More processing power is always useful.
When developers make a game for a console, it’s a constant ballet act of painful compromise.
Can we keep the particle density in this explosion, or are we dropping frames?
Would we benefit more from a higher draw distance, or better shader quality? We can’t keep both.
What about our texture resolutions? We’re low on vRAM, so high rez on the foliage or weapons? It would look better with both, but it’s not possible.
Now… it may appear, at times, that Nintendo’s first party games don’t require much graphical ompfh to render the assets and environments used in their unique art style.
And you would be correct.
Two conflicts are intertwined here. The importance of graphical fidelity in general, and it’s importance specifically in Nintendo’s games. Mario, I’m looking at you.
High fidelity graphics can be very important, and extremely evocative in a gaming experience. When I play an FPS, I mentally merge myself into the game as thoroughly as possible. Art is beautiful, and I want to enjoy all of it. It helps me feel like the game isn’t totally separate from reality, as though I might possibly be there. The more blurry the line between photorealism and in-engine rendering becomes, the more immersed I am. It’s a major factor of enjoyment for my play-style of games.
But Nintendo? Nintendo has chosen to use a cartoony art style for most of their games. Especially the Mario games. It lacks surface detail, it lacks modeling realism it lacks lifelike lighting. And it works. When I sit down to play Mario cart, I make a different connection to it, than I would Crysis. It’s a light hearted game, an unrealistic game, and it’s art style is goofy but fun. I can’t be immersed in it, because it’s a 3rd person racing game, best played in split screen with friends.
It’s a different experience.
I don’t mind the simplicity of the graphics, because they’re intentional! They look that way on purpose! And they fit with the ridiculous universe that has giant, fire breathing, spikey shelled turtle/dragons racing in mini-go karts alongside talking mushrooms, and heroic plumbers. Shooting homing turtle shells, and gathering super powered stars as they go. Instead of being a detriment to the game, the simple, silly, graphics are one of it’s core assets.
In conclusion, the Wii U should have more processing power for whenever they decide to re-release the first and second 3d Metroid games. Those benefit from environmental immersion, and I would love to see the output resolution doubled or quadrupled.
But more graphical fidelity is not needed for Mario Cart. It stands on a different set of merits than the Metroid games do, and is fine as it currently stands.