Obiwanshinobi Comments

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  • Aliens versus Predator retrospective

  • Obiwanshinobi 05/10/2014

    I happened to play Judge Dredd: Dredd vs Death on PC lately (don't ask) and yeah, blood gets everywhere. Reply 0
  • Retrospective: Rogue Trooper

  • Obiwanshinobi 02/09/2012

    I had no particular memories of the comic strip, but had a blast with this game (the PC version, back when making proper mouse & keyboard controls for such games - hardly rocket science - wasn't too much to handle for even mid-tier devs). Very little was wrong with it (single player at least). Maybe the hardest difficulty setting available from the start was a tad too easy and I don't recall any bossfights to speak of... Then again, the easiness might have concealed some rough edges and some games are better off with no bosses at all rather than placeholders (Red Steel 2 had bosses, but not very good ones).
    Another game of this ilk I liked was XIII (for the PC; mouse & keyboard are the way to go here). Cared for neither the comic books nor the graphics, but the gameplay hit some mighty high notes. Some fairly low ones for a good measure to be fair (the no-hum bosses, the mediocre endgame).
    It's anoher topic: why did Ubisoft get bosses, of all things, right in the last gen PoP 2&3, then for this gen crawled back into the placeholder area in Red Steel 2 (a game most patterned upon Resident Evil 4 to boot). Beyond Good & Evil had remarkable bosses (so did Rayman 2&3), PoP: The Sands of Time - quite the opposite.
    Just why on Earth bosses in non-Japanese games are hit and miss like that?
    In all fairness, Xenoblade Chronicles was puzzlingly devoid of bosses worth their salt either.
    Reply +2
  • The Adventures of Tintin: The Secret of the Unicorn

  • Obiwanshinobi 22/10/2011

    Is Tintin the only Euro-continental comic book series that made it big in the UK?
    The omission of alcoholism is about family-friendliness rather than political correctness. Just the way Pixar or Disney won't put AIDS in their films. Doesn't get along well with popcorn.
    Reply 0
  • Retrospective: Quake

  • Obiwanshinobi 11/10/2011

    For me, Quake is the greatest game of all time.
    It was the first truly 3D FPS game. TRULY 3D - none of this Duke Nukem '3D' crap.

    You need a history lesson, then.
    Reply -2
  • Obiwanshinobi 09/10/2011

    Not sure about Snatcher, but I know Hideo Kojima's Policenauts (1994) to utilise mouse in the first person shooting mode. As far as shooting in "real" 3D (with sprite-based graphics, though) is concerned, Neural Gear (1990) - a Space Harrier-like on rails shooter for the Sharp X68000 - sports mouse controls.
    Geograph Seal (1994) for Sharp X68000 was a first person shooter (and technically a primordial 3D platformer) with polygonal graphics, but I'm not sure if it supported mouse (the controls are digital anyways).
    Mouse was my control device of choice in Spectre Supreme (1993), but although it was a first person shooter with polygonal graphics, the gameplay wasn't really three-dimensional.
    Reply -3
  • Saturday Soapbox: Horrible Bosses

  • Obiwanshinobi 08/10/2011

    An example of a game where bosses SHOULD work like a charm, but they fucking' don't - the original Max Payne on the PC. Their durability just does not make any fucking sense in the context of the game. We're talking the game where almost everybody (the playable character being no exception) gets killed INSTANTLY by a Molotov cocktail or a handgrenade (Max Payne 2 changed this for worse, but I like the cruelty of it about 1). That's where bosses with a long lifebar instead of any spark of ingenuous game design stick out like a sore thumb.
    An example of a game making a lot of hoo-hah about its bosses without making the bosses all that great deal of fun to fight - Diablo 1&2 (I did have some fun fighting some of them, but why of why aren't they of the Ys level of ingenuity).
    ...and yet Metal Gear Solid games, with all their awesome bosses, take all the flak in the world for setting the rot in the apple of videogaming. I say skip all the cutscenes and radio/codec chat if you want, and there is still a good video game underneath.
    Reply +1
  • Obiwanshinobi 08/10/2011

