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The PC levels were massive in size (for the time), many pushing over 100mb in size. The PS2 only had 32mb of memory - so that was the start of the process. How do we reasonably divide the levels without sacrificing the gameplay? We tried our best to ensure that the pacing was similar - but there were places where we just couldn't do it because of the PS2 constraints. We did push the texture quality in some places (while reducing it in others for performance). The character textures were generally always of a higher quality than the PC.
Many levels were tweaked based on feedback from the PC version. Things were added. There are new easter eggs. Several of the original DX level designers made these changes directly. The other LDs were pulled from our team on Invisible War.
We changed the UI to be more console friendly (but to be honest, it was most of our team's first try in the console space) so I have regrets :).
PC version looks like a distant, dark dystopian future accompanied by the color palette and lighting. That's not even considering the fact that the PC version has better texture resolution, can run the game at higher resolution and FPS. The models of the PS2 version are also goofy, they look as if somebody made the animations in Blender in five minutes. While the PC version doesn't boast some insane quality animations, they look well-made and fitting in with the theme, just subtle movements in dialogues somehow make the whole thing look believable throughout the entire game.
We might never get to know.
This port was a hint at what was to come with Invisible War.