www.arclight.net/~pdb/glimpses/valley.html ).
      "Stated simply, the idea is that if one were to plot emotional response against similarity to human appearance and movement, the curve is not a sure, steady upward trend. Instead, there is a peak shortly before one reaches a completely human "look" . . . but then a deep chasm plunges below neutrality into a strongly negative response before rebounding to a second peak where resemblance to humanity is complete."

      The website explains it very well, with helpful graphs. Basically, people are willing to accept unrealistic portrayal of a 'live' thing (teddy bears or straight animation). As you approach actual photo-realism people continue to accept the visual as looking 'good'. Take Toy Story or Finding Nemo for examples. But then there is a sudden dropoff where the object looks real enough to be creepy, but not real enough to be convincing. Final Fantasy: The Spirits Within arguably suffered from this.

      Relating it to videogames, Mario was only the vaguest representation of 'reality' and everyone was fine accepting this jumping 2D. figure. No one was saying the graphics in Mario were disturbing or whatever. Leap forward to Mario 64, and it's still cartoon-ish enough that it doesn't look weird. But games are beginning to reach the Uncanny Valley where they are real enough to be disturbingly lifelike, but where the movement animation and graphics aren't actually realistic enough to jump out of the Uncanny Valley.

      This isn't directly related to what the article is talking about, as this is more about movement animation than the environment of the game world, but it's on the same topic. Games are becoming real enough that we're beginning to have problems with the discrepancies between game and reality. No one complained Mario 64 or Sonic or Final Fantasy VII looked 'unrealistic' because they were clearly only attempts to model and emulate specific parts of reality, to give an idea of the world rather than model every single blade of grass. But as graphics attempt to move towards modeling every single blade of grass they suffer the danger of hitting this Uncanny Vally wall.

      -Trillian

    3. Re:Games need a dirt filter by bigman2003 · · Score: 2, Interesting

      Scheck out 'Chronicles of Riddick' - this one looks pretty good, with dirty stuff, rust, etc.

      Screenshots

      --
      No reason to lie.
    4. Re:Games need a dirt filter by FiloEleven · · Score: 2, Insightful

      Your competing theory is, in fact, the same thing. The "uncanny valley" is basically where zombies live - they LOOK incredibly human, but their motion just isn't quite right (the same thing applies to realistic robots).

      I agree with you that this thing doesn't apply to video games - everything's either scripted or such basic movement that nobody really cares enough to get freaked out by their closeness to humans (though they can freak us out for other reasons such as jumping out from hiding, etc., but that's all by design).

  2. Realism by oO+Peeping+Tom+Oo · · Score: 3, Interesting

    I belive that as the technology to have "perfect" animations continues, we will be hitting a celing soon. Through adding "grime" to those animations in proper areas, we will be able to further add to that realism by bringing "real world" effects into the games with realism. Even with more advanced engines we will be able to see this. Splashing muddy water on a character, anyone?

    1. Re:Realism by nadadogg · · Score: 2, Informative

      Oooh, I didn't even think of that. Having your character get all dirty after going prone in the dirt or mud would definitely be nice. Maybe occasional water drips from your hair/hat if it's raining. Actually, the new Metroid on the gamecube actually had some nice water effects, with droplets on the visor, and a reflection of your eyes due to glare.

      --
      i use linux and windows oh god how can i have an opinion
  3. Half-Life... by Tickenest · · Score: 4, Funny

    I'm one of the few people who didn't like the game, and it was largely because of the sterility of the levels. It felt like work.

    --
    This is the NFL, which stands for "Not For Long" if you keep making those bulls*** calls.
  4. Some variation would be nice.. by CarrionBird · · Score: 2, Interesting

    But I really don't find myself noticing that much. Possibly I've become used to seeing the same texture repeated n times. I guess you could have every entity have a dirtiness attribute that determind how it was rendered.