    A good bossfight should be like a first date, sporting this very same air of fear and anticipation. It's got nothing to do with the old and the new. Awful bosses are awful because of the awful game design. Make the bosses good and people will like to fight them - it's that simple.
    Speaking of Treasue, while their boss fetish is remarkable, I don't think they have THAT much knack for making their bosses good. Konami ways of of doing things is more pleasing to me. Compare Gunstar Heroes, Alien Soldier and Dynamite Headdy to Contra: Hard Corps and Rocket Knight Adventures (not just YouTube vids, but, you know, how the games actually play). Just saying.
    P.S. That being said, Treasure made YOU the boss in Gunstar Heroes (the Minion Soldier thing) and it was rad. Shadow of the Colossus seems to have aped the idea to an extent (the endgame thing).
    Reply +5
  • The 3DS games of TGS

  • Obiwanshinobi 22/09/2011

    Sega seems to be relying on nostalgia alone to sell the concept, rather than any actual gameplay innovation, a fact made worse by the fact that it looks like an upscaled DS game.

    I say Shinobi for the PS2 was extremely innovative and mighty awesome at that. Eurogamer rewarded it with abomination of a review matched perhaps only by the infamous IGN God Hand review. No use crying over spilt milk now, but hey, somebody had to speak the truth about the game besmirched to hell and back by people who did not even play it.
    Reply -1
  • Resident Evil 4 HD

  • Obiwanshinobi 19/09/2011

    Another game you could already play emulated in high resolutions got ported to another couple of platforms? Let me guess without reading - looks cleaner and blocker than it used to and low resolution of textures is more apparent, right? Reply 0
  • Radiant Silvergun

  • Obiwanshinobi 17/09/2011

    It is perhaps the only shoot-'em-up where restraint is rewarded as much as offense

    I don't think so. It can be said about Psyvariar as well.
    Reply +1
  • Agarest: Generations of War Zero

  • Obiwanshinobi 14/09/2011

    While it's fascinating that such games have enough followers outside of Japan to make their numbers on consoles, I wish the dev with "Compile" in its name pumped out something real special. I know Compile Heart is not really THE Compile thad ended with Zanac X Zanac (or so it seems), but still - at least some spiritual successor to The Guardian Legend would be more than welcome. Hear that? There's some demand over here. 3D Dot Game Heroes sold well for what it was. Reply 0
  • Tech Analysis: Ico and Shadow of the Colossus Collection HD

  • Obiwanshinobi 10/09/2011

    Developer(s) stated they didn't want to change the feel of the game for 60fps so stuck to 30, though technically a solid 30fps does indeed change the entire feel of SOTC.

    Developers speaking bullshit about framerate and feel is all the rage now. Even the upcoming DMC game is supposed to feel like true DMC despite 30 fps. Some magic beans they have in store.
    Reply -4
  • Face-Off: Driver: San Francisco

  • Obiwanshinobi 07/09/2011

    Apocalypse starring Bruce Willis had FMVs mapped onto polygons in 1998 on the PSX, thus simultaneous video decoding and real time 3D rendering is nothing to make hoo-hah about in this day and age.
    Good to see 60 fps hyped again, and game consoles doing the job they should be all about. It's the first car game since Burnout Paradise that sparked my interest.
    Reply 0
  • DMC Devil May Cry

  • Obiwanshinobi 19/08/2011

    Ohh he looks emo or why the hair change, oh look he is not half human.

    You forget "oh, it's 30 fps now" and "oh, the new dev isn't exactly known from accomplished action games in the vein of DMC, unlike, say, Capcom".
    When Nintendo outsourced Zelda, they'd chosen Capcom more than once. Could've had something to do with Capcom being elite back in the day.
    Reply +2
  • Obiwanshinobi 18/08/2011

    Just who the fuck are they kidding about "replicating the feel of 60 fps"? The very sound of that bullshit is going to rub the wrong way the very sort of people who give a damn to begin with. Reply +4
  • El Shaddai: Ascension of the Metatron

  • Obiwanshinobi 02/06/2011

    Pretty good performance there (excellent by this gen lousy standards). I wonder if there's much difference in the control latency department between versions. Reply 0
  • Retrospective: Devil May Cry 4

