ARSON LOOPIN’
to be fair, “Mar Quiss” is one of the most abominable crimes of pronunciation that the British have ever inflicted on a word. Almost worse than “Pa-yella” for paella
We actually looked that up because of that game, and apparently it turns out mar-kwiss was actually a widely accepted pronunciation in the anglosphere in the 1800s/pre-WWI 1900s
dye-ah-blow
Cue Pon
Cue Brick
gare-awwwjjj
Panel de Coupon
I’m definitely getting wrecked in the Level 2s of Mr Driller. Drindy Adventure is driving me nuts past 500m. The stretch where you have no choice but to let 4 or more boulders loose on top of you I cannot make through without losing at least 2-3 lives, it’s rough! I can’t figure out their goofy behavior, it feels like a crapshoot if I can make a safe spot for myself in the 2 seconds it gives you and then even if you’re able to get away from the boulders the ceiling comes down with them.
This seems to be a pattern with rollback netcode implementations. An emulator supporting rewind gives you a very clean surface area, mathematically, to perform rollback in a principled way, whereas if you try to do it in the game engine itself you run into a world of pain as various quirks in the engine get in the way at every turn.
Another thing that this reminds me of is the DkS1 PC version got a hack within days of release giving it quite good support for higher resolutions, whereas the official version had a fixed resolution after From spending like a year porting. It’s because the hacker did it as a surface-level translator of the DirectX command stream, which was not only the only feasible way for a hacker to do it, but also happened to be the easy way to do it. The funniest thing about this one is that there was nothing preventing From from doing the same thing, but they just didn’t have enough experience at porting to realize it.
My one game industry job circa 2006 was in a Bluepoint-style (except lower budget levels) specialized porting contractor that turned out acceptable-quality PC ports from undocumented codebase dumps with a 4-month development cycle, and our secret sauce was likewise a collection of surface-level generic wrappers for input and graphics that could be applied to any game.
in sonic pinball party, when multiball is active, some text scrolls along the bottom of the screen saying “there are lots of balls because multiball is active. but don’t panic!”
I started xenogears. Xenogears is a JRPG - jumping role playing game. Also, I’ve never been too sensitive to PS1 texture warp, but woah it’s kinda terrible and intense in this game when the camera zooms in/out. Maybe it’s just bc I’m playing the downloaded version on ps3?
no, that’s the same experience i had with the game on OG hardware back in the day.
Good to know, thanks!
Yeah there’s some weirdness with this game…like everything hanging for like five seconds after you leave a shop. It definitely doesn’t feel or look very good, but I’m content for now to sit back and see them try to experiment with a bit of a cinematic vibe at the expense of the game running poorly. The worst part so far is the text speed. Molasses
splatoon 2’s single player delights and enrages
Yeah Xenogears just looks off but that’s part of the charm. It always feels like something awful is about to happen.
I think the only thing you’re missing playing on the PS3 is the ominous CD spinning sounds two seconds before every random battle
The text speed is this game’s greatest failure and it only gets more grating as the game goes on. It must contribute to like 5 more unnecessary hours of playtime total over the length of the game? Text speed patches exist but you have to emulate
I wish I was at home playing XANADU NEXT!!!
Get in that Octo Expansion and live within the gap of this horseshoe.
Yeah, when I initially rented Xenogears, I thought there had to be something wrong with the disc because the game felt so slow. I wound up taking it back and renting Final Fantasy VIII and Silent Hill instead.
xanadu next rulez