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Explain...to me frankly, Ishin was ruined because they use UE4.
It also intentionally makes some games look like each other due to the resued assets.
And in-house engine specifically made for certain company will make the game much more unique to look and play.
Long live Bethesda and Capcom
SEGA has Dragon engine, which they should have used for Ishin remaster.
The real shame is Konami's FOX engine, that was so well-made but Konami stops making games, let's hope some future Silent Hill titles use it.
1.Capcom's Phanta Rei engine
2.Square Enix's Luminous engine
3.Konami's Fox engine
4.Core Design's AOD engine
5.Free Radical Design's Haze engine
Making game engines ain't cheap and easy.
Squeenix just needs to improve their craft.
I hope other big developers keep working with their own engines like Naughty Dog, Insomniac, Guerrilla Games etc.
That said, I'm excited about the possibilities of Unreal 5.. I just don't want every game to be using the same engine.
Making a game engine from the groundup while making a game adds lots of limitations and roadblocks to the development of the games. Not every publisher can afford the costs of that.
Unreal has every graphical feature you want to add to a game.
Even Crystal Dynamic abandoned their "creation engine" and switched to Unreal because making a graphic engine is not worth it anymore.
There are pros and cons. Licensing engines is a good business decision for small studios, but big AAA studios are plenty capable and has the resources to make their own.
There are pros and cons both ways. Pros is you can create an engine tailored for the type of game you are developing, with bespoke tools that will make your game function exactly as it should. Case and point, RE engine works wonders and it's extremely well optimised as it's designed to do what it does.
Unreal 4, on the other hand, has been a disaster in the hands of most developers.. with poor performance and stutters. We've never seen such awful issues in performance as we had recently with Unreal 4.
Also, licensing Unreal, means you pay royalties to Epic for each copy sold of your game, while having your own engine, you obviously don't. So you have time and investment developing the engine.. but as you use the same engine for multiple of your games, you profit more in the long run without having to keep paying licensing royalties to the engine owners.
Look at the stutter fests of TCP, dead space and unstable trash games like hogwarts.
Before capcoms RE engine.. they used MT framework. One of the ♥♥♥♥♥♥♥♥♥ engines there is. They got so much flak for the subpar monster hunter world port... that it's a wonder it sold so well.
Capcom's RE Engine turned out well. But you should consider that that before that Capcom wanted to use Phanta Rei engine during PS4/Xbox 1 which became a complete disaster and money sink for Capcom.
Also, RE engine worked well because the games Capcom makes with this engine are games with small sized playablable areas.
If Capcom wanted an open world game, they cannot do it with the RE engine.
And in open world games, stuttering always exists even Spider-Man PS4 on pc has stuttering despite using the a different engine.(Only in MGS V it didn't exist due to the game being a ps3 gen game running on ps4)