  • Obiwanshinobi 23/05/2011

    I wonder why of all games where two playable characters follow pretty much the same path I can put my hands on (Threads of Fate, Soul of the Samurai, The Getaway, Capcom's own RE2 and and DMC2), DMC4 is taking so much heat for it. Its content is meant to be replayed over and over again to boot, as the rank indicates. Did people expect DMC4 to be more like God of War? Reply 0
  • Obiwanshinobi 23/05/2011

    I've yet to play it, but even if it's a re-skinned PS2 game at heart, that's pretty rad in my book for you see, last-gen Capcom was a poster child for everything I like about Japanese games. Not a single Capcom last gen release I played to date rendered me disappointed (RE4 initially did, but then I'd discovered Mercenaries and got great deal of fun for my money). Even Viewtiful Joe had clicked with me finally. Reply 0
  • Rayman 3D

  • Obiwanshinobi 08/04/2011

    U-huh, gaming has moved on from Rayman 2 running at 60 fps (on PC and DC, that is) to most console games running at 30 fps (if lucky). People getting all dewy-eyed about sub-20 fps N64 platformers (seriously, almost EVERYTHING on that console run like shit) deserve a reality check. Comparing a platform game such as Rayman 2 to OoT (where the gameplay is about everything but precise platforming) makes little sense, though. Reply -1
  • Obiwanshinobi 05/04/2011

    Rayman 2: The Great Escape remains my very favourite "pure" 3D platformer, but last time I played it (last year or so) was on the PC in 1024x768 with forced antialiasing and anisotropic filtering (looked pin-sharp and clear on a CRT monitor), using my joypad of choice, without graphical or sound glitches if memory serves right. Make of it what you will.
    Still, it humbles arguably every single Sony platformer that isn't Ico (I'm replaying God of War II as well as SotC and while these are fairly decent games, Rayman 2 owns them nonetheless, same goes for Jak, Daxter, Crash, Ratchet, Clank and the less said about Uncharted the better), humbles wannabe efforts like Psychonauts (and comes without winceworthy voice acting to boot) and tops PoP:TSoT in my book (no protagonist's creepy mug and cringe-inducing character development in Rayman 2).
    It's got weaker moments (the lava world indeed), but I wouldn't blame the (actually quite decent, provided you press certain button when it's needed) camera for any of them. Can't compare it to Mario Galaxies (which I have not played), though.
    Reply +2
  • Hyperdimension Neptunia

  • Obiwanshinobi 09/03/2011

    I would say that borrowing anything but music from Xenogears is retarded. Still, the "gameplay" in this one can't possibly as awful as in Xenogears, can it?
    Sad thing is, Compile Heart was named after THAT Compile (of The Guardian Legend, Zanac, Aleste, Power Strike and Puyo Puyo fame). Dunno if any former Compile employees keep working for them at this point, but in my book the name stil has a nice ringing to it.
    Reply 0
  • Retrospective: Jak & Daxter: The Precursor Legacy

  • Obiwanshinobi 14/02/2011

    Aw, don't give me that crap about the animations being any good. The animations in J&D and R&C alike (and Sly for good measure) are fucking horrible. The only American platformer with good (excellent for its time) animations I can think of would be the original Prince of Persia (1989). The Sands of Time had great animations too, but that game was Canadian.
    Oh yes, Metal Warriors (it is a platformer from time to time) and Prince of Persia 2 also have good animations. The infamous Prince of Persia 3D (Arabian Nights on Dreamcast) was rather well animated too (certainly better than stuff Crystal Dynamics kept making around that time).
    Also, Heretic II (if you count it as a platformer) is well animated (for a 1998 3D game of course). So I know 5 American platformers where animations don't suck (2 of them stretching the definition of platformer a bit), and none of them was produced by Sony. Before you bring up God of War, look more closely: in terms of character animation Kratos is okay, but the monsters - mediocre at best. All around not the most awfully animated TPP out there (that would be either Soul Reaver or The Mark of Kri), but not astonishingly well either (for a massively hyped first party title, that is).
    Reply -2
  • Obiwanshinobi 13/02/2011

