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When PC Ports of Console Games Go Wrong

A post up at Gamasutra complains about the lack of effort put into the PC ports of some console games. The author picks on the unimpressively-reviewed Ninja Blade in particular: "Just as a quick guide to what we're dealing with here: when you create a new save file at the start of Ninja Blade on the PC, it warns you not to 'turn off your console.' Yes, Ninja Blade is one of those conversions: not so much converted as made to perfunctorily run on a different machine. In-game, you're asked to press A, B, X and Y in various sequences as part of Ninja Blade's extraordinary abundance of quick-time events. Whether you have an Xbox 360 pad plugged in or not, the game captions these button icons with text describing the PC equivalent controls. Only it doesn't always do that. Sometimes, you're left staring at a giant, pulsating, green letter A, and no idea what to do with it." What awful ports have you had the misfortune to experience?

398 comments

  1. Worse than bad ports are bad translations by Rei · · Score: 1

    I'll never forget the just plain awful translations in Final Fantasy Tactics -- an otherwise excellent game. When the same spell name gets translated in different ways depending on which screen you're on ("Summon Lich" vs. "Summon Rich" -- yeah, awesome Engrish there ;) ), you've got QA problems.

    --
    Did you really name your son "Robert');DROP TABLE Students;--"?
    1. Re:Worse than bad ports are bad translations by julesh · · Score: 1

      If you really want to see poor translations, see the free-to-play MMO "fiesta". The mission text and the monster names were translated independently, I think, with the results that in many cases they just don't tie up in the slightest...

    2. Re:Worse than bad ports are bad translations by Anonymous Coward · · Score: 2, Funny

      Or Zero Wing?

    3. Re:Worse than bad ports are bad translations by Anonymous Coward · · Score: 5, Funny

      What you say?

    4. Re:Worse than bad ports are bad translations by KDR_11k · · Score: 1

      Many Korean MMOs, especially the free to play variety, have horrible translations and I've encountered plenty where message boxes just said [to be translated].

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    5. Re:Worse than bad ports are bad translations by Hadlock · · Score: 3, Interesting

      I'm really shocked Borderlands wasn't included in the original article. Someone in another forum posted "i heard they finally fixed borderlands so you can play without unblocking 200 ports" - the response he got back was less than kind and more than happy to correct him. Great game, greater still with mutiplayer, but completely ruined when you can't play with three of your best pals. Also, lol @ gamespy as a matchmaking service. I felt like I'd traveled back to 1999.
       
      In other news, the vestigial xbox360 code for L4D1 allowed you to play the PC version split screen with a friend, playing as player2 using a xbox360-come-USB controller and some well timed console commands.

      --
      moox. for a new generation.
    6. Re:Worse than bad ports are bad translations by ardor · · Score: 1

      Move Zig!

      --
      This sig does not contain any SCO code.
    7. Re:Worse than bad ports are bad translations by PhoenixFlare · · Score: 2, Funny

      "Summon Lich" vs. "Summon Rich"

      I always kinda liked that one, I imagined some guy named Rich in a Grim Reaper costume appearing to smite my enemies.

    8. Re:Worse than bad ports are bad translations by Theoboley · · Score: 1

      Take off every zig!

      --
      Stupidity only gets you so far, then you've gotta try
    9. Re:Worse than bad ports are bad translations by c0mpliant · · Score: 1

      For great justice!!!!

      --
      There is no -1 disagree
    10. Re:Worse than bad ports are bad translations by Nidi62 · · Score: 2, Funny

      Kinda like this guy? http://www.lfgcomic.com/page/3

      --
      The only thing necessary for evil to triumph is for it to be pitted against a slightly greater evil
    11. Re:Worse than bad ports are bad translations by Pojut · · Score: 1

      Yeah, the original Tactics had a horrible translation...the version on the PSP though has an AWESOME translation...they really stepped it up.

      Of course, the PSP version slows to a crawl with some of the larger spells and summons, so it isn't all good news -_-;;

    12. Re:Worse than bad ports are bad translations by PopeRatzo · · Score: 1

      and some well timed console commands.

      Oh, it's a skills-based shooter!

      --
      You are welcome on my lawn.
    13. Re:Worse than bad ports are bad translations by Anonymous Coward · · Score: 0

      Mirror's Edge suffered from the same problem that's described in the article. The in-game prompts in the training told you to press A, B, etc, and even the menus were right off of the console version, except I think they added one extra tab that allowed you to modify graphics options. A patch was released for it eventually though, and now the menus and in-game prompts display keyboard buttons rather than game controller buttons.

    14. Re:Worse than bad ports are bad translations by commodore64_love · · Score: 2, Informative

      "All your base are belong to us." Here's the whole sad scene from that terrible game: (zoom 400% so you can read it):

      http://upload.wikimedia.org/wikipedia/en/5/52/AllYourBaseAnimated.gif

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    15. Re:Worse than bad ports are bad translations by cornjuliox · · Score: 1

      GoonZu and Nostale are horrible translations as well, but the one thing I hate more than a bad translation is an _inconsistent_ one.

    16. Re:Worse than bad ports are bad translations by commodore64_love · · Score: 5, Insightful

      >>>unblocking 200 ports

      Stories like this and the Slashdot summary are why I made an attempt at PC gaming in the 90s, but then quit. Computer gaming was fun in the era of Atari 800s, Commodore 64s, Atari STs, and Commodore Amigas, because you had FIXED hardware that just worked (and worked extremely well - better than the PCs/Macs). No need to mess with drivers or cards or other nonsense. Gaming on those old 8/32 bit machines was plug-and-play easy.

      Computers are no longer that easy to use, so I bought my first console ever with the PS2 and Gamecube. Where PC gaming had been a major headache, the consoles once again returned the simplicity that I experienced with my Commodores and Amigas. Plug and play. No headaches.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    17. Re:Worse than bad ports are bad translations by Reapman · · Score: 1

      When I read "unblocking 200 ports", and I could be wrong, I see that as something you do on a Router. Something that you have to do for both PC's and Consoles.

      So although I appreciate the lengthy well thought out explaning why PC gaming sucks and console gaming is pure and simple.. I don't think it's all that applicable here. Of course it could be I am misunderstanding the 200 ports thing too.. lack of coffee can do that.

    18. Re:Worse than bad ports are bad translations by commodore64_love · · Score: 1

      >>>Something that you have to do for both PC's and Consoles

      Yes but the console game goes through an approval process with Sony, Microsoft, and Nintendo, and such a stupid error would never be allowed to slip through their quality control.

      Of course I could be wrong. I did the whole online gaming thing in the 1980s and early 90s, and then grew bored with it. I've not attempted it since then, so maybe Console Online is hell to set up. (shrug)
      .

      >>>I don't think it's all that applicable here.

      Well then read more carefully. "Stories like this and the Slashdot summary are why I... quit PC gaming." I could also share my own personal stories, like when TNG was retired in 1994, they released a "virtual tour" of the Enterprise sets on CD. I spent $50 for the thing, spent an entire day trying to make it work on my roommate's PC, and then we both grew frustrated and returned it.

      The Amiga port was released about a year later. It worked flawlessly. Because it has fixed hardware, so the programmers only have ONE configuration to deal with, not 20,000 potential combinations.

      Consoles are the same way.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    19. Re:Worse than bad ports are bad translations by thisisaccount2 · · Score: 1

      Oh, lord, THAT'S what that was? Summon Richard the Lich? *mindblown*

    20. Re:Worse than bad ports are bad translations by Anonymous Coward · · Score: 0

      All your console to pc game ports are belong to us

    21. Re:Worse than bad ports are bad translations by Yunzil · · Score: 1

      The Amiga port was released about a year later. It worked flawlessly. Because it has fixed hardware, so the programmers only have ONE configuration to deal with, not 20,000 potential combinations.

      Consoles are the same way.

      I have not had a major problem getting anything to run on a PC since like DirectX 3.

      (Yes, I know: Anecdotes are not evidence)

    22. Re:Worse than bad ports are bad translations by Anonymous Coward · · Score: 0

      Then you're missing a lot, not to mention the OP's original point - Borderlands is a fantastic game, but its online support was designed by teh stupids. If, however, you were to try and play a game that was DESIGNED for the PC - say, Empire: Total War, or Supreme Commander - you would not have these 'difficulties.' While "plug and play" is ideal, it shouldn't be the final requirement to enjoy a product.

    23. Re:Worse than bad ports are bad translations by Opportunist · · Score: 1

      Borderland was my first thought as well when I read the headline. Borderland is the poster child of a 100% console port without any afterthought. From its menu navigation to controls to inane load times, the game has incorporated every reason why I play on my PC instead of consoles. I have 4 gig of ram here, use it! There is no reason to load every snippet extra and use wait loops that probably wait for a failing DVD drive.

      And the hoops necessary to jump through for multiplayer are simply not even funny anymore. Even in 1999 games were kinder when it comes to their awkwardness to allow you a multiplayer session. And, finally, Borderlands is a multiplayer game. Playing it solo is about as much fun as playing, well, any multiplayer game alone.

      Great idea. Crappy way to realize it. That's what Borderlands is in a nutshell.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    24. Re:Worse than bad ports are bad translations by zorro-z · · Score: 1

      Isn't this how we wound up w/'All your base are belong to us?'

      --
      -Z
    25. Re:Worse than bad ports are bad translations by Opportunist · · Score: 1

      It's not like any game maker goes through any great pains to port their console games to PCs. Often you're dealing with one resolution (or if there are multiples, you're usually just getting a "cut away" screen at lower resolutions), it doesn't matter how much ram you have (the minimum being set to whatever the console has, and that's what will be used), and all the other goodies you might have are either not used or, if available in the console, pretty much a necessity unless you want to be subjected to a half assed crutch (i.e. if the console has certain audio features and your sound card does not, be happy if you get some sort of sound output that matches what you see).

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    26. Re:Worse than bad ports are bad translations by hairyfeet · · Score: 1

      Thanks for the heads up, now I know to avoid that game like the clap. I can add a couple of bargain basement games I picked up to that list. I will usually pick up a PC game or two at the local Gamestop while waiting on my boys to find something to play, and figure I can get at least $5-15 worth of enjoyment even if the overall game isn't great. SoF 3 was actually great in this regard, stupid and mindless but a nice gore fest. But there are some that were just ruined by lazy conversions-

      Turning Point: Fall of Liberty-I like alternate history stories, and the thought of playing a game where the USA stayed out of WW II and gave the Nazis time to build their crazy wonder weapons sounded interesting. It would have probably been some good mindless fun if they would have actually bothered to port it. From the starting screen that refuses to use a mouse and instead shows you which X360 buttons to push, the entire game was simply unplayable because it never bothered to even pretend to use PC controls. Shellshock 2: Blood Trails-this one is even worse than Turning Point for unplayability, as there are several places in the game where you have timed button presses you have to get right to continue. The game shows you colored X360 buttons with the keyboard commands in tiny text net to it. By the time you figure out which buttons they are wanting you are toast.

      Thank goodness for Good Old Games, because more and more of the newer games I am coming across are just piss poor x360 ports, where they don't even bother to spend any time at all porting the thing. If PC gaming ever dies we know who to lay the blame on, lazy developers that don't even bother to spend even 5 minutes playing the PC version to see if it actually works.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    27. Re:Worse than bad ports are bad translations by centuren · · Score: 1

      I'm really shocked Borderlands wasn't included in the original article.

      My first thought was Alone in the Dark, however I never saw it played on the xbox360. All I know is the demo videos looked impressive in terms of lighting and creative use of items, and after deciding not to buy it for $20 at Fry's, I knew something was wrong when I bought it for $7 at Target. The article's author uses the term "borderline unplayable", and so I thought of Alone in the Dark. I know it wasn't highly rated for the xbox either, but I've held out an expectation that on the xbox one could actually move your character and look around without going to ridiculous amounts of effort (and it still not responding properly). Combined with the "realism" of easy deaths, and I ended up with having to do 20 reloads just to walk past something. A game that bad, from a company with money and resources, doesn't make sense to me, so I attributed to the PC version. If movement was as broken in the xbox360 release also, I guess they just didn't do any user testing at all.

      Borderlands really jumped out as a console port, but for my (single-player) purposes it's worked well enough, aside from some poorly chosen default key bindings. Mass Effect 1&2 were both absolutely acceptable to play on the PC (I hear there is a bigger issue with ME2 on consoles connected to standard def tvs than with PC play). Bethesda's games are PC friendly enough also. For me the main issue isn't "When PC Ports of Console Games Go Wrong", it's more the increase in PC ports of console games, and the effect that it's having in general. FPS games in the manner of Quake 3 just don't work on a console: there isn't enough speed and precision to pull off a 3/4 spin, rotate up 80 degrees and make that pin point rail shot, carefully adjusting for the 300ms lag. Such games all but don't exist now, supplanted by the Gears of War generation (or perhaps MW2 generation) of FPS, as these games can work both on consoles and PCs.

      The games I listed as working perfectly well on both PC and console do just that, but I can't shake the feeling that the appeal of releasing a game on multiple platforms results in game play that is either watered down or increasingly generic.

    28. Re:Worse than bad ports are bad translations by captjc · · Score: 1

      I hate to tell you, but much has changed since Windows 3.1! Configuration is not the biggest problem facing PC gaming nowadays. Unless you have some Über hardware (super specialized 7.1 sound card, 30 key gaming pad, 3D glasses, full Flight Sim cockpit) that you need to configure to take maximum advantage of, the only thing most people ever need to touch in the options menu is screen resolution and difficulty level, maybe remap a default key or two. PC gaming is pretty much install and play these days. I have not had a problem with a game that wasn't either a really old (7+ Year Old) game on a newer system or a new game on older or really crappy hardware (e.g. don't expect a new game to play on a five year old system or a bargain-bin computer with integrated graphics). Contrary to the FUD on the internet, but you do NOT need an expensive system these days. A decent graphics card runs about $100-$150 and maybe 2-4 Gigs of RAM (it's 2010, get 4 Gigs already) especially if you are running Vista/Win 7.

      --
      Slow Down Cowboy! It's been 1 hour, 47 minutes since you last successfully posted a comment
    29. Re:Worse than bad ports are bad translations by jandrese · · Score: 1

      OTOH, I tried to get the online play of Super Smash Brothers on the Wii to work. It never did, and since I can't hack the console to figure out what it's trying to do, I'm stuck.

      --

      I read the internet for the articles.
    30. Re:Worse than bad ports are bad translations by Hadlock · · Score: 1

      Hell even PS3 games sometimes have the option to CYOR choose your own resolution - 480p, 720p 1080i and 1080p. Not to mention aspect ratio, and brightness levels.

      --
      moox. for a new generation.
    31. Re:Worse than bad ports are bad translations by BikeHelmet · · Score: 1

      Most games are plug and play, no headaches.

      But the most complex games (aka the best and newest ones) will not be. You have to give them a year or so to mature before picking them up.

    32. Re:Worse than bad ports are bad translations by Opportunist · · Score: 1

      Don't take my word for it, there are people who, for some odd reason, like it a lot. Maybe they're playing on consoles, I don't know, but it sure is unplayable on PC if you're unwilling or unable to drop all and any security your home network might have.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    33. Re:Worse than bad ports are bad translations by shnull · · Score: 1

      I've been gaming since my commodore 64, it's still my main hobby and i think i will die gaming (since real swords and guns seem to be illegal these days). I think you should re-evaluate pc-gaming. I hardly ever have any trouble with pc games (except the odd alien vs. predator or some other franchise that tries to sell by name alone). But you could be right in stating that you need a gfx card that costs at least as much as an xbox 360 arcade console ... only reason why i got an xbox 360 is cos i can't play games like Tekken or Mortal Kombat vs. DC on my pc since they simply don't exist for that platform (and maybe cos the Xbox is , well..., adaptable and has its own underground scene)... stuff like CoD4 and MW2 runs flawlessly, actually putting consoles to shame since any fps is best played with mouse and keyboard (response time, try turning 225 with an xbox gamepad, then try the same with a mouse on a decent game pc, see who's faster) As usual, it's just all about the Benjamins baby :)

      --
      beware he who denies you access to information for in his mind, he already deems himself to be your master (SMAC-ish)
  2. The new Prince of Persia reboot. by Sowelu · · Score: 5, Informative

    The new Prince of Persia reboot ensured that I won't buy a PC game from Ubisoft ever again. It suffered from the same "Let's fill the UI with references to console-controller buttons" issue.

