Feels like so much work. You fully realize an entire scene and then capture a couple angles at most.
Of course I should have known better given the handful of times a scene comes to live via an FMV cutscene.
Feels like so much work. You fully realize an entire scene and then capture a couple angles at most.
Of course I should have known better given the handful of times a scene comes to live via an FMV cutscene.
The biggest one is actually animation. Animation gets expensive as you add more detail, and when you add resolution, you discover a need to add more frames of animation to make it still look smooth, so your art costs can explode. The use of 3D here is motivated by having camera-independent animation, and being able to use it for every minor environmental effect: think of every Myst-style game where you pull levers and push buttons and open doors. Character animation in early 3D was bad, but it was also "enough" to look representative, so it ended up beating traditional or live action approaches.
In the game, many of the scenes do use illustrated backgrounds. For example towards the end of the game, the caves. Here the calculation may have been the other way round (easier to do illustration).
Turns out it is quite innocent, but it's still adults having fun with models: https://en.wikipedia.org/wiki/Kitbashing