    I for one found the vehicles in Jak II way more accomplished than Jak 3's moon car physics. Not that cars in 3 were gamebreaking - as stated before, Jak X with its very much the same cars was a blast to play - but their physics were numerous times bettered in other car games. Jak II's vehicles, on the other hand... Well, nothing else I found in other games quite compares. What I liked best about them was that you actually needed skills to make the most of their speed. There was no reward for it other than being faster than everybody else, and that reward was enough for me.
    I suppose people who complain about vehicles in II just weren't good at handling them. It was the most challenging game in the series after all.
    Reply +1
  • Obiwanshinobi 13/02/2011

    I had no real problems with the camera. Sure, it takes a lot of manual adjusting, but this alone isn't a flaw. I admit that cameras in Shinobi or Shadow of the Colossus leave a lot to be desired, but J&D is a league above those in this regard. Reply +4
  • Obiwanshinobi 13/02/2011

    I've got a strange story with the series. In terms of character animations and humour it's on a par with the most awful American cartoons I've ever witnessed, in the gameplay department it makes up in variety what it lacks in depth or ingenuity, and theoretically it should be varying from "barely stomachable" to "average" in my book. That said, I've found each and every Naughty Dog effort branded J&D irresistible. I just totally sucked for the original trilogy and Jak X - the very first racer (not purely a racer, but racer first and foremost) that got me totally hooked (to the point of winning all the gold medals).
    On the technological front, the series is the most uncompromising achievement ever commited by human beings on the PS2 as far as I can tell (God of War has NOTHING on it).
    It's a crying shame that Naughty Dog - just when they got character animations right and got rid of the most embarrassing American Sony cheese in Uncharted - went all 30 fps and "gaming experience" on us insted of making something as uncompromising as their PS2 games.
    Reply +2
  • Bodycount

  • Obiwanshinobi 17/12/2010

    "We want you to play this game with a smile on your face, like people used to when they played the old arcade-style side scrolling shooters," he explains.

    That would sound interesting to me if I believed the framerate will be somewhere near 60 fps. Like, you know, arcade shooters used to have in the arcades.
    Reply 0
  • Golden Sun: Dark Dawn

  • Obiwanshinobi 15/12/2010

    Have you seen the battle animation and characters? Like in FF7 in the battles is where the charcters look great and are surprisingly well animated in this, the environments still seem to have that mode 7 thing about them with the 2D but highly detailed background while you fight.

    I did watch some trailers and am still not convinced. As far as polygons on the DS go it's a decent job, but does anybody out there really prefer this new looks to the GBA Golden Sun? Handhelds, thanks to the low resolutions, are the niche where sprites could thrive on, but this thing is Suikoden III all over again (except I liked the character models in Suikoden III). If they didn't have budget to flesh it out with 2D art, they shouldn't have called it Golden Sun (the presentation is most likely to rub the wrong way those exact people who care about the franchise).

    Also what do you mean can't the japanese do this with a higher polygon count? Correct me if i'm wrong but arn't the makers of FF7 Japanese?

    The thing is, they used to be good at this chibi-SD style, but recently have been making more and more games with super deformed characters looking like midgets (and I doubt it's any high concept).
    SD was popular because 16x16, 32x32 etc. sprites worked best with the hardware in eighties-early nineties and it was a way to make the designs likeable and the animations communicative while keeping sprite sizes reasonably small. Phantasy Star had a shot at more realistic proportions and the effect was less than great. The first widely recognised game character with realistic proportions and good animations I can think of would be Chelnov (Atomic Runner), although Karateka predates it.
    Fast forward, early 3D hardware hit the home and it seems to me that low polygon count kept the chibi style most efficient at the dawn of the new era. I like how the FFVII characters look not just in battles.
    Recently, however, the Japanese seem to have more polygons at disposal than artistic inspiration. It's like they don't know what to do with the SD style on 3D hardware. This wasn't the case in late nineties.
    Reply 0
  • Obiwanshinobi 14/12/2010

