To be fair, it's not the devs fault. Bandai only gives them one year cycles. That being said, I'm actually suprised with what they have done in UT.. Totally changing the battle system, having a full story with reanimated scenes from the anime, the first CaC in a DBZ console game (even though it seems very shallow). And all done by the same team that released a game last year. Wasn't as impressive when it went from Dimps to Spike, but for Spike to change it up this much is rather shocking. If Bandai would stick DBZ in it's pocket for 2/3 years and give the team time to work on it.. we may actually get something nice in terms of a console DBZ game.Bandai is gonna be soooooooo jelly. and when they talk to you guys, no matter the question or what they say, you reply with "you jelly? we made a successful dragonball game that we dont have to re-re-re-re-re release every GODDAMN year only to improve on characters and maybe a small feature. OUR GAME is winner."
What is happening to the shading and texturing styles on the maps in ESF? The style a year ago used nice and soft bounce-lit scenes to create balanced composure. However, most of the newer shots seem to be direct lighting and a basic black-to-white gouraud meshed with an 'over-the-top' normal map intensity mimicking early-tech games that introduced bump mapping concepts to the mainstream (Doom 3, etc).
I'd write this off as just a fluke user option to tone-down or disable baked lighting, but even the promotional video recently seemed to enforce this style shift.
Phew. I was concerned a crude version of the original style was being employed. Thanks for the clarification, Grega!Dalte recorder on his computer, and he is using custom textures, not the ones that Adam put in to the map. Hes also the reason why the Namek grass is green in the trailer.