    --
    Free Mac Mini Yeah, it's
  5. True by KBV · · Score: 2, Insightful

    It's true, I think enviroments and characters do look a bit to "perfect". They should learn from Silent Hill, Manhunt and other games like that. They all look dirty and grity using various filters that make up a kind of "dated" look. Which I find extremly nice. The dirtyer the better. ;)

    --
    Simply retarded
  6. It's not just dirt by superpulpsicle · · Score: 4, Interesting

    If you play a sports game for example, dirt isn't the only thing that makes it feel "real".

    1.) Inconsistent lighting
    2.) Fog in the air
    3.) Dirt everywhere
    4.) Fans that look different in the seats

    Damn I can go on forever

  7. Just like System Shock 2... by ConceptJunkie · · Score: 4, Interesting

    SS2 was an awesome game with an incredible spooky atmosphere, but there was the glaring problem of everything being pristine and clean... even broken stuff. Worse, there were no no bodies, debris and very little damage in the environment. And of course, killed enemies would disappear shortly after being dispatched. I realize this was a technological limitation (the game came out 5 years ago), but I think it's one of the biggest barriers to real immersion in an environment. If I'm walking in a derelict spaceship overrun with zombies and cyborgs, there should be bodies everywhere and lots and lots of busted stuff. Also, if I'm struting around with a plasma rifle, I want to be able to blow stuff up. Descent 3 provided black scorch marks on the walls if you shot at them, but I want to see chunks of metal or masonry flying around and if I spent enough time and ammo, I want to be able to blow my way through walls or doors or really abuse the environment in other ways. When this happens, it will seem like VR compared to today's games.

    --
    You are in a maze of twisty little passages, all alike.
    1. Re:Just like System Shock 2... by jcenters · · Score: 2, Informative

      Well ConceptJunkie, the future's been here for a while. Both of the Red Faction titles use a system called "geo-mod" which does just what you specify.

      --

      vi ~/.emacs

    2. Re:Just like System Shock 2... by Anonymous Coward · · Score: 2, Interesting

      SS2 was an awesome game with an incredible spooky atmosphere, but there was the glaring problem of everything being pristine and clean... even broken stuff. Worse, there were no no bodies, debris and very little damage in the environment.

      Your memory differs from mine. I remember a ship littered with bodies, with bloodstains on the walls, steam hissing from broken pipes, parts of certain areas flooded, doors hanging from their hinges...

  8. I agree by Torgo's+Pizza · · Score: 4, Funny
    Doom 3 definitely needs more smeared blood on the walls and floors.

    BTW, if I'm responsible for getting the most GRIT into Doom 3, do I get some cool prizes?

  9. Boxes by J_DarkElf · · Score: 5, Funny

    Videogame worlds are staffed by really efficient janitors, who store all the dust and grime in boxes. Which is why you see those everywhere.

    1. Re:Boxes by Scrameustache · · Score: 2, Funny

      Videogame worlds are staffed by really efficient janitors, who store all the dust and grime in boxes. Which is why you see those everywhere.

      Reminds of when I was playing Resident Evil...it wasn't the zombies, the green leapers or the Tyrant that were creeping me out the most, it was the Janitor, who would silently go in rooms as soon as I exited them and remove all the corpses.

      Fast like a freak, with am insatiable apetite for zombie flesh...can't get much more creepy than that! ;-)

      --

      You can't take the sky from me...

    2. Re:Boxes by SageLikeFool · · Score: 2

      Well, that explains what Roger Wilco has been up to for the last few years. He must be too busy cleaning up other games to star in another one of his own.

  10. Rogue Squadron games by edwdig · · Score: 2, Interesting

    The Rogue Squadron games delt with this nicely. The Rebel ships all look beat up. If you walk around the hanger while selecting your ship, you'll see paint chips and other signs of wear with the ships. The Naboo Starfighter looks like it got pulled out of a junkyard.

  11. double edged sword by ArmenTanzarian · · Score: 3, Insightful

    Grit in a real image and fog in a game can become confused if you don't handle it just the right way. You have to worry about which zealots you're offending. Crisp graphics, smoothly rendered edges, and the use of fog/grit for style (not lazy rendering) are all a very delicate balance.