    Polygonal Golden Sun? I'd understand if it was a PS3 or 360 game - no way they could have afforded glorious 2D in high resolutions - but on the DS it's a friggin' abomination. If only the characters looked at least as good as LEGO dudes in early polygonal jRPGs on the PSX or N64, but no - those creeps right there wouldn't be out of place in Romancing SaGa: Minstrel Song or Suikoden: Tierkreis. What the fuck, can't they do polygonal SD character design properly in Japan anymore?
    Say what you will about pre-rendered graphics of FFVII, but the characters in that game retained at least some of the old sprites' charm, both in modelling and animation. Can't the Japanese do this with a higher polygon count?
    Reply +2
  • Mobile Games Roundup

  • Obiwanshinobi 29/11/2010

    Not every arthropod is an insect, you know. Insect wouldn't have more than six legs. Reply +1
  • Prince of Persia HD Trilogy

  • Obiwanshinobi 19/11/2010

    So it outputs lower resolution than the PC versions (even TSoT supports more than 1600x1200, provided your monitor can handle it) at higher price? Amazing. Reply 0
  • Vanquish

  • Obiwanshinobi 20/10/2010

    I'm obviously getting old and grumpy, but really ... Vanquish is a Japanese Halo? Geometry Wars invented high scores? Inception invented ringworlds?

    Well, none of them invented [link=">metallic grey texturing, that's for sure. Or
    Reply +1
  • Obiwanshinobi 19/10/2010

    30 frames per second. Enough said. Reply -15
  • Okamiden

  • Obiwanshinobi 15/10/2010

    I liked the original's second half better than the first half, maybe except for the very ending (story-wise, that is; those boss battles were so short and easy that I do not comprehend why people keep on whining about them). I think they didn't really know how to conclude the story, but it's a minor issue. Sheer adventuring in the second half was incredible.
    I also bought it when it was new (technically I overpayed, but never regreted it). You have to be rich in time to appreciate it, though. That's why, I believe, it hardly had any chance to get the recognition it deserved. Time soakers such as Persona 3 don't even compare in this regard as at least 50% of their content is a typical jRPG repetitive filler. So yeah, Okami must happen in a special moment of your life I guess.
    Reply 0
  • LucasArts' 60FPS Force Unleashed II tech demo

  • Obiwanshinobi 30/08/2010

    I want real 60 fps from my games for the sake of responsiveness. This sounds just like a precious little more than motion blur. Reply 0
  • Metroid: Other M

  • Obiwanshinobi 29/08/2010

    What a game has to do to not get at least three pages these days? Reply 0
  • Retrospective: Tomb Raider: The Last Revelation

  • Obiwanshinobi 01/08/2010

    Now, now, Anniversary isn't half as pussyfied as Uncharted. Makes about twice as much frames per second (at least on my pretty old PC), like every platformer worth its salt should do, and the controls aren't a rubber band joke (provided you have disabled the auto-grabbing). Reply +1
  • Shin Megami Tensei: Persona 3 Portable

  • Obiwanshinobi 26/07/2010

    The cutscenes were badly drawn (I watch lots of anime, so no prejudice here) and fairly lamentable. Every yen they spent on those cutscenes got thrown down the drain.
    As for the "game" itself, sheer length of this... thing (even by jRPG standards) was traumatising, and even by jRPG standards there's hardly any game in it. Good story and all that, but I still do not comprehend why didn't they just make it a visual novel. Persona 2: Innocent Sin (which I've been playing recently) at least is a game rather than waiting sim.
    Persona 3 lacks the character design by Kazuma Kaneko and excellent MegaTen quality dungeoning. No hum. Reportedly some people have played through it TWICE. Bloody hell. Asking anybody to do this for the third time is inhuman (although I suppose with a save from previous playthrough it's not much different from unlocking alternative story branches in a visual novel indeed).
    Reply -4
  • Download Games Roundup: Remake Special

  • Obiwanshinobi 16/07/2010

    Raystorm may not immediately stand out as much as a shooter like Rez does, but I'd say its music and overall aesthetics are even classier, and the gameplay is perhaps a bit tighter (unfortunately the remake cannot be as tight as the psx original since all xbox and ps3 games have at least four additional frames of input lag according to digital foundry).