    1. Re:The new Prince of Persia reboot. by GarretSidzaka · · Score: 2, Informative

      you know the first thing i thought of when i saw this article was Ubisoft.LOL

    2. Re:The new Prince of Persia reboot. by Anonymous Coward · · Score: 4, Insightful

      Between this, bad DRM, horrible optimization in a lot of console-to-PC ports and the fact that exclusives tend to be designed to run on hypothetical future computers from the year 2101, it's no wonder PC gaming is dying(as confirmed by Netcraft).

    3. Re:The new Prince of Persia reboot. by XAD1975 · · Score: 3, Insightful

      Same as Garret... Does anyone really bother buying Ubisoft games anymore after the introduction of their new DRM scheme? Be it Wii, PS3, PC or any other format, I won't give them any cent.

    4. Re:The new Prince of Persia reboot. by nutshell42 · · Score: 4, Insightful
      Even worse, the camera was locked sometimes which made mouse+keyboard controls near-unplayable.

      Ubisoft are the masters of getting 90% of a game right and then fucking up the remaining 10% so badly that you can't in good conscience recommend their games. But that's not restricted to their PC games.

      --
      Don't think of it as a flame---it's more like an argument that does 3d6 fire damage
    5. Re:The new Prince of Persia reboot. by KDR_11k · · Score: 2, Interesting

      GUI related nonsense also comes in games like Borderlands. Doubly aggravating because the developer claims to have optimized the game's GUI for the PC version yet controlling it with the mouse is extremely clunky. Meanwhile something like Section 8 uses the same GUI on PC and console and it works fine on both.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    6. Re:The new Prince of Persia reboot. by Voyager529 · · Score: 2, Funny

      and the fact that exclusives tend to be designed to run on hypothetical future computers from the year 2101

      I loved Crysis, you insensitive clod!

    7. Re:The new Prince of Persia reboot. by sub67 · · Score: 1

      As someone that pirated and enjoyed the first assassin's creed on PC, I had every intent to buy the second iteration of the series. That is, until they introduced their current DRM. Good job ubisoft!

    8. Re:The new Prince of Persia reboot. by PopeRatzo · · Score: 2, Insightful

      and the fact that exclusives tend to be designed to run on hypothetical future computers from the year 2101

      You'll have to give a citation, please.

      And I'm not talking about your hyperbole of "from the year 2101", but just your assertion that "exclusives tend to be designed" for computers other than those that are readily available for say, under $1000.

      Games like Eve Online, S.T.A.L.K.E.R. series and others show that PC gaming is not dying. I'll go out on a limb and say that more people are playing computer games today than in 2003.

      And if you've got some "study" by Netcraft or some other company who's scripts I block from my computer that says people aren't playing PC games any more, I'd really like to see it.

      --
      You are welcome on my lawn.
    9. Re:The new Prince of Persia reboot. by Dr.+Eggman · · Score: 1

      I do believe this "Netcraft" statement is a humorous reference to an old meme "X is dying, Netcraft confirms it."

      --
      Demented But Determined.
    10. Re:The new Prince of Persia reboot. by PaganRitual · · Score: 1

      Far Cry 2 was similar to Borderlands. Supposedly a PC optimized version but the FOV was insane, like you had your nose pressed against the screen, the save spots in safe houses weren't removed, even though the PC version had full quick-save-anywhere options, and the generally control had that sluggish mouse accelerated feel until you tweaked it. Mouse acceleration in a PC port is a sure sign that you're in trouble.

      And lets face it, game play wise Far Cry 2 wasn't exactly in PC territory either. Compare the open world of Stalker with the open world of Far Cry 2. FC2 at times felt like a sick joke at the expense of the gamer.

    11. Re:The new Prince of Persia reboot. by CronoCloud · · Score: 3, Funny

      The Netcraft meme is dying, Netcraft comfirms it.

    12. Re:The new Prince of Persia reboot. by SBFCOblivion · · Score: 1

      Agreed! Controlling the vehicles with the mouse was especially awkward.

      The match matching was equally terrible. I've no idea if that has anything to do with it being a port or not though. I bought the damn game on Steam and it used GameSpy for multiplayer...wtf. It was so terrible that my friends and I had to use Hamachi to play together despite all OWNING the game.

      One of the games I truly regret purchasing.

    13. Re:The new Prince of Persia reboot. by Anonymous Coward · · Score: 0, Insightful

      He never said that PC gaming was dying. He said that console to PC ports tend to require disproportionately higher powered hardware than the console from which it came and he's generally correct about that.

      In short, you are a fucking idiot.

    14. Re:The new Prince of Persia reboot. by rxan · · Score: 1

      I'm a PC gamer and I love the Xbox 360 controller for Windows. So much, that I'll seek out games and buy them over others simply because they have controller support.

      Actually, the new POP was the reason I got the controller in the first place. The quick-time button mashes were just too difficult using the keyboard. I was more than happy to play this game once I had the 360 controller.

    15. Re:The new Prince of Persia reboot. by ottothecow · · Score: 1

      Yeah, the new batman game had some sucky parts with locked camera angles...note to game devs: making the controls a PITA (such as by fixing a camera angle and then making you run at an angle somewhere between the down and left keys) is not the same as increasing difficulty...

      --
      Bottles.
    16. Re:The new Prince of Persia reboot. by Anonymous Coward · · Score: 0

      +1 WHOOSH

    17. Re:The new Prince of Persia reboot. by Anonymous Coward · · Score: 0

      Even worse, the camera was locked sometimes which made mouse+keyboard controls near-unplayable.

      Ubisoft are the masters of getting 90% of a game right and then fucking up the remaining 10% so badly that you can't in good conscience recommend their games. But that's not restricted to their PC games.

      POD wasn't bad... And it looked beautiful if you had a 3dfx card.

      Only exception I can think of, though.

    18. Re:The new Prince of Persia reboot. by Lulfas · · Score: 1

      ...And probably much more important than those games, the 800 pound gorilla in the room, World of Warcraft.

    19. Re:The new Prince of Persia reboot. by Ihmhi · · Score: 1

      The port of Beyond Good & Evil doesn't let you remap buttons to a controller/joystick, and some critical core features can't be remapped at all!

      For you poor lugs in similar situations, I'd say for you to take a look at XPadder. Map any sort of keyboard/mouse/etc. movement to any other sort of controller. Worth every penny and saves a ton of hassle!

      (Not a corporate shill, just a satisfied customer!

    20. Re:The new Prince of Persia reboot. by kalirion · · Score: 1

      This isn't just for ports either. Hell Crysis kept giving me helpful hints as to which xbox 360 button to press when I was playing it. All right, I did have the gamepad plugged in at the time, but I know better than to use a gamepad in a FPS!

    21. Re:The new Prince of Persia reboot. by chronosan · · Score: 1

      -1 for insensitivity to the differently-abled.

    22. Re:The new Prince of Persia reboot. by Opportunist · · Score: 1

      Yeah, it was a great slideshow when my friend showed me. Dunno why he kept mashing his controller throughout the demo, though...

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    23. Re:The new Prince of Persia reboot. by Opportunist · · Score: 1

      They claim WHAT? If they can say that and keep a straight face they should go into politics.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    24. Re:The new Prince of Persia reboot. by Anonymous Coward · · Score: 0

      And that's one reason why ports don't get made properly. Look at how much of any major game retailer is devoted to PC titles. With the exception of a few high-profile releases, console ports of PC games just don't do well at all. So there are less resources to make PC ports with, and the cycle continues.

    25. Re:The new Prince of Persia reboot. by centuren · · Score: 1

      I'm a PC gamer and I love the Xbox 360 controller for Windows. So much, that I'll seek out games and buy them over others simply because they have controller support.

      Actually, the new POP was the reason I got the controller in the first place. The quick-time button mashes were just too difficult using the keyboard. I was more than happy to play this game once I had the 360 controller.

      I played the X-Wing style games with a joystick back in the day, and I see nothing wrong with the idea of playing certain games with a controller. I think it's a mistake to list a PC game as unplayable if the issue is just with a mouse and keyboard set up. If they work fine with a Microsoft controller on the PC, how is that a bad port? Perhaps they should label the game as "best played with controller" or something along those lines.

    26. Re:The new Prince of Persia reboot. by Dutch+Gun · · Score: 1

      As someone that pirated and enjoyed the first assassin's creed on PC, I had every intent to buy the second iteration of the series. That is, until they introduced their current DRM. Good job ubisoft!

      You seriously think that your stated intent to purchase the game means squat to them after you admit you played the first game without paying them anything? No offense, but you aren't really starting off on the moral high ground to begin with.

      Here's a thought: How about instead of pirating the hell out of their games as "protest", why don't we just ignore Ubisoft's games altogether? Don't buy them, and don't even bother cracking the DRM scheme. The only way they'll get the message is if they can't simply blame piracy for their sales going in the shitter.

      Not that this will ever happen, of course. They've painted far too attractive a target on their next game for the hackers, and too many people just want to play games for free. What kills me is that many people will probably purchase the game, then download the crack to make it *playable*, and Ubisoft will still count this as a LOST SALE.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    27. Re:The new Prince of Persia reboot. by Cederic · · Score: 1

      Do I play a game that expects me to manage a mini-joystick and a four-way pad then requires me to learn several multi-button combinations to do basic activities, or

      Do I play a game that lets me use a mouse to look around, use the mouse buttons for the key activities, then lets me use one key from my splendiful keyboard for the other activities?

      It's not just whether the game works with a controller (or the fact that I don't own such a controller and have no desire to buy one) it's the fact that PC games are frankly just more fun to play.

      Make the game challenging, don't make the control mechanism challenging. We should have migrated past that by now. I'm not 14 any more.

    28. Re:The new Prince of Persia reboot. by sub67 · · Score: 1

      I don't disagree with any point you made, except that I think regardless of my history with past ubisoft titles, my opinion would mean less than squat either way.

    29. Re:The new Prince of Persia reboot. by GarretSidzaka · · Score: 1

      what ubi is really going to do is make it more convenient to play a "cracked" reloaded version rather than buy it. ive seen this before with spore and command and conquer red alert 3. those games ran better in the warez version, because the crackers eliminate the DRM.

    30. Re:The new Prince of Persia reboot. by centuren · · Score: 1

      It's not just whether the game works with a controller (or the fact that I don't own such a controller and have no desire to buy one) it's the fact that PC games are frankly just more fun to play.

      I'd say it depends on the game; some games are more fun as PC games, some more fun as console games. The big issue is that consoles are becoming a larger platform and taking on roles where the PC set up is the better option (IMO). To put it differently, none of the console games I own and love would I ever want to have on a PC. At the same time, I have games for the PC that were obviously influenced by console design.

    31. Re:The new Prince of Persia reboot. by Cederic · · Score: 1

      Fair point - I was thinking of strategy or FPS type games. Some games are indeed better with console controllers. Driving and sports games I greatly prefer on the console..

  3. Re:sup wit dat by Anonymous Coward · · Score: 0, Insightful

    Please die.

  4. when? by Anonymous Coward · · Score: 3, Insightful

    Please show me a single port of console game to pc, which didn't show these problems.... in over 20 years i believe its less than half a dozen

    Even quite successful series like gta suffer from these mistakes

    1. Re:when? by Holmwood · · Score: 5, Interesting

      Jade Empire, Mass Effect 1, Dragon Age, Mass Effect 2 are four that don't seem to suffer from the specific problems cited above at the time I write this.(i.e. bad translation of controls). I don't much like the minigames in ME1, but that's not a console issue.

      Fable was fine IIRC. Fahrenheit -- didn't like the control schema, but it was translated properly to PC IIRC.

      That's your half dozen right there, and just off the top of my head. (Granted, a lot are from Bioware). The problem isn't universal; some developers and publishers seem to care about doing a decent port and some don't.

    2. Re:when? by El+Lobo · · Score: 1

      Well, I don't know if this is a "port", but both Lego Star Wars games run fine in any platform I've tried, without showing any signs of foreign idiosyncrasy.

      --
      It's time to realise that Abble's products are the biggest abomination these days. Just say NO to the dumb iAbble way!!
    3. Re:when? by Anonymous Coward · · Score: 0

      Please show me a single port of console game to pc, which didn't show these problems.... in over 20 years i believe its less than half a dozen

      GTA: San Andreas

    4. Re:when? by BlueTrin · · Score: 2, Interesting

      Although these games have been targeted at a vast majority of console players, they are no console ports with simultaneous release and development.

      I understand your point but I think TFA refers to the ports.

      --
      Don't you know it is now both immoral and criminal to think beyond the next quarterly report?
    5. Re:when? by Shard013 · · Score: 1

      Dragon Age is a PC game that was ported to console, possibly the same for Mass Effect 1 and 2.

    6. Re:when? by naam00 · · Score: 5, Informative

      What? Mass Effect 2 is horrible in this, especially the UI of your journal and saving and the like. All list-like displays (save files, journal entries) disallow double-clicks, instead forcing you to press some disconnected button to open something. The codex list (a tree-like structure) is worst, something probably working smoothly with sticks and buttons (usually an intuitive affair of 'entering and leaving' with two buttons), but horribly bewildering with a mouse. Weapon loadout choosing actually doesn't even make sense.

      Don't get me wrong, love the game, and maybe its GUI is bad on console as well, in which case, port successful!

    7. Re:when? by Anonymous Coward · · Score: 0

      grand theft auto 3, vice city and san andreas had a top quality PC ports, you could not notice it was originally a console game at all.
       

    8. Re:when? by annex1 · · Score: 1

      No no, it's great on the 360. The UI acts exactly as you would expect of it. I would certainly say that it was designed with a controller in mind. Of course, I am the type of person that bought a computer for computing and a game console for games. I keep my 360 wireless PC adapter on the ready, in case I felt the need to play a game on my PC.

    9. Re:when? by Anonymous Coward · · Score: 1, Informative

      Knights of the Old Republic, Knights of the Old Republic II, Mirror's Edge and Grand Theft Auto : San Andreas for PC were all vastly improved over their console versions.

      The worst console to PC ports I have seen are:

      Deus Ex Invisible War - Had lots of loading screens due to areas being tiny because they needed to fit within the minuscule memory constraints of the Xbox. It was also heavily dumbed down (universal ammo, no skill system, lame biomod system, terrible inventory system, only two modifications per weapon, no computer hacking, no separate multitools/lockpicks, less dialogue choices and no consequences for actions) to cater towards the brainless console masses. The configuration files still contain lots of references to the Xbox, which makes it clear that the Xbox version was the primary focus and the PC version was an afterthought.

      Silent Hill 2 - Horrible controls, horrible music, horrible sound effects. Just pure garbage.

      Halo 2 - Steep system requirements for the low level of graphics that the game provides. Setting graphics to anything but the highest makes the game look even worse than the Xbox version. I had use low resolution 1280x720 and set pre-rendered frames in the Nvidia control panel to 8 in order to get a playable experience with max game settings. Clumsy mouse control, tons of references to the Xbox game controller buttons and the key mapping configuration is a joke because it prevents you from remapping any key that is already mapped. I had to choose the "southpaw" layout just to be able to setup a fairly standard WASD layout because the left-handed layout didn't already have the keys I wanted to use mapped.

    10. Re:when? by grumbel · · Score: 3, Insightful

      Mass Effect 1 came out on XBox360 first and the PC port wasn't even done by Bioware, Mass Effect 2 came out on both systems at the same time.

      That aside Bioware so far has been doing great on porting consoles to PC or visa versa, as they actually redesign the user interface for each system, instead of just mapping mouse moving to an analog stick, which never really works.

    11. Re:when? by julesh · · Score: 1

      Please show me a single port of console game to pc, which didn't show these problems.... in over 20 years i believe its less than half a dozen

      Even quite successful series like gta suffer from these mistakes

      I've played original GTA on PC (both DOS and Windows versions) quite extensively, and can't say I've seen such problems. Maybe the more recent titles in the series had them, but the original really didn't.

    12. Re:when? by FlyveHest · · Score: 1

      Mass Effect 1s UI was extremely console-centric, very large text, only list a few items, no way to group items together, and with the abundance of drops in that game, it was just horrible and annoying.

    13. Re:when? by Anonymous Coward · · Score: 1, Interesting

      The original Grand Theft Auto games (GTA, 1968 London, GTA2) were PC games, not console ports. That explains why you had no problems playing them. Everything since and including GTA3 suffers from some of the typical problems - substandard graphics, poor performance, awkward and imprecise controls, limited savegame system, etc. Thankfully most of these aren't as bad as they are in some other games, so they're still playable.

      -mobby_6kl

    14. Re:when? by grumbel · · Score: 1

      That was not the fault of the porting, but the underlying design, as the console UI wasn't just ported, but completely relayouted for the PC.