    IANAGD (game developer), but I say lay the groundwork, focus on gameplay and come back to throw these details in with some market testing. Time and processor speed permitting.

  12. Half-life 2 by elrick_the_brave · · Score: 2, Insightful

    Isn't half-life 2 supposed to fix all this?? Real environment.. real 'water', 'dirt'.. etc?

    --
    (1st sig) If this were a snappy sig, you'd be reading it right now. (2nd sig) I'm a karma whore. >Insert FUD here
  13. S.T.A.L.K.E.R. by k-hell · · Score: 2, Informative
    Yeah, I agree with the poster. Take Battlefield 1942 for instance. Great multiplayer game, but too sterile with all those sharp edges, imho.

    I have hope that S.T.A.L.K.E.R. might introduce some much needed dirt and grit! Check out this picture for instance, or the gallery in general.

    1. Re:S.T.A.L.K.E.R. by ivan256 · · Score: 4, Insightful

      That looks terrible. Sure I can't give you an example of something that is signifigantly better, but dirty textures don't fix that plastic feeling. What brick wall have you ever seen with a perfectly straight edge like that? What wall has ever gotten all pixelated when you get close in real life?

      I think we have the technology nescicary to handle the data that would be required at the speeds that would be required, but nobody is focusing on things like smoothly increasing the resolution of a texture as it gets closer to the camera, or making it so that the edge of an object isn't a perfectly straight line, or simple curve. We could probably even work it such that an object changes from a large flat texture mapped surface to a complex object when you get close enough to know the difference with todays hardware. That's the kind of stuff that I want to see. Any engine writers out there listening?

      Something else that bothers me is intersections of objects. They're all too perfect. Look at those railings in the screenshot you linked? The connections aren't mechanically believable. Sure, it would take the guy creating the scene way longer to have complex intersections, but it would add so much more realism. What I've seen of Doom 3 looks like the people there care about this kind of thing, so there's some hope, but I don't think that many developers have the same patience when it comes to setting release dates.

    2. Re:S.T.A.L.K.E.R. by idiot900 · · Score: 3, Insightful

      That looks terrible.

      Actually, I think it looks pretty good compared to the current crop of games.

      - The people throw shadows.
      - There's a leaf floating in one of the barrels (look carefully).
      - There's random crap lying around down below. (I think this is really important to have).

      On the other hand, there are some problems:

      - Shadows may be too crisp. Is everything under a spotlight? Either soften the shadows or (preferably) throw multiple shadows. There can't just be one bright light in that scene.
      - The people should throw shadows onto themselves.
      - The railings, among other things, appear as if they are held together by superglue. How about rivets? Screws?
      - The flying debris resulting from the gunshot doesn't appear to have broken off anything. It just magically spawned there. Also the flash of light from that doesn't seem to throw a shadow.
      - The pattern of rust on the platform the soldier is kneeling on is duplicated in the platform directly below.
      - Do doorframes exist in videogames? Electrical outlets?
      - Mortar lines in brick walls are not carried all the way around.
      - The background should be just slightly out of focus.
      - Et cetera ad nauseum.

      I realize it's easy to say these things from the comfort of my non-game-developer chair. But I'd be surprised if I didn't see these things happen as technology catches up. It's the little things (and there are a lot of them) that will make all the difference.

      My guess is that this sort of thing will move into the procedural realm. Developers will license libraries that do nothing but generate nice-looking world geometry procedurally, as well as textures, physics, etc., and plug into the rest of the game engine. When you upgrade to the Geforce42, you'll be able to display 2x the screws in metal structures and 3x the litter on the street.

    3. Re:S.T.A.L.K.E.R. by nautical9 · · Score: 2, Informative
      I agree with most of your critque, except for "The background should be just slightly out of focus".