    I don't think every 360 and PS3 game has this much input lag. Would people pay hefty prices for the 360 ports of CAVE games if they were so laggy? Of course analogue sticks are cack controllers for this kind of game and and technically LCD still adds a bit more lag, but there is no reason why this port of RayStorm would be laggier then the PSX port ("original" it was not).
    By the way, RayStorm (and Darius Gaiden) on Taito Legends/Memories compilations reportedly play better than the PSX ports. Shame they look bad (at least on the PS2) as the picture just got upscaled, interlaced and filtered rather than rendered in higher resolutions, which SHOULD be the case with vector graphics.
    Reply 0
  • Obiwanshinobi 15/07/2010

    What's left of 3D Realms has certainly done a serviceable job of bringing one of Duke's more obscure adventures to XBLA, but the art style, character models and environments had the shonkiness of a shareware title at the time, so seeing them run in high definition is hardly going to help.

    Even though they had enough sense of decency to not call it "HD", you did have to use it, didn't you? I believe the original supported resolutions higher than 1024x768 (perhaps higher than this port). The only difference worth speaking about is the 16:9 mode (which I don't think was originally there).
    Reply +1
  • Disciples III: Renaissance

  • Obiwanshinobi 09/07/2010

    II had a jRPG-style battle system and I liked it. The fun was in saving before every encounter (or the enemy's turn) and trying out different tactics until you were satisfied with the outcome. It was a bit like a chain of puzzles; the "strategy" layer was actually very thin and it worked for me. If you've yet to play Disciples II, do not hesitate, go for it. The enhanced editions (Rise of the Elves and Gallean's Return) support high resolutions. The game may chug in software mode, but 3D mode sorts it out. Just make sure to NOT stretch the battle screen (upscaled doesn't look that hot). It's one of the prettiest and most addictive games out there.
    About this one, I can only comment on the graphics. As much as I respect Akella's endeavour to maintain the predecessor's style, they haven't quite nailed the colour palette. It does look autumnal and somber, which somhow suits the premise, but II looked a wee bit more vivid, yet strikingly melancholic. I do not quite comprehend why did they resurrect the Disciples franchise with this engine rather than, say, Etherlords. It's not like the masses have been waiting with bated breath for another Disciples game.
    Long story short, if you like jRPGs, chances are you're gonna like Disciples II. If you don't like jRPGs, chances are you're gonna like it nonetheless for it still resembles the HoM&M series more than anything else.
    P.S. II was about the only game sporting regular elves who weren't a bunch of pansies.
    Reply 0
  • Retrospective: Painkiller

  • Obiwanshinobi 04/07/2010

    I'm pretty sure Painkiller was out BEFORE Doom 3, Half-Life 2 and Riddick. Wikipedia seems to agree with me.
    My favourite level was the factory (train station and dockyard coming close), so forlorn and desolate, when S.T.A.L.K.E.R. was still merely a promise, a dream to good to come true. Gothic and Moresque themes had sort of theme park feel to them, even the instant classic asylum level looked like a decoration, but those faves of mine were something else.
    Reply +1
  • Obiwanshinobi 04/07/2010

    They ported it to the original Xbox, but it's a PC exclusive at heart. It's about doing funny things with your weapons, such as launching a grenade and impaling it mid-air with a stake to combine both into one super projectile. Or piercing flying corpses mid-air with stakes to pin them up all over the place.
    I suppose the Xbox version resorts to auto-aim, which must hamper those delights somehow. It's not very fast paced FPS, thus it should be playable with a joypad, but it certainly was designed with more precise control method in mind.

    It was one marvellous game indeed.Thanks to Painkiller, H-L2's physics and SotC's bosses failed to impress me as much as they apparently impressed some cool kids out there. Even in the year 2004, when much hyped Doom 3 and Half-Life 2 (and less hyped Riddick on the Xbox) came along, Painkiller was nothing short of outstanding. I believe that at the very moment of release it was technologically second only to FarCry as far as first person shooters go.
    Although Serious Sam: The First Encounter feels more, um, designed, Painkiller is a very competent FPS in terms of the controls, physics and weaponry. You can tell it's made by people who really care about the genre.
    Reply +4
  • Retrospective: Deus Ex