    15. Re:when? by Anonymous Coward · · Score: 1, Informative

      And don't forget the fact that the mouse wheel doesn't work in most places, which would make life a lot easier.

    16. Re:when? by Anonymous Coward · · Score: 0

      Sorry, but I'd say that ME1 suffers horribly from being a console port. Not that it's due to mistranslated text, but due to the small levels and the short audio loops. I think Bioware did a far better job of ME2 than the fairly shoddy port-job they got a third-party developer in to do for the first one.

      As others will probably remark, Dragon Age wasn't ported to PC. It was designed for the PC, and ported to consoles - and my reading of various reviews have suggested that the console port was a bit disappointing as a result.

    17. Re:when? by barrkel · · Score: 1

      Eh? You needed a controller to play them - mouse view was locked when inside a vehicle. I'd rate them around 3/10 for control playability compared to GTA4.

    18. Re:when? by Drethon · · Score: 1

      Not to mention the space bar doing run, item action, take cover and vault over cover depending on context. I don't know how many times I've hit cover when trying to run, then tried to disconnect from cover only to vault it instead. Not to mention how often does run fail to work because there is a door way ahead. I love the game too but I miss ME1's control layout...

    19. Re:when? by spyrochaete · · Score: 1

      Mirror's edge is a fantastic game with good controls on PC, but the interface was poorly ported from consoles. The tutorials kept directing me to press Xbox 360 controller buttons even though I don't own that gamepad, so I had to hit escape to look at the key mappings about a dozen times. It's really frustrating when you're told to press "A" (not "the A button" but just "A"), so I do, and nothing happens because it's actually referring to a controller button which happens to be mapped to the shift key..

    20. Re:when? by blahplusplus · · Score: 5, Insightful

      Wrong.

      Mass effect 1 had horrible inventory management on the PC (i.e. still had the 150 item limit, when it should have had effectively infinite) A small adjustment to the amount of items you could carry would have fixed that, oh and a stash/chest ala Diablo 2 (a 10 year old game almost now I think) could have at least gone a long way to prevent inventory hell.

      Let's not also forget the convoluted shop interfaces when compared even against console many supremely old RPG's (we're talking 20 years here). It's sad when a game from 1992 (FF4) has better inventory then a game in 2007'ish (mass effect 1).

      ME2 did also suffer from console-itis by REMOVING instead of fixing the item system from mass effect 1, they turned ME2 into gears of war now in teh mass effect universe, lets face this fact please.

      It was so obvious the game was gears of war reskinned /w slight modifications. There ar etonnes of issues with ports, Mass effect 2 made up for their lack of deeper game options with a comitment to story, cinematics and simple shooter action because they weren't up to the job of a full RPG, and they wanted to hit the mass market of drooling first person/third person shooter fanboys.

    21. Re:when? by Chaos+Incarnate · · Score: 2, Informative

      Which works great when developers support it, like Fallout 3 (where connecting the controller changes the UI automatically). Not so great for Mass Effect/Mass Effect 2, where they give the bird to gamepad users.

      --
      Benford's Corollary to Clarke's Law: "Any technology distinguishable from magic is insufficiently advanced."
    22. Re:when? by Chaos+Incarnate · · Score: 1

      It can be almost replicated if you bind "action" to two different keys, whatever you used for Action and Crouch (Enter and Right Control for me). No way to triple-bind, so you have to mentally move the run key, but better than before. :)

      --
      Benford's Corollary to Clarke's Law: "Any technology distinguishable from magic is insufficiently advanced."
    23. Re:when? by Anonymous Coward · · Score: 0

      lol, the Mirror's Edge port was crap. I even tried plugging in a controller but that only made it so when I hit "down" on the joypad my character would run forward, and vice versa. There were no options to change the controller's control scheme either.

      Mirror's Edge was a horrible port.

    24. Re:when? by Chaos+Incarnate · · Score: 1

      Why should Mass Effect have had an infinite inventory? They could have easily had that on consoles; it was a game design limitation, not a game machine limitation Your cited Diablo II is a hell of a lot worse for inventory hell even with the stash, though, so I think you're just confused. ;)

      --
      Benford's Corollary to Clarke's Law: "Any technology distinguishable from magic is insufficiently advanced."
    25. Re:when? by Chaos+Incarnate · · Score: 1

      If you have a gamepad, sure. I found them more or less unplayable with mouse/keyboard. But to each their own. :)

      --
      Benford's Corollary to Clarke's Law: "Any technology distinguishable from magic is insufficiently advanced."
    26. Re:when? by flitty · · Score: 1

      "relayouted"
      My favorite non-word of the day.

      --
      Whether or not there is some sort of god, I'm not supposed to say/god is a word and the argument ends there-Smog
    27. Re:when? by somersault · · Score: 1

      I found Lego Star Wars fine with just a keyboard.. don't remember it being a problem. Lego Indiana Jones on my PS3 seems pretty much exactly the same!

      --
      which is totally what she said
    28. Re:when? by somersault · · Score: 1

      Again, I was fine with mouse and keyboard for these. There were key bindings for moving your camera view up and down while driving, and looking left/right/back. The console version isn't really much better for that stuff (though GTA IV is the only one I've played on a console, whereas I played all of the GTA III series on PC), IIRC you still have to hold the stick in place if you want to raise or lower the view..

      I actually prefer the mouse and keyboard for everything but the driving.

      --
      which is totally what she said
    29. Re:when? by Colonel+Korn · · Score: 1

      Mass Effect 1 came out on XBox360 first and the PC port wasn't even done by Bioware, Mass Effect 2 came out on both systems at the same time.

      That aside Bioware so far has been doing great on porting consoles to PC or visa versa, as they actually redesign the user interface for each system, instead of just mapping mouse moving to an analog stick, which never really works.

      ME2 wasn't redesigned quite enough. Much of the menu interface isn't simply clickable. Instead you have to simulate moving the cursor by clicking once on the option you want and then simulate hitting X by clicking once on "choose this selection" or some equivalent. Also, scrolling text blocks really need to respond to the scroll wheel. And why didn't they had hotkeys to go to anything but the main menu? That said, it still doesn't get in the way of the gameplay very much. I'd a solid B level port.

      Borderlands takes the same problems and amplifies them immensely.

      Dragon Age, which was actually one of those rare ports from the PC to the console, had a fantastic PC interface and a console interface so much worse that console players think it's a vastly harder game than those on the PC. Micromanaging four characters is so easy with quick zooming in and out of the action and quickly clicking your way through the things you want them to do. Micromanaging on the PC isn't much of a slowdown over real time play, while on the 360 complete micromanagement is very clumsy and very sluggish.

      --
      "I zero-index my hamsters" - Willtor (147206)
    30. Re:when? by Chaos+Incarnate · · Score: 1

      Then you're a better gamer than I. ;)

      --
      Benford's Corollary to Clarke's Law: "Any technology distinguishable from magic is insufficiently advanced."
    31. Re:when? by Anonymous Coward · · Score: 0

      One particularly annoying feature in Mass Effect 2 (also featured in some other games) was mapping several actions to one button - in particular the single button for "Activate"/"Run"/"Take Cover"/"Hop over cover, right into the stream of incoming fire".

      I lost count of the number of times I died because of wanting to get out of cover, which I did by turning away, pressing forward, hitting the cover-button because of being stuck in cover - which leads to a nicely executed jump over the cover, right into the thing driving me away from the cover in the first place. Argh.

    32. Re:when? by CronoCloud · · Score: 1

      It was also heavily dumbed down (universal ammo, no skill system, lame biomod system, terrible inventory system, only two modifications per weapon, no computer hacking, no separate multitools/lockpicks, less dialogue choices and no consequences for actions) to cater towards the brainless console masses.

      http://www.gamespot.com/ps2/adventure/deusextheconspiracy/review.html

      Thats the port of the original game to the PS2. It has the same stuff the PC version has, though they did take out limb damage and broke the levels into separate parts. They also diddled with the UI a bit, some PC players even say the PS2 versions inventory system is more reasonable. They also threw in keyboard and mouse support.

      That's how you do a port. Don't blame consoles overall for DX2, blame the developers for underestimating (and insulting) Xbox players in that PC snob "console players are just a bunch of Madden addled teenagers without brains" sort of way.

    33. Re:when? by jgtg32a · · Score: 1

      The console version also doesn't support isometric view

    34. Re:when? by zippthorne · · Score: 1

      I find it a little bit sad that some of the most fun, most robust, most widely available video games are made by a company whose primary focus is selling interlocking toy blocks....

      --
      Can you be Even More Awesome?!
    35. Re:when? by Anonymous Coward · · Score: 0

      If you think the UI and inventory system in the PS2 version of Deus Ex is good, then you've proven the point about brainless console gamers.

      In the PC version, you had to organise your inventory in such a way to fit whatever you picked up and each item that you could take required a different number of inventory squares. In the PS2 version, everything just stacked and there was no differentiation between different item sizes, nor the amount you could carry.

      The UI in the PS2 version was also significantly dumbed down. For example, when you come across a keypad in the PC version, you could literally sit there and guess codes. In the PS2 version, you either had the code and automatically used it or didn't have it, there was no sense of it being a realistic environment where you would expect to be able to punch in codes manually. The PS2 version also had a gargantuan HUD that was constantly in the way. One thing I can at least say about the DX2 PC port is that the large HUD could be set to fade completely away after a couple of seconds.

      On top of the dumbed down damage system, tiny level fragments and long load times, the PS2 version suffered from horrible framerate problems and used prerendered cutscenes that did not fit with the look of the game.

      No, that is most definitely not the way to do a port.

    36. Re:when? by Anonymous Coward · · Score: 0

      you do know that Dragon Age was primarily a PC game. If anything it was ported to consoles, not the other way around.

    37. Re:when? by CronoCloud · · Score: 1

      In the PC version, you had to organise your inventory in such a way to fit whatever you picked up and each item that you could take required a different number of inventory squares. In the PS2 version, everything just stacked and there was no differentiation between different item sizes, nor the amount you could carry.{/blockquote>

      But didn't some PC players find the inventory system and constant micro-management annoying and reducing the immersion? And there are limits to the inventory in the PS2 version. While items do stack, the stack size is limited, and you're limited to 4 ranged weapons. Yes, you can carry more than the PC version, but that's to reduce how often you need to futz with the inventory, which was a complaint some had about the PC version, as I said.

      The UI in the PS2 version was also significantly dumbed down. For example, when you come across a keypad in the PC version, you could literally sit there and guess codes. In the PS2 version, you either had the code and automatically used it or didn't have it, there was no sense of it being a realistic environment where you would expect to be able to punch in codes manually.

      Suppose you encounter a keypad in the real world. Would you be able to try codes indefinitely or would it lock you out after 3 tries and set off an alarm. Also they keypad was changed because they couldn't guarantee console players had a mouse to point at buttons, and they probably didn't want to annoy console players with having to take manual notes (or be looking up notes in the UI all the time to refresh their memory). That's one of the things I found annoying about the PC version of the game, it didn't separate character memory from player memory. If my character has all these skills with weapons and equipment that I as a player don't have, why make me remember/write down access codes.

      The PS2 version also had a gargantuan HUD that was constantly in the way. One thing I can at least say about the DX2 PC port is that the large HUD could be set to fade completely away after a couple of seconds.

      Probably designed with SD sets in mind, even though the PS2 can support greater than SD resolutions. No widescreen either. Blame the limitations of TV's in 2001, back then it was almost all SD.

      On top of the dumbed down damage system, tiny level fragments and long load times, the PS2 version suffered from horrible framerate problems and used prerendered cutscenes that did not fit with the look of the game.

      The levels aren't that tiny and the load times aren't that long, and the framerate is fine. Did you actually play it, or are you just quoting some "we hate consoles so we're going to diss the console ports of OUR games" website. The PS2 version is actually graphically enhanced over the PC version, there's more detail in the characters and their movements are mo-capped.

      Here's Warren Spector himself on the PS2 port:

      http://www.gaming-age.com/cgi-bin/specials/page2.pl?spec=deusps2&pagenum=2&pages=2

    38. Re:when? by Fallingcow · · Score: 1

      I haven't tried the others (mostly due to my experience with this one) but Jade Empire's port was horrible. The graphics look like Quake 2, but even with everything cranked all the way down it was unplayable. My machine gets good multiplayer framerates (so, high) with medium settings in L4D. It can damn well handle an X-Box game at full graphical settings, if it's ported well. Jade Empire wasn't.

    39. Re:when? by blahplusplus · · Score: 1

      No I'm not confused at all, the point was the item system was badly designed, why have an arbitrary 150 item limit AT ALL on 360 or PC? It makes no sense what-so-ever.

      The diablo stash was mentioned just BECAUSE they could have had a place on your the normandy to store everything you found, there's really no excuse why you shouldn't have near infinite inventory. It's a friggin game for christ sakes, putting a limit on the inveotry was just idiotic poorly copied relic of whoever programmed it.

      Everyone complained about inventory management in ME1, but notice ME1 never had "Select all and reduce to omni gel" button that's all it frigg'n needed half the time, and also an "optimum equip" button, which has been around since pre final fantasy 4 for fuck sakes, the developers are just lazy/incompetent bastards - this is the truth.

    40. Re:when? by Anonymous Coward · · Score: 0

      Dragon Age was a port TO the consoles, not from them. Console support itself occured relatively late as a consideration in the development of the game.

    41. Re:when? by Chaos+Incarnate · · Score: 1

      No I'm not confused at all, the point was the item system was badly designed, why have an arbitrary 150 item limit AT ALL on 360 or PC? It makes no sense what-so-ever.

      Then that's a general complaint about the game, not a problem with the porting as you were complaining about

      Everyone complained about inventory management in ME1, but notice ME1 never had "Select all and reduce to omni gel" button that's all it frigg'n needed half the time, and also an "optimum equip" button, which has been around since pre final fantasy 4 for fuck sakes, the developers are just lazy/incompetent bastards - this is the truth.

      Well, you only need "reduce all to omnigel" once you've maxed out your credits. ;)

      Besides, one person's "optimum" is another's "not"—maybe I need more accuracy with my assault rifle, where you need better cooling.

      --
      Benford's Corollary to Clarke's Law: "Any technology distinguishable from magic is insufficiently advanced."
    42. Re:when? by kalirion · · Score: 1

      Well, the Source engine is just incredibly well optimized. By dialing down the settings and resolution you can even get very playable rates on an integrated Nvidia 7100 chip!

      Jade Empire runs just fine and looks beautiful maxed at 1920x1080 on a 9600GT.

    43. Re:when? by Anonymous Coward · · Score: 0

      Mass Effect 1, where mouse clicks don't register on the button your mouse is on top of, but rather on the button that's highlighted? Yeah, sure if a great PC UI.

      And ME2 is worse, hell, you can't even change weapons using the keyboard anymore.

    44. Re:when? by Anonymous Coward · · Score: 0

      That's because GTA originally came out on DOS and Windows in 1997 after 3 long years of development on DOS; the Playstation port came in 1998. In fact for the GTA3 games (not including GTA4) you could say they were also developed for the PC at the same time especially thanks to Renderware but also thanks to Sony's PS2 exclusive deal that delayed the games very much th.

    45. Re:when? by blahplusplus · · Score: 1

      "Besides, one person's "optimum" is another's "not"—maybe I need more accuracy with my assault rifle, where you need better cooling."

      We're talking console tards here, they would not do this - the inventory manangement criticism came from

      1) artifical 150 item limit
      2) No "reduce all selected items in this list to omnigel"

      fuck windows explorer and ancient file managers had a better UI (allowing multi selection) then ME1. It's just that developers skimp or hire guys that just blow chunks thats the real issue. When a game from 1992 can run rings around a game in 2007+ that is a tragedy.

    46. Re:when? by jadin · · Score: 1

      Fable was fine IIRC.

      Fable had loading screens every 20 feet or so. Ridiculous by PC standards.

    47. Re:when? by Fallingcow · · Score: 1

      Jade Empire runs just fine and looks beautiful maxed at 1920x1080 on a 9600GT.

      Which is a much beefier graphics card than it ought to need, given how old it is and that it was an X-Box game. I've successfully run STALKER on this machine (at low-ish settings) and that thing's a notorious pig. There's no excuse for Jade Empire to chug on here, unless they were super-lazy and just used some sort of Wine-like X-Box to Windows compatibility layer and/or an emulator.

      Now that I think about it, I can run PS2 games in an emulator on here and they look great and run at a decent framerate. Same generation of console, similar graphical capabilities. Jade Empire's "native" port vastly under performs emulation from the same console generation. That's a half-assed job, to put in nicely.