      The problem here is that you can't know at which part of the screen the player's eyes are focused. In real life, if you were staring at the railing, then everything behind it would be out of focus. But if you were staring at the ground behind the railing, the railing would be out of focus.

      Just a standard problem when trying to render a 3D scene to a 2D surface.

      If you just assumed everything out a certain distance should be slightly blurry, then it would get quite annoying when aiming at distant objects, and wouldn't really be realistic (at least not to people with 20/20 or better vision).

  14. artifacts are a feature! by beegle · · Score: 5, Funny

    How long before nVidia and ATI fanboys get into wars about which company's "dirt and grit engine" is better?

    I predict that nVidia's next driver release actually adds back in some of artifacts that their old drivers used to leave all over the screen. They will claim that this is their new Enhanced Reality Engine and sic lawyers on any site that bitches about the artifacts.

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  15. Doom 3 not... gritty? by AzraelKans · · Score: 2, Interesting

    Im trying to recover from the awe here...
    You didnt saw the trailer or the quakecon videos have you? Well just picture this? Zombie, shotgun, "clean background" behind, press trigger BAM, zombie with a large hole, red splattered wall and ceiling with little pieces of meat, get the idea? seriously some scenes from Doom 3 are more than enough to make certain people sick. The bathroom cut where "pinky" is eating a zombie is.. well disgusting, the scene is as gruel as can be I felt physically ill the first time I saw that.

    However if grit is what you want, go and play any silent hill game, it has more than you bargained for and it also features a grain filter.

    By the way a lot of people prefer to see quality in their images than "grit" not just as a visual preference, is also easier to spot a hidden area or an item that way, thats the reason why almost everyone turns the grainy filter from silent hill 2/3 off.

    --
    Go ahead MOD my day!
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  16. my .02 by rabbot · · Score: 2, Insightful

    I think way too much emphasis is put on graphics: Both by the developers and consumers. I buy games for the fun factor and the gameplay. I could care less what a game looks like. Maybe it's because I grew up in the early years of video games, and can remember when games were just games. If I want reality i'll go outside.

  17. Blame Direct X by NickFusion · · Score: 5, Insightful

    The ability to cheaply do reflection mapping means anything glossy now gets a perfectly focused reflection mapped on it, which looks cool for about 5 minutes, then starts to grate.

    Reflections are rarely perfect. What a lot of these new games need to take the edge off is a blurred reflection.

    Here's a test render I did a while back comparing hard & soft reflections: Chrome_Soft_test.jpg

    Much like chrome was a craze back in the early days of pre-rendered CGI, these hard reflections in real-time graphics are about to jump the shark.

    --
    What were you expecting?
  18. This sounds like... by ivan256 · · Score: 4, Insightful

    ...something I said almost 4 years ago. In fact, that comment was about 3dfx technology that began to address this exact problem right before nVidia bought them and killed it. All most people care about is framerates, polygons per second, and fill rates. When is the blood going to run down the wall when you shoot somebody? when are we going to have soft edges? Texture and bump maps don't help when you get to the intersection of two surfaces, and it's the biggest thing standing in the way of a believable scene in a 3d engine.

  19. It's not about grit by laxcat · · Score: 3, Insightful

    It's all about the artistic style you are going after. Too often gamers assume that the ultimate goal is perfect realism, which would be amazing but limited. The real future of games is in applying artistic styles and sensibility to games. I loved Viewtiful Joe because of its extreame style. The Wind Waker too. These games have styles that were neither grity nor realistic, but thier unique feels did an excellent job creating worlds that was easy to get lost in.

    I'm not saying every game should be cell shaded, but developers should more often utilize the limitless possiblities of style in modern games.

  20. Grit is nice but not necessary by gothrus · · Score: 3, Insightful

    Grit is what made the Star Wars universe unique in its day. It seemed more realistic because the sets reflected some of the seedier elements that populated them. Personally, sterility or grit doesn't make too much difference for me. I've never seen a game that looked like the real world because 2d/3d graphics haven't replicated the way the human eye works. In a game, everything is always in clear focus no matter how far away or how far into your peripheral vision. In newer games, such as HL2, distant items appear with less detail, but still are in focus. I would be curious to see a graphics engine that can replicate the way a human eye views the world.