  • Obiwanshinobi 13/06/2010

    Oh yes, I found a way to break the game. In that underwater mine or whatever, when you enter certain room, one black dressed dude walks in after you and starts chatting with you before the fight. If you set an EMP next to the door, it will explode during the chat, the game will crash and display some error announcement window.
    I liked how explosives in Deus Ex were really powerful, easily as dangerous for you as for your opponents alike. It used to be pretty normal in PC games of the quicksave-quickload era (getting your characters blown apart by grenades thrown by themselves), but sometime around the Max Payne 2 mark hand grenades, Molotov cocktails and the likes became little more than silly toys.
    Reply +1
  • Obiwanshinobi 13/06/2010

    I've got a copy of Unreal like right over there on the shelf and last time I checked it had this kind of floors too (in the very castle demo sequence). The Psycho Mantis bossfight in MGS was taking place on such a floor as well. Looks like a combination of the floor texture transparency and everything being rendered twice. That's funny how good looking, simple solutions get replaced with not quite as good looking but technically fancier stuff. Like early real-time choppy reflections in Midnight Club II on the PC, or the mirrors in Max Payne 2 (the former looking uglier than fake reflections in, say, Mafia, and the latter not looking any better than mirrors in Deus Ex, Hitman and MGS, but giving my Radeon 8500 an edge over GF4 which wouldn't render the reflections at all).
    Deus Ex is one of the ultimate games of secrets, up there with Super Metroid, Castlevania: Symphony of the Night and Thief II: The Metal Age. The story in Deus Ex isn't great, but neither was the story in Gothic, yet I still find these two being "true" cRPGs. I have spoken.
    Reply +1
  • Espgaluda II

  • Obiwanshinobi 02/06/2010

    - i can't stress how well the controls work for this. i've not played the cabinet, but i wouldn't be surprised if it's actually easier to control on the iphone! i can weave in-between bullets better in this than any shmup on other systems.
    - perhaps as a result of the above, it's a relatively easy game to get through, with less of the pattern memorisation that you'd have to go through in something like gradius or ikaruga. ramping up the difficulty mainly serves to increase the complexity of the controls, which isn't ideal. as a result it perhaps doesn't have the longevity of something like gradius V (my personal favourite shmup)

    overall it's a must-have, mind!

    Well, if i understood correctly, the new controls are very much analogue controls. With this kind of controls (like, with a mouse) virtually every shmup should be easier. If you wanna jolly cheap taste of a bullet hell shmup played with a mouse, try out La Soeur de Barrage for free. I'm not saying it's up there with Cave games, goodness, no, but it's rather playable.

    Lovely as she is, why is the picture on the front page of Reco from Mushihimesama?

    Possibly because she sports a pair of huge breasts? Shame about the PS2 port, though.
    Reply 0
  • Obiwanshinobi 02/06/2010

    Aren't Espgaluda playable characters hermaphrodites rather than females?
    I'm not that much into Cave games except for the mighty Dangun Feveron and silly gorgeous Guwange (I'd like to like Progear too, but can't get the hang of its scoring system).
    Reply 0
  • ICO and Shadow of the Colossus emulated in HD

  • Obiwanshinobi 02/06/2010

    I think it is very poor form of Eurogamer/DF to do an article like this without the first paragraph being an advisory note that discourages piracy/torrenting of either game; and illegal use of the emulator.

    “Don't cut off the hand that feeds you!”; as this article will have undoubtedly increased piracy of these great piece of SCJ software.

    Just in case you typed it down seriously:
    I do own kosher copies of Ico and SotC. Having said that, I'd gladly try them out emulated if only my PC was up for the job. I could even dump the BIOS off my own PS2 to stay legit.
    You think the emulation is where most of the piracy's going on? I beg to differ. Why don't you demand such discouragements in the 360, Wii and PC reviews comments threads? These platforms are pirated to hell and back, you know.
    Reply +3
  • Obiwanshinobi 02/06/2010

    As an aside, since you mentioned BD: Dark Alliance, did you ever play the Champions of Norath games? An evolution of the same engine, but quite remarkably more impressive. In fact CoN and SotC are the two most distinguished tech showcases on PS2, imo.