      A dual-core processor, an 8400 Nvidia, and 2Gb ram should be WAY more than I need to play a port from the X-Box era, yet Jade Empire's a slide show, never getting out of the single digit FPS range.

    48. Re:when? by centuren · · Score: 1

      Mass Effect 1s UI was extremely console-centric, very large text, only list a few items, no way to group items together, and with the abundance of drops in that game, it was just horrible and annoying.

      Not to mention so easy to love (as a game).

    49. Re:when? by centuren · · Score: 1

      Well, you only need "reduce all to omnigel" once you've maxed out your credits. ;)

      This because a major hassle when out on a mission in one's third or later play through. Loads of drops, but no option not to take everything from dead baddies or a container once you open it. Also, when opening a container and going over the limit, you could only "drop" (reduce to omnigel) the items in that container (no access to your inventory from that screen), potentially forcing you to scrap a good drop.

      Of course, after a couple play-throughs you have all the gear you need, so scrapping items wasn't as much an issue as having to do it individually every time. A "reduce all to omnigel" button makes enormous amounts of sense in a game designed to be played through more than once (and it seems like one of those things that would have taken almost no time to implement).

      Then that's a general complaint about the game, not a problem with the porting as you were complaining about

      I suppose you're 100% right about that, however.

    50. Re:when? by Anonymous Coward · · Score: 0

      But didn't some PC players find the inventory system and constant micro-management annoying and reducing the immersion? And there are limits to the inventory in the PS2 version. While items do stack, the stack size is limited, and you're limited to 4 ranged weapons. Yes, you can carry more than the PC version, but that's to reduce how often you need to futz with the inventory, which was a complaint some had about the PC version, as I said.

      I'm sure some did, but it's relatively safe to say that most didn't. I would hardly call it micromanagement or annoying. It allowed the player to organise and assign any item to any of the weapon hotkeys, which is a far sight better than having to cycle through weapons or constantly having to pull up the inventory screen just to use a medkit or something.

      Suppose you encounter a keypad in the real world. Would you be able to try codes indefinitely or would it lock you out after 3 tries and set off an alarm. Also they keypad was changed because they couldn't guarantee console players had a mouse to point at buttons, and they probably didn't want to annoy console players with having to take manual notes (or be looking up notes in the UI all the time to refresh their memory). That's one of the things I found annoying about the PC version of the game, it didn't separate character memory from player memory. If my character has all these skills with weapons and equipment that I as a player don't have, why make me remember/write down access codes.

      I admit that it would have been more realistic if they had made keypads trigger an alarm or something if you got the code wrong, but between the two choices we were presented, the PC version got it closer to right than the PS2 version did.

      Probably designed with SD sets in mind, even though the PS2 can support greater than SD resolutions. No widescreen either. Blame the limitations of TV's in 2001, back then it was almost all SD.

      I'm not buying that. Many other console games released prior to and in the same time period had unobtrusive HUDs on SD displays.

      The levels aren't that tiny and the load times aren't that long, and the framerate is fine. Did you actually play it, or are you just quoting some "we hate consoles so we're going to diss the console ports of OUR games" website. The PS2 version is actually graphically enhanced over the PC version, there's more detail in the characters and their movements are mo-capped.

      Yeah, they are tiny compared to the PC version and load times were much longer. On PC, loading an entire level took a split second, often times it just flashed "Loading" and it was done. As for graphics, the PC version still looked miles better due to being able to run in much higher resolutions. The improvements made to the PS2 version were fairly insignificant and the fact that the PS2 version was released almost fully two years after the original means that the enhancements were far too little, far too late. Besides, you can easily install the New Visions mod and DX8/DX9/DX10 renderers to upgrade the graphics in the PC version, something that, for all intents and purposes, is impossible to do with a console game. I could also say something about you just quoting some PC hater rant, but I won't stoop to your level.

      Go look at some reviews and ratings for both versions. You'll find that universally the PC version scored higher than the PS2 version. The PC version also won several game of the year awards and even some best game of all time awards. The PS2 version won nothing.

    51. Re:when? by kalirion · · Score: 1

      A dual-core processor, an 8400 Nvidia, and 2Gb ram should be WAY more than I need to play a port from the X-Box era, yet Jade Empire's a slide show, never getting out of the single digit FPS range.

      Are you sure you lowered all settings? Tried 800x600?

    52. Re:when? by Fallingcow · · Score: 1

      Yeah. It and (bizarrely) Hearts of Iron 3 are the only two games I've tried to run on this rig and found to be too much for it. Though admittedly I don't bother with ones I know won't work, like Crysis, I do attempt and usually succeed with ones I'm not sure about, like Bioshock and STALKER. Hell, I even got the demo of Empire: Total War working OK on here, and that's the latest entry in a series that's known for being taxing on system resources--sometimes unjustifiably so.

      It might have just been a fluke, some odd combination of issues specific to my configuration, but I'd figured it was a case of an exceptionally poor console port. I've had other ports that didn't run as well as they ought to (the second Halo game, notably) but they've all worked well enough not to bother me much. I'd guessed that this was just an especially bad case of that.

    53. Re:when? by CronoCloud · · Score: 1

      Of course, the PS2 port of Deus Ex didn't win any GOTY awards, it would have been inelgible for the award for some media outlets (EGM in particular) because it had already won on another platform.

      It was also up against some stiff competition that year. Lets see, GTA: Vice City, Kingdom Hearts, Ratchet and Clank, Sly Cooper, and Final Fantasy X itself, aint no way some dinky lil PC port was going to knock any game created with the PS2 in mind off it's perch, or even get very much notice. (Could you imagine a PS2 to PC port winning PC game of the Year back in 2002?) It was a runner up in the RPG category. for some media outlets. And they could have spent more time optimizing it for the PS2, who needs to break levels up when you can stream them on the fly.

      And even with all the complaints you have about the PS2 port....it's the same game. The changes they made to the controls and interface didn't affect gameplay all that much, it plays the same, has the same plot, the same options in getting past various in-game obstacles. Wasn't the gameplay considered the most important part of the PC version of the game? It's a fairly good port, though not as good as the Half-Life port.

    54. Re:when? by kalirion · · Score: 1

      It might have just been a fluke, some odd combination of issues specific to my configuration

      That's probably what it was. I was "between graphics cards" for a few weeks and running on the integrated Nvidia 7100, and I remember that Jade Empire was at least in the teen fps at 800x600 all lowest. Admittedly I didn't play more than 30 seconds of that since I decided to wait till I got a new card. It may have also have helped that I had ClampFPS=0 in the ini file from earlier. Otherwise it tries to cap the FPS at 30, but who knows it might freak out if FPS is below that.

    55. Re:when? by Fallingcow · · Score: 1

      Interesting. Maybe I'll give it another try.

  5. Borderlands was a pretty ordinary port by aXis100 · · Score: 1

    Thankfully user tweak guides fixed most of it, and then a later patch cleaned up a bit. Still pretty ordinary effort though for supposedly "release quality".

    Mostly UI issues as people suggested, and bad mouse smoothing.

  6. Guitar Hero World Tour... by Anonymous Coward · · Score: 3, Interesting

    ... on PC requires a "crysis ready" machine.
    Will not run properly on a P4 2.8 + Radeon X1950 pro, runs ok on a C2D + radeon 47something.
    No way to turn off the background animations, menu navigation is extremely slow, the game seems to be a console version running in a console emulator...

    No surprise people are turning to Fofix.

    1. Re:Guitar Hero World Tour... by Anonymous Coward · · Score: 0

      not to mention fofix can also play rock band songs, and the insane puppetz sets...

    2. Re:Guitar Hero World Tour... by Anonymous Coward · · Score: 0

      FoFIX is still hideously slow due to being written in Python. Try Strings on Speed. It has vastly improved performance and works with FoF songs.

    3. Re:Guitar Hero World Tour... by Racemaniac · · Score: 1

      works very well on my c2d, 4Gb ram, geforce 280

      But indeed, the guitar hero games are ridiculously heavy on pc's.

      GH3 barely ran on my previous pc (athlon 3500, 1Gb ram, gefroce 6800). But with a now modern pc i'd assume that it works perfectly
      and no controller issues since you'd probably buy the guitar with it ^^

    4. Re:Guitar Hero World Tour... by spyrochaete · · Score: 1

      Are you calling a Pentium 4 a "Crysis ready machine"?

    5. Re:Guitar Hero World Tour... by Happy+Nuclear+Death · · Score: 1

      I think they did the same thing with Guitar Hero 3. My system is hardly a lightweight, garnering a 5.7 overall score in Windows 7, with a 6.1 (!) in Memory. Dirty details:

      -Core 2 Duo E8500
      -4 GB DDR3 1333 MHz (PC 10666) RAM
      -GeForce 9800 GTX+ 512 MB (PCI Express 2.0 16x interface) video card

      And while GH3 under Windows XP (haven't tried it in 7 yet) runs acceptably, there's often hints of hitching in the animation. Turning off the crowds helps only a little. It definitely feels like it's being run in an emulator, or was at least ported with little to no optimization done.

      The frustrating thing is, I know the consoles it was designed to run on are MUCH less beefy in hardware than my PC. True for GH World Tour as well, I'd wager.

      The big publishers just don't care any more. Why should they? In the console world, they get to control both the software and the hardware (properly, the console mfg. controls the hardware, but the point is it's locked down and fixed-configuration).

      Infinity Ward gave PC gamers the middle finger with Modern Warfare 2, and I see no reason things will get better. I would be surprised if they even bother with a Windows 7 version of Modern Warfare 3.

    6. Re:Guitar Hero World Tour... by mikestew · · Score: 1

      No, AC is saying the game requires a "crysis ready" machine, which a P4 is most certainly not. Not that I agree with AC, I think the game just requires something better than a CPU that wasn't one of Intel's shining moments.

  7. Awful ports? by leromarinvit · · Score: 4, Funny

    Hmm, let's see. USB is a bit of a turd sometimes...

    *ducks*

    --
    Proud member of the Ferengi Socialist Party.
    1. Re:Awful ports? by tagno25 · · Score: 1

      Upper Side Band? oh wait, you mean the serial port "replacement", Universal Serial Bus.

    2. Re:Awful ports? by Anonymous Coward · · Score: 0

      The Port of Oakland is pretty grimy too.

    3. Re:Awful ports? by Spad · · Score: 5, Funny

      Ah USB, the only rectangular connector where you have to make 3 attempts before you get it the right way around.

    4. Re:Awful ports? by unts · · Score: 5, Insightful

      Yes! Why on earth does it work like that? I try to plug a USB cable in, but it doesn't feel like it wants to go, so I invert it, and it still won't go. Then I frown and look down the end of the cable, decide once more upon the proper orientation, and whoosh, it fits.

      Truly an engineering masterpiece.

    5. Re:Awful ports? by quantumplacet · · Score: 5, Insightful

      only better engineering i can think of is the dell dimensions that have their front usb ports mounted vertically, facing the ground, under a cover. try getting that in on 3 tries.

    6. Re:Awful ports? by cvtan · · Score: 1

      And why is it possible to plug in a USB connection upside down so the +5V gets shorted out? USB: you still have to look inside the connector to see which way it's pointed. Good luck when it's on the back of your case.

      --
      Sorry, but gray text on gray background is making my eyes bleed.
    7. Re:Awful ports? by space_jake · · Score: 1

      Way better than coaxial. ....Is it threading?

    8. Re:Awful ports? by dancingmilk · · Score: 1

      I've always wondered why this is. It seems like a near constant too, no matter what it takes 3 tries if you aren't looking at the connector to get it in.

    9. Re:Awful ports? by Anonymous Coward · · Score: 0

      I wanted to murder the designer of that case back in the day. We finally ended up buying a bunch of USB extension cables for people and moving on.

    10. Re:Awful ports? by Dunkz · · Score: 2, Funny

      Try reading http://en.wikipedia.org/wiki/Kama_Sutra

      That should help!

    11. Re:Awful ports? by PaganRitual · · Score: 1

      Holy shit I'm so glad you posted this. I seriously thought I was going insane or something. I swear USB ports are like some sort of reverse quantum setup where you can only make the connectors stay still by directly observing them, otherwise they actively move themselves to align the wrong way every fucking time.

    12. Re:Awful ports? by b4dc0d3r · · Score: 1

      Easily explained, I believe.

      When you put the USB connector in, not looking, you know you have a 50% chance of getting it right. A little bit of resistance and you think it's the wrong way. Invert and retry, because now it's really going to work. Except it doesn't. So WTF?

      The first time, you didn't try as hard.

      Also, in a lot of cases, if you really pay attention, you'll notice that the USB cable develops a natural bend or twist, due to it being connected but not in a straight line. So when you pick it up and put it in its intended usage position, it naturally feels like it should be pointing a specific direction.

      So you bring up the cable, in its natural position, and half expect it to fail. If you don't get it exactly correct, which is unlikely, you retry. It's not the tech, it's people expecting it to just work. Imagine if people spent as much attention to USB as they did to PS2 where you have to ensure you don't squash pins. Or VGA with its squash/screw combination.

      USB cables are usually clearly marked, with the USB symbol on top, but most people don't look for them, or on a quick glance they blend in due to being the same color as the connector part. So for a quick visual cue, you can look at the metal part. The metal has holes, usually in both sides with a white plastic something showing through one side, and holes on the other. Guess which one is up?

      Next time, just "look for the holes". Unless your manufacturer puts them vertically, or some other silliness. Further, trust the bend in your cable. It warps like that for a reason.

    13. Re:Awful ports? by unts · · Score: 1

      Sound advice, but thumb drives and such don't provide the extra insight of "cable bend". Further, the problem isn't usually knowing which way up the cable should be, it's "which orientation did the manufacturer decide to put this particular set of ports in" - and that's rarely ever marked.

      What we need is self-plugging devices... then I'll stop complaining I promise!

    14. Re:Awful ports? by Lostlander · · Score: 1

      or they could just gave it one unique side like firewire, hdmi, or even internal sata connections (I'm not going into esata connections right now nothing like breaking a working connector)

    15. Re:Awful ports? by quantumplacet · · Score: 1

      hmmm, that would have been a better plan. I still have one and I ended up filling the front ports with epoxy to force myself to only use the ones on the back before I threw the fucking thing out the window.

    16. Re:Awful ports? by precariousgray · · Score: 1

      I... I thought I was the only one! There are others like me! Oh, joyous day!

      --
      not much, just being forced to manually insert line breaks into my comment
    17. Re:Awful ports? by BlackBloq · · Score: 1

      I think the answer is, your brain knows it can only push so hard before you break something, so it 'probe pushes' twice thinking it will feel a slotted feeling to know it's started to interface properly. When you know it's proper you can jam that baby hard; Otherwise you would break your port like my buddies moronic roommates, it's totally pushed in!

    18. Re:Awful ports? by fastest+fascist · · Score: 1

      ...not to mention when you happen to have a device that has a poorly designed USB port that will take a USB B connector the WRONG way without even resisting, resulting in some fried electronics...

    19. Re:Awful ports? by turthalion · · Score: 1

      Try it with the desktop sitting on the floor too.

      Plugging anything into the front USB ports at work involves a major yogic excursion.

      --
      Michael Coyne
      http://turthalion.blogspot.com
    20. Re:Awful ports? by elrous0 · · Score: 1

      Some of the old Dell Optiplexes had only one front USB port--and it was mounted under a front flip panel, facing downwards (like yours), with the added bonus that a lip was right under it that made it almost impossible to fit in any thumb drive (or even most USB cables) without bending or breaking the port.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    21. Re:Awful ports? by Happy+Nuclear+Death · · Score: 1

      What's worse is front panel USB ports that are crammed together with their long axes aligned. If you have a slightly fat USB dongle/flash drive or, Glub forbid, USB-to-SD adapter, the neighboring USB port is completely blocked.

      I'm looking at an HP DC5850 on my desk, which has the USB ports stacked (e.g. long axes parallel). That's the better way to do it.

    22. Re:Awful ports? by Cruciform · · Score: 1

      Thank you. I was starting to wonder if I was genetically predisposed to not find the hole. Some kind of nerd mutation.
      Now I'm practically certain!

    23. Re:Awful ports? by hippo_of_knowledge · · Score: 1

      Also, go ahead and try to open the cover on one of those now. If it hasn't been regularly used, it feels like you're going to break the thing before you get it open,.

    24. Re:Awful ports? by Opportunist · · Score: 1

      ...and this is usually the moment you notice you hit the IEEE 1394 socket next to the USB socket...

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  8. Metal Gear Solid 2: Substance by Madsy · · Score: 2, Informative

    The PC port of Metal Gear Solid 2: Substance was not bad, it was horrible!
    You had to map the keyboard/mouse/joystick to the Playstation 2 buttons via a config tool. I also never got the graphics to display correctly.