    1. Re:Grit is nice but not necessary by Rallion · · Score: 2, Insightful

      Unfortunately, it's not really doable. What if you want to look at something else? The game doesn't know where YOUR eyes are. and so it can't put the right objects in focus.

  21. Borrow from the horror genre by pat_trick · · Score: 2, Interesting

    Games such as the Resident Evil, Silent Hill, and Fatal Frame series take a good pan on creating a much more realistic--if ultra-realistic--tilt at the world they take place in. Everything is dirty, grimy, and smeared with a sense of being in the real world.

    Perhaps it is because these games take a closer stab (pun intended) at getting into the gamer's sense of reality and trying to really get into their mind, versus the seperation between player and story in other games, in a visual sense anyway.

  22. Hmm... by NanoGator · · Score: 3, Interesting

    Well this is an interesting topic for 3D rendering in general. The world is 'imperfect'. The moment something is exposed to human interaction, it gets nicks, cuts, scratches, dents, fatigue, etc. The common way to communicate the 'used look' is to make things look beat up and dirty.

    Yes, it does look better. Yes, it does look more lived in. Yes, it does take away from the 'perfection' that computers achieve and look more like we expect. Is it the right thing to do? Well, interestingly enough, I'm running into this problem right now. I'm working on a 3D rendering of a futuristic particle cannon. Right now, I'm building a room around the machine. While texturing this bad boy, I realized something. You see, when I originally built the machine, I used Lightwave's more advanced rendering features. This means more time to render, but it looks more realistic. There is radiosity rendering, and subtle blurred reflections (you'd be surprised how much rendering time that eats up..) area lighting, the works. And you know, by the time I've got all these on, it is startlingly good looking. However, it was taking FAR too long to render an animation of, so I had to find ways of dirtying it up. Well, that's what I've started doing. Instead of using reflective chrome like you'd see in the CERN laboratory for its machines, I grittied it up. No more expensive reflection blurring there. Some of the photos I'm using for textures have some of the effects of 'realistic light' baked into them anyway, so I can stop using area lights and go back down to spotlights. Radiosity? Well the dirt on the machine gets so dark that radiosity wouldn't make a huge difference, so bye bye lengthy render times.

    Maybe the dirt etc helps reduce the need for fancier renderings? Maybe, though it helps sell the idea that something is used, it's really covering up something that'd be more expensive to render? I say maybe because this may not be true in every artist's experience. I just found it interesting that when it came down to getting the rendering done in time to get an animation done, the grit texturing has saved my rump.

    --
    "Derp de derp."
  23. Yes! by KurdtX · · Score: 4, Insightful

    I've been saying this for years to my friends, it's really hard to imagine you're in a real world if you keep seeing the same panel in the wall, or (worse) the same panel representing a wall (think Doom). It does make it easier to spot that one panel that is slightly off, indicating you need to blast it with a rocket or, or find a switch somewhere, but in real life every panel would be slightly different than the next. Even look at your cube walls, there are subtle differences between each one that let you sort of find "cloud pictures" (or try your ceiling tile).

    I don't really have a solution, as the advances in lighting and level design, not to mention the increased amount of art that can be packed into a CD nowadays have taken care of all my ideas, apart from having an artist draw every single wall uniquely to start out with (ridiculously time consuming). Well, maybe have something like Diablo's random level generator, where a key is stored that is used to generate consistent (within the game) dungeons, but basically uses the same elements. Use it to modify certain parts of the panel, like maybe a few pixel wide micro-scratches or discolorations that you really only notice on a subconcious level.

    Oh, and I'm sure someone's mentioned this already, but stop making everything look like plastic! Even plastic doesn't gleam like that, as there's dirt that settles on it (and settles in an uneven way). Materials might actually have whatever index of refraction your physics engine is set to, but if there's 50% dust, or 25% wear, that part isn't going to gleam like it was just polished yesterday. And I don't think sewers get polished very often.

