Those changes were present in every release after Double Pack for Xbox. It was part of the trilogy collections on PS2 and Xbox too.
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Oh that's mega ouch. I haven't touched OG Vice City in a hot minute, but I don't recall any dialog in it that was any more 'edgy' than, say, a Tarantino film. And these were games for mature audiences, first and foremost.
The changes just feel like an instance of publishers not respecting games as an art form or trusting the maturity of intended audience. They should've at least given options for the original dialog in subsequent re-releases IMO.
The PS2 was supported until 2014 and had the backing of the entire industry behind it, these are not comparable at all, the ps2 is more likely to have reached its potential already than the DC
1: A vast majority of PS2 games (particularly Western releases) utilized RenderWare, which had performance penalties in return for ease-of-development (and code portability)
2: Virtually all major studios stopped prioritizing PS2 for AAA development by late 2006; vast majority of games released afterwards were budget AA, annual rehashed sports releases (with updated rosters and little more), or shovelware i.e Barbie Barn Adventure games. Not the type of titles that are gonna push the limits of hardware :/
3: Even among the Japanese devs with proprietary engines that gen, a good number of them shifted away from PS2 by 2006 to focus on HD game development for PS3 & 360. So you can't necessarily say all of those engines were fully tapped on the PS2.
And, at the end of the day, while Dreamcast does have more room to reach for a ceiling than PS2 due to the market realities around both consoles, the chances any homebrew, 100% to-the-metal optimized Dreamcast game with a AAA focus would matching the best of PS2 is quite low. The performance & fidelity of peak latter-era PS2 titles like Gran Turismo 4, Devil May Cry 3, Rogue Galaxy, Final Fantasy 12, Shadow of the Colossus, Metal Gear Solid 3, or God of War 2 (among others), just wouldn't be possible on Dreamcast without some big changes.
Even so, I bet a lot of those games could have been further optimized on PS2 if time constraints & budget weren't a concern. If modern tool efficiencies and programming concepts were applied, we could probably get a decent performance uplift even on those aforementioned titles, to push PS2 a bit further.
As for Dreamcast, we
probably would've gotten some stuff a bit closer to GT3, Zone of the Enders/MGS and original Kingdom Hearts if Dreamcast were pushed to 100% with fully optimized games in its heyday. But I'm not sure if such results would've been around at the same
time as those games (maybe they'd be a bit later), and in areas of lighting and particle effects as well as certain geometry density, the Dreamcast equivalents would be scaled back compared to those PS2 games anyhow (or implement clever workarounds working with Dreamcast's strengths).