    1. Re:Metal Gear Solid 2: Substance by Shadow+of+Eternity · · Score: 2, Interesting

      Finally someone else understands my pain, I thought I was the only guy gullible enough to try and play that.

      I have actually had an easier time mapping mechwarrior to keyboard and mouse controls than I did Substance. Trying to bind dual joysticks AND 8 PRESSURE SENSITIVE buttons to a keyboard just isn't possible, even if you manage to get one of the expensive keyboards that CAN press that many keys at once you'll still run out of fingers.

      --
      A bullet may have your name on it but splash damage is addressed "To whom it may concern."
    2. Re:Metal Gear Solid 2: Substance by Anonymous Coward · · Score: 0

      I had the PC port of the original Metal Gear Solid and they couldn't even get that right. I also had the PlayStation version; I just wanted to be able to save an unlimited number of games on a computer HD. I've battled input lag as a gamer many times, but that was the only time I've ever suffered lag between letting go of a button/key and the input stopping. This in a game where you have to run right up to a bad guy, almost touching them, in order to perform a strangling attack—on the PC port, Snake would just charge into them like a blitzing linebacker even after I'd released the key.

      There was one bizarre advantage to the PC port, though. It was running at a higher resolution than they ever bothered to try to get the PlayStation to achieve in its analog-only video output. At times, this was an aesthetic drawback; the designers relied on that fuzziness to make their character models look more like sketches of people than polygons with blurry faces. But at other times, it was interesting to see a crisp, clear picture of the game's polygon models, kind of like a commentary track on the 3D artists' work. For instance, only on the PC port could I tell that the designers had intended it to be visually obvious that Meryl had no bra on. Before you call me perv, I did not find this especially sexy—the Meryl-model was nowhere close enough to looking like a human for that—but it was interesting to see this intended detail that had been lost in the technological details of the PlayStation.

      I guess I also sort of liked, as a curiosity, the new "very easy" mode in which Snake is equipped with a suppressed submachine gun with unlimited ammo, which his superiors would have equipped him with were this anywhere close to real. Being able to kill enemies quietly at a distance made the game about as easier as you would think. Makes you question the good guys' commitment for not doing that in the main story. ("Here, Snake, take millions of dollars' worth of nanomachines, scuba gear, and futuristic stealth-clothes. An unregistered, untraceable gun? Nah, sounds too hard. But here are some good stranglin' gloves. Careful not to smash into anyone like a blitzing linebacker.")

    3. Re:Metal Gear Solid 2: Substance by daid303 · · Score: 1

      Tried to play the VR missions? There are 1st person missions where you need to aim with the keyboard. Made me feel all duke3d once again. Still finished them all!

      I still loved the game, and loved them for making a PC port, no matter how "bad" it was to configure.

    4. Re:Metal Gear Solid 2: Substance by Anonymous Coward · · Score: 0

      I just play Metal Gear Solid in ePSXe. You can crank up resolution to anything you like and even add shader effects on top of that. Being an emulator, it also has save state capability, so no more limited save slots or checkpoints. I don't have the PC version of MGS so I can't make a direct comparison, but going by how much better FF7 under ePSXe looks next to FF7 PC I am willing to bet that emulated MGS will look much better than the PC port.

      Some examples of what you can do with ePSXe.

    5. Re:Metal Gear Solid 2: Substance by lxs · · Score: 1

      —the Meryl-model was nowhere close enough to looking like a human for that—

      But I bet you still repeatedly peeked down into her cell through the vent.

    6. Re:Metal Gear Solid 2: Substance by Anonymous Coward · · Score: 0

      You think that's bad; I got it all working properly.

      For most PC Gamepads, the right analog stick never registers because the DirectX axes they map to are different from what Konami "expects," and the config file won't pick them up. You have to google around for the correct axes, alter the config file manually, and lock the file so it doesn't get overwritten.

      The graphics problem is just a problem with newer cards, so you either have to get a card from around the era that game came out or turn a certain setting all the way down (i forget which one,) which makes it look about as good as the PS2 version.

      The Gamepad right stick problem shows up in almost all of Konami's PC games, which makes me wonder what kind of wonderful retards are responsible for it. What's worse, in Silent Hill 4 for the PC they changed the config file from using axis and button aliases to some sort of scancode. I have yet to figure that one out, and it's probably a good thing I don't have to use the right stick in it beyond the first-person segments in the apartments, which I can control using the mouse.

      It could be worse though. The PC port of Final Fantasy VII doesn't work in a non win9x machine without some sort of voodoo ritual, and the PC port of Final Fantasy VIII is almost as broken.

  9. The case of Gears of War by Fittysix · · Score: 5, Informative

    When Gears of War's PC port was first released, it was:
    1) buggy
    2) crashy
    3) released A YEAR LATER than the xbox version
    The crashy part was fixed, iirc about 2 months after release by a patch.
    As you can imagine, the sales for this port were a little slow. Video game companies being video game companies chalked this up to piracy. To them the fact that the game was a shitty port released a full year after the original with dated graphics and all couldn't have POSSIBLY been a reason.

    When time comes around to release Gears of War 2 - cliffyB says there's no plans for a port because the first one was just pirated too much...

    --
    *.sig
    1. Re:The case of Gears of War by BlueTrin · · Score: 1

      Yes it is a shame that a company who started on PC and whose fanbase was PC could not at least continue to provide decent ports. Rockstar is much better on this aspect.

      --
      Don't you know it is now both immoral and criminal to think beyond the next quarterly report?
    2. Re:The case of Gears of War by Anonymous Coward · · Score: 0

      Yeah because Games For Windows Live is every PC gamers favourite piece of BS-ware. Rockstar was pretty good with the PC ports. Not any longer they aren't.

    3. Re:The case of Gears of War by Anonymous Coward · · Score: 0

      This is a joke, right? I'm almost certain it is, but just in case...
      GTA IV is possibly the worst port, performance-wise, that I have ever experienced. Really, it was amazingly disappointing. The same computer that can run any other 360 port at 1600x1200 with everything maxed couldn't run GTA IV at anything beyond 800x600, with extremely low view distance. I had a friend with quad SLI who only did marginally better. When questioned about the jaw-droppingly poor optimization for PC, Rockstar, instead of acknowledging the problem, said "It's built for future computers". Let's be serious here: This is a game that can run on a xbox 360. There isn't some magic future technology GTA IV was able to access the 360 that no other games were able to use, so how come all of those ports run at triple digit framerates on computers that choke on GTA IV?
      Rockstar isn't better. At least Epic stood by UT3 and eventually released a patch de-consolizing the menus and supported the mod scene, that's a lot more than Rockstar did for GTA IV.

    4. Re:The case of Gears of War by KDR_11k · · Score: 1

      Almost seems to be a genre issue because Saints Row 2's PC port was also pretty shoddy. I don't think the system requirements are as bad as you describe there but it still had very steep ones.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    5. Re:The case of Gears of War by Anonymous Coward · · Score: 0

      Wtf, this was modded informative? Did any mods bother to confirm any of this bullshit?

      Gears of War PC is one of those amazingly well-done PC games. I was utterly impressed at how well it ran. Not only that, but it's one of those few games that has no problem when tabbing in and out of it, even on older hardware.

      And trust me, I'm the last person to be happy with a console to PC port, so yeah, that's saying something. In fact, I feel like playing Gears of War again after writing this.

    6. Re:The case of Gears of War by Rogerborg · · Score: 3, Informative

      Uh, GTA IV is a perfect example of an utter clusterfuck of a PC port; buggy, slow and it attempted to assrape you with DRM, without even taking you to dinner and a show first. If Rockstar is better, who's worse?

      --
      If you were blocking sigs, you wouldn't have to read this.
    7. Re:The case of Gears of War by Spad · · Score: 1

      GoW on the PC has the longest installer I have ever come across; it took over 15 minutes to install the bloody thing.

      I didn't find the game itself that buggy or crashy, just mind-numbingly boring.

    8. Re:The case of Gears of War by Anonymous Coward · · Score: 0

      The crashy part was fixed, iirc about 2 months after release by a patch.

      Was it?. I dropped the game when the BSOD's wouldn't even let me reach the following checkpoint.

      After playing the same boring shit for the fifth time, I uninstalled.

      Microsoft has corrupted Epic, sadly.

    9. Re:The case of Gears of War by blahplusplus · · Score: 1

      Don't forget requiring games for windows live and that weird savegame shit, that was just more of a sign of epic treating it's customers like criminals.

    10. Re:The case of Gears of War by BlueTrin · · Score: 1

      I bought it when it was just released and I can confirm what he said, it was released a long time after the XBox version, it had many problems which were fixed by a patch.
      It was a nightmare to register onto LIVE to play on the multiplayer (at this time LIVE for PC was very buggy)
      Someone blogged his issues
      After the patch, everything was ok, but it felt like Epic did not really test the game before to release it. They (CliffyB) as well made comments about how the PC market was plagued by pirates and was quite patronizing to the PC gamers. It did not help that soon after messing up this PC release he claimed that Epic will never do another GoW port because of piracy, ... etc instead of realizing that GoW1 PC did not sell because he waited almost a year before to port it.

      --
      Don't you know it is now both immoral and criminal to think beyond the next quarterly report?
    11. Re:The case of Gears of War by Jaysyn · · Score: 1

      Ubisoft.

      --
      There is a war going on for your mind.
    12. Re:The case of Gears of War by SpeZek · · Score: 2, Interesting

      The installer took 40 minutes for me. I didn't even think that was possible, considering that copying everything off the DVD manually takes all but 4 minutes.

    13. Re:The case of Gears of War by Anonymous Coward · · Score: 0

      Agreed...

      GTA IV was the last game i'll ever buy from rockstar/taketwo anything ever again.

      I STILL kick myself sometimes for not pirating that... and finding out it was a piece of shit console port. for free..

      Stupidly i paid $60 to find out it should be deleted.

    14. Re:The case of Gears of War by Hatta · · Score: 1

      It's been out for a while, have there been any patches to make it more stable? Are any expected?

      --
      Give me Classic Slashdot or give me death!
    15. Re:The case of Gears of War by Rogerborg · · Score: 1

      What am I, Rockstar Public Relations? It was such a pile of steaming dog vomit on PC that it wasn't even worth pirating - why would I have followed its progress?

      --
      If you were blocking sigs, you wouldn't have to read this.
    16. Re:The case of Gears of War by Clovis42 · · Score: 1

      No, it was just flawed. Stability and performance were a problem and the Social Club+GFWL sucked, but GTAIV did a whole lot correctly. The game seamlessly switched from keyboard/mouse to controller. You could drive around with the controller, then switch to sniping with the mouse. Very few ports do this. It came with high res graphics for the PC, if you could manage to use them. That is becoming increasingly rare unfortunately. It came with a fantastic video editor. The video editor alone is good for hours of fun, if you like GTA. The editors controls were great. I've never edited a video and I made some fun clips in just a few hours. I had a riot doing it. Having some random thing happen in a game is funny. Watching it in slo-mo with a panning camera is hilarious.

      GTA IV could have been one of the best ports ever, but it was marred with problems.

      If you want to play a terrible port of a really fun game, try Saints Row 2.

      --
      Clovis
      ^ Clovis, look! It's that guy you are!
    17. Re:The case of Gears of War by Korbeau · · Score: 2, Insightful

      Not sure what all you guys have against GTA IV on PC. Aside the fact that it takes like 15 minutes to start the game because you have to create accounts in Game for Windows, update Game for Windows etc. it runs quite well and I never had any bug or isssue.

      Of course, you needed a decent gaming machine for the time.

      It's like saying Doom 3 is a pile of sh** because about nobody could run it correctly at the time of release.

      Note that I'm not arguing that they couldn't have made a better port, it's just that I don't understand why this is cited as one of the worst example of PC porting in gaming history.

    18. Re:The case of Gears of War by Anonymous Coward · · Score: 0

      You probably didn't try the game after it got patched, because after the patch it becomes playable with nearly all graphical options maxed out on my laptop. Saints Row 2 is one of those games that are rushed to the market and fixed after release.

    19. Re:The case of Gears of War by centuren · · Score: 1

      If Rockstar is better, who's worse?

      Ubisoft.

      I'll take Ubisoft over Rockstar any day, as they at least produce some games that I want to play, unlike Rockstar, where the novelty runs out during gameplay and one is left wondering how on earth did I get suckered in to such a horrible story. My opinion, I know, but my point is some short comings can be forgiven if the rest of the game does enough to be enjoyable.

      (Well, my point might actually be how much I hate games where you can kill a drug lord and take over his mansion that has it's own island, then be told by some two-bit thug to make a delivery to the ghetto, and have the game's progress contingent on you taking orders from people who should have long been beneath your attention. That would just be complaining, though.)

    20. Re:The case of Gears of War by Anonymous Coward · · Score: 0

      Just use xliveless. It cuts out that GfWL bullshit. Sadly, you still have to use the "Rockstar Social Club", but it makes the game a bit better.

    21. Re:The case of Gears of War by dcam · · Score: 1

      It is one of the worst examples in comparson to other pc games. I refuse to create a gfwl account for a single player campaign.

      --
      meh
  10. Final Fantasy 7 on PC by smd75 · · Score: 2, Interesting

    The fact that it would crash at the required Golden Saucer chocobo race in windows newer than 98. Also the fact that Eidos didnt give a rats ass to provide a patch for it.

    --
    Im a troll because I disagree with you.
    1. Re:Final Fantasy 7 on PC by Anonymous Coward · · Score: 1, Interesting

      As if that's not bad enough, Final Fantasy 7 for the Playstation has one of the best soundtracks ever in a videogame, and on the PC you get a vague approximation of said soundtrack in puke-inducing midi form.

    2. Re:Final Fantasy 7 on PC by vipz · · Score: 1

      Trying to get FF7 PC to run halfway decently on a non-Voodoo card was the equivalent of torture. I had a G200 and later a TNT2 :(

    3. Re:Final Fantasy 7 on PC by russ_allegro · · Score: 2, Interesting

      I loved it that at one point in the game to go on, you had to edit the registry to tell the game to look for the game data in a directory on your drive drive and not on the CD, then replace one of the video files so you were able to continue on with the game. This was the solution listed on the Eidos support site.

      It is also great that the minigames were cpu cycle timed instead of actual time. Trying to replay it a few years later on a faster computer, it is impossible to play any of the minigames because the minigame is done right when in starts.

      Battles at high resolution were cool though, to bad about all the other problems.

    4. Re:Final Fantasy 7 on PC by pcolaman · · Score: 1

      Yeah, the graphics on the PC Port > FF7 PSOne, but everything else about the PC Port was epic fail.

    5. Re:Final Fantasy 7 on PC by RogueyWon · · Score: 4, Informative

      If you want to play Final Fantasy VII on a modern PC, don't even bother looking at the PC version - it was a bumpy ride even back when it was new, let alone with modern hardware and operating systems. Buy a copy of the Playstation version (can be found very cheap second hand) and grab ePSXe (or your emulator of choice). The same goes for Final Fantasy VIII. You'll get better, more configurable graphics, fewer bugs and a few useful (if slightly cheaty) extra features like fast-forward and a save-anywhere option.

      Alternatively, VII and VIII are available on the Playstation Network for a few dollars each which gets you an electronic copy portable between the PS3 and PSP (though this is probably still less "nice" than playing the original version emulated).

    6. Re:Final Fantasy 7 on PC by drinkypoo · · Score: 1

      there was a pretty good patch for riva tnt (original) it had some graphics errors but not too much crashing. back then it was hard to tell a game crash from a windows fail.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    7. Re:Final Fantasy 7 on PC by Pragmataraxia · · Score: 1

      I had no trouble with it "back in the day". It had better graphics, and infinite save slots, which I appreciated. I wonder if it works on Wine... most of the old PC games that won't work on windows work just fine with Wine or DosBox.

    8. Re:Final Fantasy 7 on PC by Anonymous Coward · · Score: 0

      It gets fun when you try the motorbike or snowboarding minigame.
      Theres no maximum framerate clamp on them so on a modern graphics card the main challenge is keeping up with it all

    9. Re:Final Fantasy 7 on PC by RogueyWon · · Score: 2, Interesting

      Back in the day, whether or not you had problems with Final Fantasy VII on PC was largely down to your PC's setup. Some systems would get along fine with it, others wouldn't (whether or not you had a Glide-supporting card was a big factor). However, as time went on and PC hardware and operating systems moved on, running the PC version became harder and harder.

