When Lack Of Pixelation Leads To Consternation
Thanks to GameSpy for its 'Pixel' column discussing the problems inherent in translating classic remakes to modern consoles. The author argues plaintively: "For reasons both technical and probably cultural, most video game companies not giving their reissued classics the polished, flawless presentations that they deserve." He explains of Mega Man 2 from the forthcoming Mega Man Anniversary Collection for PlayStation 2: "The low-res, 256x224 graphics of the original NES game have been line-doubled for display on the PS2, are run in an interlaced (flickery) screen mode." He also laments: "Believe it or not, things were a good deal better back on the original PlayStation and Saturn... Looking back, the 32-bit era was a golden age of classic game reissues, with great products like Irem's R-Types, the Namco Museum line and the Capcom Generations series offering 99% accurate renditions of dozens upon dozens of classic video games", although it's suggested "the 32-bit renaissance was more likely due to technical limitations than actual care on the part of the developers."
just make the mega man collection a ps1 game instead of a ps2 game(like Final Fantasy origins), I find it hard to believe that they could not pack all the data onto a cd. Plus, releasing it for the ps1 would have reached a larger audience, maybe not your core audience, but when you have backwards compatability and no need to put a game on a DVD, why bother?
This same collection is coming out for the Gamecube. Will it be plagued by the same problems?
This is definitely noticible in Final Fantasy Anthologies (FF5 and FF6), and Final Fantasy Chronicles (FF4 and Chrono Trigger). After hitting the menu button there is a good two or three seconds of black screen before the menu itself actually pops up. I find it hard to believe that my PS2 (or PS1) really needs that much time.
Agreed. I still wince when I see Crash Bandicoot:Wrath of Cortex in game stores. I rented that once, and the load times made it absolutely unplayable. Sad, since my girlfriend would have really enjoyed that game.
I am a programmer, and I know there are techniques to avoid this, but it takes some design thinking, and of course, time.
GTA and GTA:VC do this beautifully (especially VC) for huge environments, and Jak and Daxter does it even better (which they mostly acheived while using LISP, if you can believe that).
If there are game developers out there, please listen:"Load times suck. Long load times may not decrease sales, but they will decrease your company's image. Oh, and hire me will you? I'll fix the load times. Swear."
-- I have fans? Wow.
The GameCube Zelda Collection, released this past Christmas, is a good example of the proper way to release older games to a nostalgic audience. The sprites are the same, the music is the same, and most importantly: the games have the same slow-down in the same places they did in the original releases. It seems like the Zelda Collection disc just has a real-time NES emulator that loads on the cube and runs a ROM, keeping the speeds the same as the original.
Though FFOrigins for the PS1 is a fantastic remake, I would not want to see the same treatment done to the MegaMan Collection.
"Jesus saves, but everyone else in a 10 foot radius takes full damage from the fireball."