    Now that I'm rolling, do game publishers only work in brand-new office buildings? For those of you who are in a building a few years old, look down at the ground next time you walk around (no, not just to avoid eye contact, but actually pay attention to the ground). Notice how the carpet/tile is more worn in high-traffic areas? How next to the water cooler it's a little bit darker, due to splatter over the years? How the edges of wide hallways look like they were installed yesterday? How there are always marks on the walls in stairwells? And how even door handles start to show wear after a few years? It's the little things that we see but don't process that really make things look real - the wrinkles in people's faces. We just need "wrinkles" in our textures.

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    Kurdt
    I'm not anti-social. Just pro-technology.
  24. MGS: TTS Goals by Brother+Grifter · · Score: 2, Interesting

    MGS Twin Snakes goals were basically 1.) the remake of the game with all the high res graphics and higher-poly count models, 2.) the MGS 2 game play and 3.) a complete and honest reproduction of the Metal Gear Solid (PSX) story line.

    So yeah, it does look a bit sterile in the sense that things did look perfect. After the first Ninja fight, the room gets messed up bad. It looks fine when you walk in and during your fight, though some glass panes can be shattered. Snake now looks more alive than he did in the original, a Miyamoto signature which was also something found in Eternal Darkness.

    All critics of the MGS series say the same things about level design, textures, etc... MGS 2 did a good job making environmental elements apparent, like getting your feet wet, and leaving tracks (there was really no water in Twin Snakes for this to be noticeable). Tracks in the snow was around since the original MGS. But these MGS games take place in bunkers and bases, which don't really allow for much dirt or very creative scenery. Alaska people, come on.

    Something introduced into Twin Snakes is the available to shoot at panes of glass, and only pieces of the pane get shot out. You can continue to damage the glass in different spots, and sometimes if its already damaged, a critical shot will break it all up. Diving into a damaged glass pane will also shatter it too.

    There's more too, but I can't recall everything. For instance, Snakes face sometimes looked dirty.

    Twin Snakes was certainly more gory than MGS 2, and any other game I have on PS2 (I have both GTA's) or GameCube.

    We'll definitely see more of what the original author of this thread is asking for, more realism. Look at the upcoming MGS 3 game, since this thread began talking about MGS: TTS. I think that this is pretty much an easy problem solve, but Nintendo and Konami are working on new models for gaming, and working out the kinks on those first and leaving the graphic fine tuning at the end.

    It can be argued that this is the wrong approach. Many people have already said that Nintendo is wasting their time trying to continually innovate, and that they use what works, Mario64, Zelda64, GoldenEye, etc... I think this is the Japanese mindset in general when it comes to videogames, and Nintendo found an ally in regards to Konami, one of the biggest entertainment software companies out there.

    In any case, MGS Twin Snakes is badass, and I played the original on PSX, its worth the 40 bucks, I've already played through it once, and I'm working on playing through it again this weekend.

  25. A game ahead of its time... ZERO TOLERANCE by Stormwatch · · Score: 2, Informative

    : When is the blood going to run down
    : the wall when you shoot somebody?


    Blood running down a wall? Hey, I know a first-person shooter that had this effect - back in 1994! It is Technopop's Zero Tolerance for the Sega Genesis.

    Shoot an enemy close to the wall: blood stain. Shoot the wall: damage texture. Animated wall textures. An animated, interactive landscape. Tons of weapons and various items like motion scanners, fire extinguishers, and bulletproof vests. Immense, multi-floor levels. That game - along with Ranger X, Alien Soldier, and Thunder Force 4 - pushed the good old Genny to its limits. If a first-person shooter ever really, REALLY deserved a sequel, Zero Tolerance is the one!

    (actually they tried to make one, but it was never completed and Technopop no longer exists. The beta's ROM is out there, though)