      Modern PS1 emulators essentially invalidate most of the old PC version; you can bump the resolution up as far as your graphics card and monitor will support (though it will look a bit odd in very high resolutions) and you can use the emulator's own save-state features to get an even better save system than the PC original's (though be careful not to over-write your save in the middle of an unwinnable battle). You also get the benefit of the superior sound of the PS1 version (where the music in particular was much better than on the PC).

      VIII has fared a little better. You can still get the PC version running with fairly minimal effort. However, the patch that fixes a few non-game-breaking but still irritating issues can be hard to find these days. And, of course, the emulated version still has the advantages I mention above.

    10. Re:Final Fantasy 7 on PC by precariousgray · · Score: 1

      I've had an eye out for the best current experience for FF7 for a while now, and after checking out the PS3 version of FF7, I can say it does look very nice on an HDTV. The only thing an emulator probably has on it are thing such as anti-aliasing and additional texture filtering. The pre-rendered backgrounds did look a bit better on the PS3 though; they were somewhat pixelated for me in ePSXe, regardless of what options I changed, or plugins were used.

      --
      not much, just being forced to manually insert line breaks into my comment
    11. Re:Final Fantasy 7 on PC by mister_playboy · · Score: 1

      The PC version had a much better script translation, too.

      --
      Do what thou wilt shall be the whole of the Law ::: Love is the law, love under will
    12. Re:Final Fantasy 7 on PC by froon · · Score: 1

      There is one slight advantage to FF8's PC version: It is probably the only platform that still can play the chocobo minigame. That minigame was originally designed to run on a PocketStation, a combination tamagotchi & memory card gaming device never released in the US; the PC port includes a small windows app that emulates that game.

      The PC controls are still crap though.

    13. Re:Final Fantasy 7 on PC by Anonymous Coward · · Score: 0

      Oddly enough, in the pc version you still install the higher-quality music, you just can't use it. The game requires some obscure YAMAHA speaker drivers that you can't find anymore, and wouldn't work anyway. But you can get a third-party 'trainer' that will remap the locations of the music files.

    14. Re:Final Fantasy 7 on PC by smd75 · · Score: 1

      I wasn't posting looking for a solution. I was simply trying to say that Eidos created a port and didnt care to do anything to support the product, which is what the original post was about.

      I own the PSX version, non greatest hits and can play that any time I want. The game is currently being sold at second hand shops for $50+. Unless you can get the game off someone who doesn't know its current price, you wont find it very cheap.

      --
      Im a troll because I disagree with you.
    15. Re:Final Fantasy 7 on PC by kamsin · · Score: 1

      Out of the box, I think the music wasn't as good (especially if you were using general midi). But if you installed the optional XG softsynth software (which only worked on Windows 95/98) and tweaked a couple settings, the music was as good (or better IMO) than the PSX version.

    16. Re:Final Fantasy 7 on PC by Anonymous Coward · · Score: 0

      ?

      You sound like you're 15. And, you spelled 'phail' wrong.

    17. Re:Final Fantasy 7 on PC by F-3582 · · Score: 1

      Not only the controls, man. The music, oh the horror, what have they done to the soundtrack?!?

    18. Re:Final Fantasy 7 on PC by pcolaman · · Score: 1

      True enough. Okay, besides translation and graphics, it was epic fail.

    19. Re:Final Fantasy 7 on PC by CronoCloud · · Score: 1

      the disc version of the game doesn't "sound right" on my CECHE PS3, however the PSN version's sound is correct. Compare the sound of a limit break in both versions, you'll see.

    20. Re:Final Fantasy 7 on PC by Anonymous Coward · · Score: 0

      The music problem was solved in 2003 with Ficeldura(sp?) hooking with HighlyExperimental so you could emulate FF7's PSX soundtrack while you're playing the game.

      I personally never had any horror experiences with FF7 PC as others had above me. Maybe it's because i'm playing it on Windows 98 on a 400MHz computer, and not whining about some 1998 game not running properly on unforeseen future NT-based operating systems (that originally didn't support Glide anyway)

  11. GTA4, Bully, Shawn White Snowboarding, MW2 by Anonymous Coward · · Score: 1, Interesting

    Seriously, just about any damned game in the past 2 years has been pure nigh-on crap. GTA4 would have been great, if you could have played offline without having to worry about crashing all the time, and then not having to sign into 3, yes 3 different services. Bully didn't even run on PC (at least for most people it just crashed, usually after the first cutscene (great QC there...!), Shawn White snowboarding had the similar press x a b y issues as the OP and Modern Warfare 2, oh good christ, no console, no way to type to other people while sitting in lobby, no dedicated servers, absolute fail. Its a wonder anyone makes a decent PC game anymore, the companies involved are more worried about someone pirating the damned things than making them good enough to pirate....

  12. Saints Row 2 by Elipsion · · Score: 1

    So, you are driwing down the highway and want to change lanes. Press left, make a perfect 90 degree turn and go head first into the concrete. Every. Single. Time.

    --
    Nobody can do everything, but everybody can do nothing.
    1. Re:Saints Row 2 by pcolaman · · Score: 1, Funny

      What the fuck is Saints Row 2 and why the fuck are you talking about it in here. We're discussing games, not pieces of shit.

    2. Re:Saints Row 2 by KDR_11k · · Score: 1

      It wasn't quite that bad even when I played it with the horrible framerate on my old PC but yeah, fine control over the vehicle was pretty lacking.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    3. Re:Saints Row 2 by Theoboley · · Score: 1

      Offtopic: I could've used this option yesterday to avoid putting my car into a snowbank...

      --
      Stupidity only gets you so far, then you've gotta try
    4. Re:Saints Row 2 by shivamib · · Score: 1

      Oh, Saints Row 2 had some serious co-op potential. Except it didn't. That was the most absurdly terrible port I've ever actually tried to play.

      Freezing every 5 seconds at 5fps on my über PC on lowest settings is just unacceptable. By the third time you explode in horribly low graphics in a teleporting car crash and fail some mission - with another player, you just give up. How is someone capable of selling such a terrible, unplayable port and getting away with it is beyond me.

      I'd say SR2 is on the top list there.

  13. Quick Time Events! by Anonymous Coward · · Score: 0

    Quick! Press X to not die! D:

    You win.

    1. Re:Quick Time Events! by Anonymous Coward · · Score: 0

      That is basically how ALL games work, quick time events or not.

  14. A few awful examples by RogueyWon · · Score: 5, Interesting

    I think the worst example has to be Ghostbusters. The console versions are fairly good and somewhat quirky, if ultimately flawed, third person shooters. The PC version is actually broken. As in, it can't even reasonably be described as "working". If you want to install to a drive other than c:\ you're out of luck. If you have anything other than "generic Windows sound card" drivers installed, you won't be hearing any voices in-game. And some of the early fights are essentially unbeatable without cheating, due to collision detection and clipping issues. Oh, and it does the whole "console controller analogues" thing.

    There are plenty of other awful examples. The Prince of Persia reboots have been mentioned (justly so) and I think the more recent installments in the Tomb Raider franchise also deserve a mention. Last Remnant is another good example; Square-Enix titles have never been particularly kindly treated on the PC anyway. Fire one of these up on even a top end PC with an Xbox controller plugged in and it's still very much apparent that you're playing the "second best" version of the game.

    That said, there are plenty of decent ports out there. While I know others disagreed, Fallout 3 felt pretty good to me on the PC. Mass Effect 2 likewise feels as though they've spent a lot of time optimising the PC version so that it feels at home on the platform. In fact, there are even a few cases where it is the console version that feels like a nasty port. Pretty much any RTS that makes it onto the consoles can be chalked up in that category. The recent AvP game looks and feels far better on the PC than on the consoles; the Predator is an over-complicated nightmare to control on any platform, but the PC version does work out somewhat less toxic.

    1. Re:A few awful examples by Anonymous Coward · · Score: 0

      Yes. This. When I read your comment, I realized I still had the game installed on my PC, taking up space. Fired up the uninstall from the control panel, and.. it ran the game. I exited, only to be put back into the game. GREAT uninstaller there.

    2. Re:A few awful examples by Anonymous Coward · · Score: 0

      Actually, The Last Remnant may be a dodgy port in control terms (I personally didn't have a problem with it, and it ran fine for me) but the PC version's had the mechanics fiddled with and improved - it's more fun to play.

      If you like that kinda thing. SaGa RPGs are a rather small niche among JRPGs, and this is toned down from the previous installments but still rather quirky.

    3. Re:A few awful examples by dingram17 · · Score: 2, Funny

      I found that the game worked really well, but loading took a long time. I think I need to buy an accelerator cartridge for my C64.

    4. Re:A few awful examples by Anonymous Coward · · Score: 0

      The only problem I had with Ghostbusters is I needed to get a new video card to play it at responsible settings, but I had been trying with a 8800. I wasn't using the "generic Windows sound card" driver, but the RealTek one for the speaker jacks on my mobo and the sound was fine. I also had it installed to my D:/ drive, but this was using the Steam version, so maybe that makes it all better. This was on both XP with the 8800 and then Win7 with the new ATI Radeon 5800 HD. I didn't have cheat on any of the fights, but I do normally play on the lowest difficulty setting now as my time after work and before bed is limited since I have a long commute. You may have just had bad luck.

    5. Re:A few awful examples by Khith · · Score: 1

      Ghostbusters really pissed me off, especially since I found the plot enjoyable. I just got sick of either moving the mouse a little and feeling like I'm moving through molasses, or moving the mouse a little faster and suddenly spinning around. Let's not even talk about aiming. Basically they used the analog controller acceleration, with NO WAY OF DISABLING IT. Is it REALLY that hard to do 1:1 mouse mapping? I've been looking for a patch ever since, but I'm starting to wonder if someone might just have to write their own, if that's even possible.

    6. Re:A few awful examples by djwoodard · · Score: 1

      First thing I thought of, too. Although I'm not sure I ever actually played the game. I just kept listening to the theme song, repeatedly pressing the spacebar to hear the digitized voice yell "Ghostbusters!"

    7. Re:A few awful examples by Anonymous Coward · · Score: 0

      I'd put Fallout 3 on the 'let's dumb it down cause it's gonna be on 360' list.

      In fact most simultaneous releases belong in this category.

      This is a symptom of the 360 and PC being so similar. These games are all developed on PCs with the 360 (usually) in mind. To cut down on development time they just design to the lowest common denominator. It also adversely affects the ps3. Developers don't take the time to program to its strengths unless they are exclusive on the console (like Uncharted 2 and GOW 3).

    8. Re:A few awful examples by slyrat · · Score: 1

      There are plenty of other awful examples. The Prince of Persia reboots have been mentioned (justly so) and I think the more recent installments in the Tomb Raider franchise also deserve a mention. Last Remnant is another good example; Square-Enix titles have never been particularly kindly treated on the PC anyway. Fire one of these up on even a top end PC with an Xbox controller plugged in and it's still very much apparent that you're playing the "second best" version of the game.

      True that last remnant may have had a few quirks but if you compare it to the really buggy console versions you should be glad of how little broke in the pc version.

      The recent AvP game looks and feels far better on the PC than on the consoles; the Predator is an over-complicated nightmare to control on any platform, but the PC version does work out somewhat less toxic.

      True, but this game in general is awful. Just play AvP2 if you want an actual good game that works perfect on the pc. The alien controls in particular were awful in the one just released.

    9. Re:A few awful examples by Anonymous Coward · · Score: 0

      Wrong. Ghostbusters worked just fine on PC. Either you're lying or hyperbolic, neither one's a very good sign.

    10. Re:A few awful examples by RogueyWon · · Score: 1

      I didn't mind AvP too much (and yes, I've played AvP2). I thought it was adequate, although it was frustrating to see that some of the flaws in the older games hadn't been fixed.

      On the plus side:

      + The first half of the Marine campaign is extremely scary.
      + I like some of the rebalancing they've done. Making the Aliens you encounter in singleplayer slower, but more resilient, works fairly well. I like that you can take them down easily at a distance, but once up close even one of them is a serious threat.
      + The audio diaries and the like were pretty well done.
      + I like the way they used some of the visual motifs from Alien 3 and AvP. Yes, those two films sucked in general, but they did have some neat visual elements.
      + The new melee system works well for the Alien.
      + The stealth elements when playing as the Alien or the Predator work better than in the previous games, and feel less random. I particularly like the lighting mechanics in the Alien campaign.
      + The jumping in the Predator and Alien campaigns is still irritating, but less so than in the older games.

      And on the negative side:

      - The Marine campaign is still the best of the three, but is way too short. Shorter even than AvP2's. And even so, the second half feels like it's run out of ideas and is far less scary than the opening sections. The pacing in general feels a bit odd; the fight that feels like it should have been the last boss actually occurs about half way through the campaign.
      - The Marine is limited to two weapons and a pistol. I'm sorry, but in anything other than shooters which deliberately aim for realism, this mechanic annoys the hell out of me.
      - Not enough checkpoints and no quick-save option.
      - The Predator's melee mechanics should have been kept simple, and he should have been kept as a primarily ranged combatant. As it is, playing as the Predator starts to feel like playing one of those old Microprose flight sims which use the entire keyboard along with shift, ctrl and alt combinations.
      - The Alien campaign still feels too much like an exercise in "hunt the breakable grate" rather than the joyful rampage of destruction that it should be.
      - The graphics are better on PC than on the other platforms, but are still well behind the curve.

      So yes, the game has flaws, but many of them are also present in AvP2. Overall, it's a kind of 6 or 7 on 10 sort of game. I'm hoping that Aliens: Colonial Marines isn't vapourware and that it manages to do better.

    11. Re:A few awful examples by MaXimillion · · Score: 1

      What? Last Remnant PC version is superior to the 360 version in every way. They added turbo mode and extra content, have a wide range of graphic customization options, load times are wayyy shorter and it runs well on mid-range hardware. Sure the controls are a bit clunky if you don't have a 360 pad, but if you do, it's way above the 360 version.

    12. Re:A few awful examples by Nalgas+D.+Lemur · · Score: 1

      And as an added bonus, the 360 version has plenty of framerate issues on top of that. It's the very, very rare example (only one I can think of, actually) of a Squeenix game that runs better in the "crappy" PC port than the console version, which was unexpected considering their long and glorious history of atrocious PC ports (even Gyromancer, which is newer than TLR, is totally borked on the PC).

    13. Re:A few awful examples by cgenman · · Score: 1

      I've given up on PC gaming myself for many experiences like this. I struggled for about a day to get Bioshock's sound working. Most games I have to fidget repeatedly and for a long time with the graphics settings to get to a playable rate. Even one of the PC games that I helped develop I had to get a hacked version of the installer in order to actually run it on my machine.

      I'd say a good third of all of the PC games that I've bought failed to run on my computer at all.

    14. Re:A few awful examples by elrous0 · · Score: 1

      Damn, you beat me to it!

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    15. Re:A few awful examples by elrous0 · · Score: 1

      Actually, it's a symptom of greed. The developers know they're going to sell a helluva lot more console copies of the game, so guess who their primary target audience is? PC versions today are often done as an afterthought and treated like a red-headed stepchild.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    16. Re:A few awful examples by antdude · · Score: 1

      Which game did you help develop?

      Also, people forgot to mention lack of multiplayer in Ghostbusters. :(

      --
      Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
    17. Re:A few awful examples by Anonymous Coward · · Score: 0

      Fallout 3 plays pretty much exactly as all the other Elder Scrolls games played on the PC, particularly its cousin oblivion. A quick read through the fallout wiki shows that pretty much all the bugs in the PC version are in the Xbox 360 version as well, except for issues that have solely to do with Games For Windows Live (which unfortunately likes to make the DLC not work, and hang up and take forever to patch, etc.) Fallout is actually in the same camp as Left 4 Dead where it's ostensibly a PC -> console port, despite them both releasing at the same time.

      Bioshock actually ran pretty well except for being buggy. Having a mouse made the hacking minigame way too easy though.
      A lot of people thought the PC version of the Last Remnant was actually better on PC if you used the gamepad because despite being an extremely direct port, it didn't have any of the awful loading issues the Xbox 360 version had. Similarily, the PC version of Mass Effect has a totally different GUI after everyone complained about the one in the Xbox 360 version.

  15. Most games I can think of by Tukz · · Score: 5, Insightful

    Most games I can think of that got ported from console to PC, suffers from a lot of issues.