    Caught a glimpse of Champions: Return to Arms. Technically as impressive as expected, but I missed the bouncing boobs, the bunny jumping and the character design of BG.
    I've yet to see a PS2 game more technologically impressive than Jak II. There was nothing quite like it around, even on more powerful hardware.
    SotC tech was like a PC benchmark if you ask me. Impressive in a "what could have been" way, but of not much relevance right here, righ now. I do understand some people can live with it, though. Personally I can live with Silent Hill, which can be considered just as broken by some.

    - Odin sphere

    I know the NTSC version caught buckets of shit for the performance (and loading times), but the PAL version I played through in 60 Hz was nothing like SotC. There is some rampant slowdown now and then left (most notably during the dragon bossfight in the sewers), but SotC (again, PAL version in 60 Hz interlaced 4:3) performs a lot worse all the time.

    The animation of Argo in SotC, the fur (vector unit code for the emotion engine) and the water(against the water Colossi), the lighting, world data streaming(no loading) and the brilliant story, really showcase the passion Sony bring to the games industry as an entertainment company.

    The horsie animations are good because team Ico gave up and used motion capture this time around. The "hand made" animations of Wander walking and running are nearly as robotic as Ico walking and running, four years down the line, whoa.
    Still, Ico sports some top class, subtle animations of "body language", whereas the only top class thing about SotC's animations is the horsie. I must admit that the gal in Uncharted reminded me of Agro (ironically, just when Naughty Dog finally got their character animations together, they halved the framerate, so it was one step forward, two steps back trade).
    As for the "world data streaming (no loading)", quite a few PS2 games did that better than SotC.
    Reply -2
  • Obiwanshinobi 02/06/2010

    I have mixed feelings about this, it'll depend on the actual results. That SotC intro vid just looks bad to me, I'll echo the "sterile" impression, or just flat somehow. Though the fur (if nothing else) looks nice in the gameplay vid. But in general I cannot agree the assets hold up in HD, not for SotC at least, the PS2's textures are stretched awfully thin in that game.

    Aye, low resolutions coupled with CRTs of yesteryear used to make for some "detailed texturing" that really wasn't there. I have no doubts that Ico, MGS3 and some other PS2 games got their "organic" looks "for free" so to speak. With the PC port of MGS2 and PS3 port of GoW there's a different story, because for the most time the automatic camera renders them attractive pretty much regardless of resolution (look around in FPP mode in MGS2 and the graphics lose their glamour; I'm sure GoW wouldn't look quite as hot in FPP either). Same goes for Baldur's Gate: Dark Alliance, where you can rotate the camera, but you can't zoom in.
    Now in SotC you get to peer at many textures closely and that's when the original texturing stretched up to high resolutions rears its now-ugly head. If they just port it as it is, people who don't know what to expect will be complaining. If they retexture it and put some funky mapping on, they will possibly mess with the original minimalistic style too much. History knows a couple of "enhanced ports" where something important got lost in the process of porting.
    As for "the current era, where 30 is the standard", it's not like this era standard is something to write home about. Rather SotC's framerate is depressingly below its own era standard. I can't think of another PS2 game performing this poorly. Yup, it is THAT bad. Putting fervent apologies aside, give me one example of worse framerate in a PS2 game, please. I mean, worse all the way, not just framerate drops here and there.
    Reply 0
  • Obiwanshinobi 01/06/2010

    The only professional way to do a real benchtest of Colossus is to output it in 480i with a 4:3 ratio, like Ico.

    Ico isn't interlaced (more like p240).

    Incidently I tried playing ICO on my HDTV using component cables and it would not work, something to do with the lower than normal resolution.

    See above. Your TV seems to have a problem with the lo-res prog-scanned signal via component. Disgaea (and some other Nippon Ichi games for the PS2) might not work either.
    Luckily I purchased one of the last brand new CRT SDTVs on the market. Not only 2D oldies (which I play a lot) look just dreamy on it via humble RGB (SCART) lead, but Ico is a pretty handsome game as well. Even some PSX 3D antics (such as Sanvein) still look pretty hot. That's the power of CRT.
    Reply 0