    They all have one or more in common:

      - Lack of configuration
      - Extremely high hardware requirements
      - Bad mouse control (acceleration, non-configurable sensitivity etc) Example: Mass Effect 2 got THREE settings for mouse. And it's STILL very high on Low.
      - Low FOV
      - Difficulty setting too low for PC (it's easier when you actually have a mouse to aim with in FPS)

    But these issues are usually something that can get patched eventually.
    The most annoying thing about ports is this:

    They usually make a direct port of the game. What works on console, DOES NOT ALWAYS WORK ON PC!
    On PC, I got an entire keyboard of keys. Allow me to freaking bind actions to em, don't give me 3 "command wheels" or whatever.

    Don't make me "tap" a button to perform a action. Who thought of that?

    I can go on with numerous game design issues, but I think everyone gets my points here.
    When porting a game to PC, there are certain elements you just have to redesign.

    --
    - Don't do what I do, it's probably not healthy nor safe. -
    1. Re:Most games I can think of by BikeHelmet · · Score: 1

      Oh, I fully agree. Mass Effect dialog wheels don't seem to be affected by mouse sensitivity. I have my sensitivity set quite high - about 5x the maximum the UI allows - because I don't have much room to move my mouse around. Navigating through dialog options is a tad annoying.

    2. Re:Most games I can think of by Anonymous Coward · · Score: 0

      I found hardware requirements of console ported games to be favorable. I thought it be the need to optimize for the inferior hardware. ME2 and MW2 run just as fine as their predecessors did. Considering they need to run on the same console, I guess that makes sense.

    3. Re:Most games I can think of by MemoryDragon · · Score: 1

      The hardware requirements of most games are pretty moderate, I have yet to play one game except Crysis which does not run perfectly fluid on my PC with a 80$ NVidia GT, the problem is that most people have shoddy intel integrated graphics controllers in their games, while the consoles have processors 5 times as slow as intels normal above atom offerings, the graphics controllers are 5 times as fast as the ones Intel provides but still way slower than the current bunch of low range cards from ATI and NVidia.

    4. Re:Most games I can think of by insane_machine · · Score: 1

      Oh god, I want to punch whoever came out with "tap" a button to perform an action in the face.

      In GTA IV in the helicopter scene in the last mission, you had to tap a button like 10 times a second for a few seconds. I physically couldn't tap how fast they wanted me to. I ended up installing AutoHotkey to have it try for me.

    5. Re:Most games I can think of by Tukz · · Score: 1

      Apparently it's used quite a bit on console.

      What for? Isn't holding a button or clicking it good enough anymore?

      I can understand if you're suppose to keep a certain pace, but it's rarely the case.

      --
      - Don't do what I do, it's probably not healthy nor safe. -
    6. Re:Most games I can think of by Monkeedude1212 · · Score: 1

      When porting a game to PC, there are certain elements you just have to redesign.

      I agree - the biggest of which is obviously Input!

      And thats what bugs me the most these days, because with most object oriented programming, these are easily interchangeable!

      Setting up a rebindable control scheme is as easy as making a 2D Array - First indexes are all your function keys available for pressing, second indexes are all your functions. You produce a single screen that lets you assign keybindings, this is not anything new - they've been doing it since the 90's. Honestly it takes less than a day to draft it up and implement.

      In fact - it's so easy I don't understand why Consoles don't normally do it either. When I load up Halo 3 - they give me like 4 different prebuilt button configurations (regular, Boxer, bumper jumper - whatever). Why can't -I- decide what button is for jump? Either Consoles controls are so incredibly horribly designed that developers can't seem to get around this insight or they have somehow descended into a dark age forgetting good game design.

      Anyways, this rant is supposed to be about ports to PC's, not the other way around. Bah - I lost my train of thought. Look what you made me do.

    7. Re:Most games I can think of by Happy+Nuclear+Death · · Score: 1

      Don't make me "tap" a button to perform a action. Who thought of that?

      Word. I actually wore out a keyboard's "Shift" key (albeit a $12 Aopen, no big loss) with the stupid "sprint" tapping in Grant Theft Auto San Andreas.

      Had I been sufficiently motivated, I guess I could have set up a macro to save wear on the Shift key, but I shouldn't have to.

    8. Re:Most games I can think of by Anonymous Coward · · Score: 0

      Another issue is disk space. For PC on most ports, they don't even reduce their data redundancy they have for faster disc caching yet they install all redundant data anyway.

      Metal Gear Solid 2 is a big offender of this (10GB in 2003), as well as Just Cause (8GB in 2006 with hardly more unique content to show than their 300mb demo), and Stranglehold (how is a third-rate Max Payne wannabe with practically one environment become 17GB?)

    9. Re:Most games I can think of by centuren · · Score: 1

      The hardware requirements of most games are pretty moderate, I have yet to play one game except Crysis which does not run perfectly fluid on my PC with a 80$ NVidia GT, the problem is that most people have shoddy intel integrated graphics controllers in their games, while the consoles have processors 5 times as slow as intels normal above atom offerings, the graphics controllers are 5 times as fast as the ones Intel provides but still way slower than the current bunch of low range cards from ATI and NVidia.

      The problem I have is not getting a game to run fluidly, it's the irresistible temptation to get it to run fluidly at the highest quality possible on the PC, something that gets complicated when one is dealing with large monitors with high resolution, and many more graphic configuration options than is apparent in the game's UI. Some may consider pushing graphics quality AND fps "wanting it all", but with most games I play, immersion is the most important quality, and certain graphics elements contribute highly to it.

      Taking Fallout 3 as an example, it runs without any problem at full resolution, but not smoothly in every situation with all the graphic options maxed out. Still, using sniper scopes to check for baddies at maximum distance, watching the shadows in a flickering cave, or having the sun come up over the hill in front of me (ruining my strategic position) are all things I aspire to have happen as beautifully as possible -- not to mention working well with various mods of my choice that keep the game playable pretty much indefinitely. From increased numbers of baddies to areas being completely retextured with HQ replacements, it's easy to suddenly find oneself faced with MUCH higher graphics requirements than the console version (by choice, I admit, and as a trade off for getting more).

      You're right that most games will play fluidly with sub-$100 graphics cards, but I don't think that's as true if we consider playing to potential.

  16. Sometimes it's the other way around. by Pallazzio · · Score: 0

    I've played many a shitty console-to-PC port, but every once in a while there is a great PC game that gets ruined when it comes to the console version.

    Worms was always one of my favorite games and I still play it regularly. I was really looking forward to playing the Wii version when I heard about it, but I was severely disappointed.

    Roller Coaster Tycoon is another example of this.

  17. [Protoype] works that way by Polo · · Score: 1

    Prototype is a fun game -- it's got a story line, but you can free-roam and do missions like the Grand Theft Auto series (but with superpowers instead of cars).

    But... It's obviously a console port.

    Most of your actions are based on combos that would be fine with a gamepad, but it kind of breaks down with a keyboard and mouse. I always find myself doing the wrong action because it's hard to chord the correct command for what you want.

    The mouse is a really effective way to control things -- except with this game. You can move around and target something the mouse, but it's pretty ineffective. It works much better if you do the console method. You hit the "target" button to select an enemy to target, then all your attacks go there without you having to aim.

    You know, it really is a fun game, but you can't forget it was designed for a console first, and a lot of the PC power is lost.

    1. Re:[Protoype] works that way by KDR_11k · · Score: 1

      Even on the console there are some control issues with how the game requires you to press multiple face buttons simultaneously.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:[Protoype] works that way by Anonymous Coward · · Score: 0

      At least they took the time to check what gamepad you had plugged in and use a sane mapping for the Logitech Rumblepad 2, unlike any Game for Windows, as they are only supposed to work with XBox360 gamepads apparently (I wouldn't be surprised that if it works correctly with other controls it would be rejected as a GfW). Most Unreal Engine games just have bad mappings, other games wont recognize there is a gamepad connected.

      At least with Unreal Engine games I can edit the ini files to map the controls correctly (specially annoying is the swapped directions on the thumb sticks), but with other games, you have to use either hacked xinput.dll files, map to keyboard with the gamepad's driver or give up and use the keyboard (or give up the game altogether).

  18. Dragon Age? by Anonymous Coward · · Score: 0

    Hey, at least the game that you SHOULD play on a PC is dramatically better. And you still get Starcraft 2 and Diablo 3 coming out primarily for PC. Before you discount these they are all major titles from two different publishers. Since I've been playing a lot of Borderlands I'm going to say its a good if not 100% ideal port as well. PC is definitely the way to play that game.

    The OP seems unnecessary... you're really mostly dealing with shitty Tom Clancy ports and those have all been shitty games for a while.

  19. One good one by gaelfx · · Score: 2, Informative

    I remember playing Megaman X for PC and I was pretty impressed with how well adapted it was to the keyboard. It did away with the whole 16-digit code system of "saving," and in lieu there were actual saved games. Controls were pretty easily changeable (though I used the same setup I do for SNES emus that I normally use. That being said, I've played a couple of the latter PC ports of MMX series and they were ok, though not much different from the original. So I guess I would say that Capcom had the dualism down pat.

  20. Example of SupCom v. SupCom 2 by Fri13 · · Score: 1

    Okay, check out the SupCom2 (Supreme Commander 2) game. The SupCom itself was great and its addon (standalone) added lots of new features.

    But on SupCom2 developers were just thrilled how easy they made the game to play. How they added new tactics and new units.And same time they announced the SupCom2 will come for 3rd generation game consoles as well...

    You say what? a RTS game to consoles? Not everyone own a keyboard+mouse but everyone owns a gamepad.
    Just check out the just released SupCom2 demo and you can notice only one thing, the game sucks. Smaller, Faster, SImpler and lots of simpler strategies. Now it is more like point and click game than a stratetic game.

    When you do games, DO NOT MAKE THEM FROM SIMPLER DEVICES FIRST! (= consoles). Make the game first for the PC platform (and make it available for Windows, Linux and Mac OSX) with all the glory and playability. THEN AFTER THAT, make the slim version of the game to game consoles, with dimmed down controls and blocked areas. You could even rip off all the functionality from the game and you could even then pleasure for both gamers groups, advanced, skilled and smart players. And then those who just want to sit down on coach 2 meters (6 feet) away from screen pushing those 10 buttons just for relaxing.

    1. Re:Example of SupCom v. SupCom 2 by Anonymous Coward · · Score: 0

      Smaller? You realise the campaign maps are meant to be like that?

      http://cdn.medialib.computerandvideogames.com/screens/screenshot_227557.jpg

      Oh look a big map, funny how those exist.

    2. Re:Example of SupCom v. SupCom 2 by KDR_11k · · Score: 1

      I played the SC2 demo and all it contained was some campaign missions, RTS campaigns are rarely worth a damn since the AI is usually set to passive and gives you all the time in the world to tech up and spam units, then crush everything with superior firepower. RTS games don't get really strategic until you're operating on a tight schedule and really have to budget your resources and time. Then you really have to decide what to invest in and when. In a campaign you can just buy everything and attack when you're ready because there's no penalty for being slow and when you have a giant army stomping around it's usually just a matter of attack-moving over everything, no need for tactics because your force is so large nothing can stop it.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    3. Re:Example of SupCom v. SupCom 2 by Anonymous Coward · · Score: 0

      I found the Supreme Commander 2 Demo pretty awesome, actually. The steamlined UI is the best part, especially. The first SupCom's UI took up 1/3rd of the viewable area of your screen, which was just ludicrous.

      I also think that this is a PC game first and a console port SECOND. I don't think that the fact that they made the game more accessible was done simply so that it was adaptable to console controls.

      I welcome the new changes because now I think I can get my wife to play :-)

    4. Re:Example of SupCom v. SupCom 2 by Narishma · · Score: 1

      And same time they announced the SupCom2 will come for 3rd generation game consoles as well...

      Can't wait to play it on my NES.

      --
      Mada mada dane.
    5. Re:Example of SupCom v. SupCom 2 by Dr.+Eggman · · Score: 1

      There's are couple features from SupCom that appear to be missing in SupCom2 that kind of disappointed me. In SupCom you could order factories to assist other factories, and it would essentially take on the next item in its queue. This was great because it eliminated a lot of individual adjustments that and let me control all (or a portion) of my same-type factories from one interface. Supcom2 does not seem to have that ability. The grid placement of buildings feels much the same in SupCom2, but I haven't seen any mention of the benefits of placing energy/mass extractors next to buildings to improve the resource efficiency of that building. However, I haven't really looked into whether this is actually missing or just not mentioned. I kind of miss the discrete tech levels of units as well. Overall, I can't tell if SupCom2 is more streamlined (good) or simplified (bad.)

      --
      Demented But Determined.
    6. Re:Example of SupCom v. SupCom 2 by HAKdragon · · Score: 1

      For what it's worth, SupCom1 also came out for 360...

      --
      "Our opponent is an alien starship packed with atomic bombs. We have a protractor."
    7. Re:Example of SupCom v. SupCom 2 by Anonymous Coward · · Score: 0

      That's still smaller than Seton's Clutch was in the original game. Not to mention I think the unit scale has changed so it's hard to tell how "big" that map is.

      I've already pre-ordered the game, but I am concerned that it may be a dumbed-down version of the original game.

  21. Assassins Creed by isecore · · Score: 1

    ... had awful console-type controls. Game was probably good, but I quit and deleted it after about ten minutes because the controls were completely illogical to a PC-gamer.

    They were essentially gamepad-controls that had been reassigned to keyboard keys. They made no sense to a pc-gamer used to a certain de-facto standard of controls.

    It also had (as I recall) the typical you-can-only-save-when-we-say-so console conversion issues, as well as the wonderful "please don't turn off your console" while saving.

    --
    I enjoy large posteriors and I cannot prevaricate.
    1. Re:Assassins Creed by billsayswow · · Score: 0

      Good god, I was almost at the bottom of the page and was going to eat my own hat if no one mentioned this one. Easily the worst big-name port I've encountered in recent history. The game itself really isn't all that good, but try to copypasta it onto the PC, and it's like they said "Hey, we know you enjoy typing all your documents, so here's a computer where you type your documents by pressing all the keys with this pencil!" Sure, either system on its own works reasonably well, bu you can't cludge them together.

    2. Re:Assassins Creed by Anonymous Coward · · Score: 0

      Those controls actually worked pretty well, once you used them for a little while. They just seemed bizarre when first told to you.

    3. Re:Assassins Creed by iamhassi · · Score: 1

      THANK YOU! I was reading all these posts thinking "was I the only one that tried assassins creed on pc?". Game was awful, there's no way to save and it doesn't explain that anywhere. There's no menu to escape out to either which made it more frustrating. Judging from the increase in horrible ports to pc I'm wondering if someday all the "good" games won't be on consoles, seems with the more powerful consoles and strict antipiracy (how long did it take them to hack ps3? 4 yrs?) it seems devs don't want to bother with pc anymore unless the drm is horrible.

      --
      my karma will be here long after I'm gone
    4. Re:Assassins Creed by tepples · · Score: 1

      It also had (as I recall) the typical you-can-only-save-when-we-say-so console conversion issues Would you rather have had NetHack-style the-game-is-saved-continuously-even-when-you-die save mechanics?

    5. Re:Assassins Creed by Anonymous Coward · · Score: 0

      YES!! Oh man, I thought I was the only one. Everyone talked about how great the game was, so I tried it out. Once. And then deleted it. The controls for the keyboard was horrible. I couldn't see how people actually *LIKED* this game. I... I thought there was something wrong with me.

  22. Oblivion by Anonymous Coward · · Score: 0

    Interface. Nuff said.

  23. GTA IV! by Hurricane78 · · Score: 2, Informative

    Starting out with more bugs than a jungle, and the only patches available being on gamecopyworld.com
    And then having up to 3 seconds of input lag (time between pressing a key, and the car reacting).

    But only when you saw how crappy the graphics were, and how the game was slow like a dog, did you know that it was a console port.
    The graphics card was irrelevant. The only thing that counter, was if you had more than 2 cores.
    Because apparently, they implemented the PS3 vector processors in the CPU, instead of the vastly more powerful graphics cards.

    --
    Any sufficiently advanced intelligence is indistinguishable from stupidity.
    1. Re:GTA IV! by Rogerborg · · Score: 3, Funny

      All that, and crappy DRM as well. It's like they punched you in the nuts, then whined that you hurt their fist.

      --
      If you were blocking sigs, you wouldn't have to read this.
    2. Re:GTA IV! by JAlexoi · · Score: 1

      The cracked version is same crap. It's good that I played both the retail and the cracked version before deciding on the purchase. I did not go for the PC version of the game as a result.
      Now you can count me as a lost sale you f**ktards! And I am an actual LOST sale not due to piracy.

    3. Re:GTA IV! by JAlexoi · · Score: 1

      The cracked version is same crap. It's good that I played both the retail and the cracked version before deciding on the purchase. I did not go for the PC version of the game as a result. Now you can count me as a lost sale you f**ktards! And I am an actual LOST sale not due to piracy.

      PS: I will not buy the game for any platform, and played it for lono nger than 15 minutes. Nor will I actually play the game illegally.

    4. Re:GTA IV! by iamhassi · · Score: 1

      You're right, it's probably one of the few programs that require a quad core processor to function properly

      --
      my karma will be here long after I'm gone
    5. Re:GTA IV! by Anonymous Coward · · Score: 0

      I bought a 360 after purchasing GTA4 on steam and being unable to play more than 30 mins without a crash.
      The constant crashes were related to having more than 1 core...

    6. Re:GTA IV! by qwertyatwork · · Score: 1

      You must have missed the press released. It wasn't a crappy port, it was future proofed. It was designed so that when someone buys the game 20 years from now it will take advantage of the new hardware. Derrrrrr!

    7. Re:GTA IV! by mrman18766 · · Score: 1

      The graphics card was irrelevant. The only thing that counter, was if you had more than 2 cores. Because apparently, they implemented the PS3 vector processors in the CPU, instead of the vastly more powerful graphics cards.

      Thank you. I built myself a new rig w/ a core i7 and was not sure what all of the commotion was about, that would explain why I had a somewhat decent experience!

  24. Resident Evil 3 - Arrow Keys to Aim by Anonymous Coward · · Score: 0

    In the PC port of Resident Evil 3, you actually have to use the arrow keys to aim in this third-person shooter. I'm fairly sure you can't change the resolution or any of the rendering settings, either. I made sure to throw it away separately from my other trash and filth for fear of corrupting my normal household refuse.

  25. MW2 by james.mcarthur · · Score: 1

    Its a great console port, once you get past: a) They'll pick the server you play on, too bad if the server is 200ms away from you b) If the server decides they've had enough then you'll sit there whilst it "migrates" you to a new host. Fingers crossed the migration doesn't "fail" c) In game console? Don't need that, most gaming consoles don't have keyboards. d) Dedicated servers? Pfft e) Community generated content? Only if they can turn it into paid DLC.

    1. Re:MW2 by bigstrat2003 · · Score: 1

      f) Costs $10 more than every other PC game on the market for no justifiable reason.

      I was going to buy MW2 on release day until they did that shit. Now, I'll still buy it, but not until it's $50 or less. I won't pay one damn penny more than the market standard price for a game (unless maybe it's so spectacular that it deserves more, but MW2 is a fairly standard FPS. Well-done, but nothing special).

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
  26. Viva Frakkin' Pinata by Anonymous Coward · · Score: 0

    It was on sale, and I thought it would be a cute little gardening sim for the spousal unit who loves her Sims.

    Now I realize I had a POS graphics board, but it ran Civ III acceptably well, though Civ IV was slightly laggish, but hey...gardening sim. How many textures does it need to map, anyway? And besides, this a genre whose target audience is even happy with ASCII text ( http://www.bay12games.com/dwarves/ ).

    It ran like it was being run in a 360 emulator running on a C64.

  27. Gamepad: a horrible input device for aiming/camera by El_Muerte_TDS · · Score: 1

    A gamepad works great for fighting games, and the standard fixed perspective jump 'n run platform games. But it is really terrible for games where you actually have to aim. It annoys the hell out of me that I can't get the camera where I want with games like Uncharted and Brutal Legend (don't own that many console games). Gamedevs often try to be clear and compensate for this horrible input method. These clever tricks of course should be removed ASAP for the PC version, because there you have a good device for moving the camera and aiming, i.e. the mouse.
    Camera control is still a major problem on consoles, the often doesn't behave as you want it to. That with multiplaform release there are also bringing this problem to the PC. For example, quite often in Mass Effect 2 (which has good controls on the PC, but an annoying UI) the main character doesn't pop up after taking cover. Suddenly the camera is on the right of the character, being blocked by the a bit of scenery (which you used for cover). As a result, you can no longer see the enemy.

  28. As a games developer by Anonymous Coward · · Score: 5, Informative

    As a games developer, its really pisses me off too.

    Thing is the word "port" is a misnomer. Since in development dev kits are rare and expensive so only the more senior guys get them or you have to share.

    This means there is (and must) always a working PC build on the go. Yep, all console games start life as PC games, you don't code directly on the console, your in Visual studio. Also a lot of the testing is done on PC as its a hell of a lot easier to debug and for large periods of devlopment your console builds might not even be working. For instance on our AAA title the Playstation 3 build spends half of its time utterly dead. (Fyi the Playstation 3 is a terrible console and is actually less powerful than a 360, the graphics power is especially poor)

    So there's no excuse for putting out a bad PC release, its just lazyness. or more likely bad producers and their corporate overlords dailing to listen to the concerns of the designers and pushing out a shoddy product.

    One fo the problems also is when the art is created for the console. Art in a decent environment should be compiled together choosing correct sizes, resolutions, compressions for the platform. This often isnt done. This means that a texture that looks nice and crisp on the console will look utter pants on the pc at 1920*1080 as it will be having to upscale the mips.

    What should be done is that each platform should have people responsable for it at each step of its production. That would ensure you don't end up with terrabad "ports". Try pitching that to management tho. :(

    -Anon because I don't want to be fired. :D

    1. Re:As a games developer by Anonymous Coward · · Score: 1, Insightful

      You work at the wrong studio. I have three dev kits in my office, and there's nobody on the team that doesn't have one. The cost of a dev kit is miniscule compared to the cost of a developer.

    2. Re:As a games developer by Anonymous Coward · · Score: 0

      What kind of cheap-ass publisher do you work for that doesn't provide kits for the entire team? We have 360 and PS3 dev kits *per artist* and we make low-budget titles. Not coincidentally, we don't have a full-featured Windows build. Just a model viewer and world editor.

    3. Re:As a games developer by Anonymous Coward · · Score: 0

      This in Bioshock 2.

      I noted that at 1920x1080 (monitors native res) everything looked like crap, but as soon as I turned it down to 720p it looked a whole lot better. The textures were designed to be upscaled to xbox resolution, but if your rig beats an xbox then playing at max settings actually looks worse.

    4. Re:As a games developer by Anonymous Coward · · Score: 0

      It sure sounds like you work at a different kind of development studio than I do. Dev kits for consoles are common - all developers have at least one for each platform we are working on, people working on multiplayer aspects often have two of each. None of our console games start life on the PC, they start on one of the 'main' consoles (360 or PS3). We constantly test on all the platforms we are developing for; every day a new build is released to our artists, designers, and QA. If it's not working, we drop everything and fix it.

      It's unreasonable to assume that every PC gamer owns multiple controllers - supporting keyboard and mouse is a must. However, keyboard/mouse is fundamentally different from 360/PS3 controllers, which are in turn fundamentally different from the Wiimote/nunchuk combination. It takes time and effort from several disciplines to make any of these work well.

      Finally, it's not laziness, it's economics - a company should put the most effort on the version that it expects to make the most money on, balancing difficulty of development against the number of units sold and price per unit. For many games, building out the huge volume of art assets is a large chunk of the overall development cost - to make it cost effective at all, you must use the data across multiple platforms (downsampling algorithmically for the Wii in most cases, since it's effectively a last-gen machine in terms of RAM, processing power, disc space, etc.). But there isn't any such thing as upsampling, and since the PC is rarely the lead sku (for us it's usually fourth, sometimes third on the list for projected sales), we don't set our base art specs for it.

      But I digress...

      At some point, though, a company should realize that all they are going to do by releasing a bad PC version is hurt their own reputation and keep it off of store shelves.

    5. Re:As a games developer by Anonymous Coward · · Score: 0

      Expensive? PS3 dev kits can be had for $900. (These aren't the best dev kits with the separate debugging hardware, but the $900 kit can be used to develop and debug quite reasonably.)

    6. Re:As a games developer by Anonymous Coward · · Score: 0

      >(Fyi the Playstation 3 is a terrible console and is actually less powerful than a 360, the graphics power is especially poor)

      Or maybe your company has terrible developers. I have yet to see a game that looks as good as Uncharted 2 on the 360.

    7. Re:As a games developer by Renraku · · Score: 1

      So if the graphics power were 'especially poor' then most 360 games would beat 360 games in terms of graphics, right?

      That doesn't seem to be the case. The consoles are more or less equal, and if anything, the PS3 graphics are slightly better than the 360.

      Sounds like a fanboy/troll to me.

      --
      Job? I don't have time to get a job! Who will sit around and bitch about being broke and unemployed then?
    8. Re:As a games developer by centuren · · Score: 1

      This means there is (and must) always a working PC build on the go. Yep, all console games start life as PC games, you don't code directly on the console, your in Visual studio.

      In your experience, is this stage of development done then with Direct3D? What graphics library does an early console game developed in Windows tend to use? I'd expect a Microsoft product if intended for the xbox360, but does the same go for, say, PS3 games? I'm wondering why so many games/game ports come out for PC with Windows technology (vs OpenGL/etc, and companies like Id Software that have produced multi-platform games at launch). Is it the toolset, or perhaps the capabilities/limitations of the tech?

    9. Re:As a games developer by cgenman · · Score: 1

      You realize that if you build textures for 1080p, yet are running under the hood at 720p (most console games do), you're throwing out 1/2 of your budgeted texture memory? And you can't do a direct downpull from 1080 to 720, because the pixel information is wrong and it looks like a blurry mess. Otherwise, you want to build your texture at much higher resolution and downrez to both 1080p and 720p, which drives up your texture creation costs significantly.

      The PC development versions of console games are just skeletons to help get the real version running. They're not optimized, they have all of the console buttons and helps, the framerate can be erratic, effects may or may not run, they don't respond to standard system hooks... They're not full versions, they're approximations of the real version, which helps streamline the pipeline. And frequently they'll only ever run on the configuration that the developer uses. They crash like mad, and good luck running in a foreign language or changing your HDD letter. They're not intended or ready for prime time.

      Ultimately, it comes down to money. Valve has a great distribution channel on the PC and a cadre of eager buyers, with lots of demand for their project. They can afford to lavish attention on their computer versions. A PC port of Ninja Blade, on the other hand, might net 50k sales. Assuming $25 to the publisher for each of those sales (generous over the full discounted lifespan of the project), that's 1.2 million dollars to play with. Assuming 1/2 goes to distribution overhead (box art, manufacturing, pc sound library licensing, middleware, etc) that leaves 600k to play with. 1/2 of that probably has to go to profit to make it worth doing at all. So that leaves 300k. Assuming that each worker costs 2x again in materials overhead, worker's comp, etc, that's about 1.5 employees for a year keeping an eye on the PC port. That's not nearly enough to hire more artists to create larger texture bases or segment the development team. That's enough to have one guy struggle to port console specific code throughout the last half-year of development, then throw a couple of spare QA and a cleanup artist for one last month. Any more than that, and the PC version isn't financially worth being bothered about.

      - Laid off, so I don't care.

    10. Re:As a games developer by Anonymous Coward · · Score: 0

      Likewise. The difference in graphical quality between the two is so obvious that even my Dad can tell that the PS3 is better. You can only truly assess this by looking at the exclusive titles though, since most games released on both platforms are designed for 360 and then ported to PS3, so naturally the PS3 will look inferior in those cases.

      The other part is that people still don't know how to use the PS3s architecture properly yet. That will improve in time, just as it did with the PS2. Just look at the difference in graphics between the release titles and the last few AAA releases on that console, and compare them to the original X Box. The X Box looked way better than the early games, but couldn't hold a candle to the later releases.

      Ultimately the Microsoft consoles, as amazing as some of their games are, are simply a modified PC. The Sony consoles, on the other hand, are dedicated games platforms designed from the ground up to play gorgeous games.

      BTW: Not a PS fanboy. I'm a Nintendo fan :P

  29. Resident Evil 4 PC... by yourtallness · · Score: 5, Informative
    • Almost no shading and piss-poor textures. They were sensible enough to release a patch for this. Patch had no bounds checking for disk space. If you had too little disk space, the installer would fail without any hint as to why.
    • X-box key names. Imagine having to remember what key press you mapped the X-box key to when it flashes on the screen while trying to avoid certain death by a rolling boulder.
    • No mouse support...
    • Forced 16:9 letterboxed display

    Despite their hard effort (or lack thereof) to make the game piss off PC owners as much as possible, the game was still awesome.

    1. Re:Resident Evil 4 PC... by RobDollar · · Score: 0

      Totally agree, RE4 has to be the shining example. I'd played the game through on PS2, picked up a copy for PC and was completely baffled by it.

      They did eventually sort of fix it, but in it's original form RE4 was definitely the mother of the bad ports, and a taste of things to come.

      No mouse support on a pc shooter is just crazy.

    2. Re:Resident Evil 4 PC... by valentingalea · · Score: 1

      Yes but the PC community struck back:
      * you could re-patch the game with the original Gamecube textures
      * special mouse emulator was created
      * custom all-new shaders

      All in all - the PC version ended up looking the most awesome:)

    3. Re:Resident Evil 4 PC... by iampiti · · Score: 1

      It was very obviously a port of the PS2 version since it had its crappy textures and the non interactive parts where video files (like in the PS2) instead of being rendered in-engine (as in the original Gamecube game). I guess the reason it that many games had been ported from the PS2 to PC and very few (any?) from the Gamecube and hence porting from the PS2 version was fast(er) and cheap(er)

  30. List of terrible port errors. by Tei · · Score: 5, Interesting

    - FOV settings, the fov is related to the distance to the viewer. On a PC, people is near the screen, so the FOV sould be higuer, is just a number, but even 90 million dollars videogames forget to change it on the PC. Out of lazyness, is not modified. (note: It may need to recompile some maps, and edit some weapons a littel).
      - Stupid messages "Don't shutdown the machine"
      - Savepoints, but thats parts of the mechanic, and can't be fixed
      - Autoaim, thats helps pad users, because you can't properly walk and aim on a pad (seems) so need autoaim. With a mouse, you don't need autoaim. Out of lazyness, is not deactivated.
      - HORRIBLE server browsers or lack of server browser. Idiot-box with a single button. Lack of dedicated servers. A whole horrible bad network experience, with not community sense and not respect to the PC values of freedom and user control of the experience.
      - The game greets you with a "Press ENTER". This is a arcade saloon artifact from 1982. It has not reason at all on a PC.
      - Use of bloated middleware. .NET, Windows Games For Live, etc.
      - Unoptimized code. Code written for the console, that runs poorly on the pc.
      - Smallish maps. Since the consoles are serius ram limits (like 512 MB or less) some maps are really small, and you see lots of "load screens". On the PC proper games use streaming to have not load screens, or the maps are giganteous large.
      - Quick Time Events. These things work ok with a pad, on a keyboard are something like a "learn where the A and B key are on your keyboard" minigames. Don't work at all on the PC.
      - Weird resolutions. If your game don't support 1280x1024, your game is shit, cause this is a normal (low) resoultion for lots of LCD. This force people to use lower resolutions that looko blurry, and with enormo pixels.
      - Lack of configuration options. The console people like FEW options, the PC people like MORE options. Add a FOV setting, and autoaim settings, a resolution setting, a bloom setting.
      - Use of the UNREAL engine. This engine don't support things like AA, so you have to force AA on the driver, but it don't work on some engines. Games like Borderlands suffer of this. Unreal could be a decent engine for consoles, but is BAD for the PC, because is optimized for the consoles.

    I could continue, but I am wasting my time here. since most of these problems are out of lazyness. Disabling autoaim sould take a well managed company only 1 hour of time, If people don't know you have do disable autoaim for the PC, what the hell are you doing near a "conversion to PC" proyect?

    --

    -Woof woof woof!

    1. Re:List of terrible port errors. by Anonymous Coward · · Score: 0

      Use of the UNREAL engine. This engine don't support things like AA, so you have to force AA on the driver, but it don't work on some engines. Games like Borderlands suffer of this. Unreal could be a decent engine for consoles, but is BAD for the PC, because is optimized for the consoles

      Actually Unreal engine is optimized for PC. It allows you to configure literally _everything_, even when the GUI doesn't allow it.

    2. Re:List of terrible port errors. by Anonymous Coward · · Score: 1, Informative

      " - Use of the UNREAL engine. This engine don't support things like AA"
      AA will (often) not work in the Unreal 3 Engine if your computer is unable to run DX10. You need to upgrade your Operating System and/or your Graphics card.

    3. Re:List of terrible port errors. by Anonymous Coward · · Score: 0

      Correct. AA and Post Processing effects to go well together. In DirectX 10 Microsoft added a step in the rendering process so that you can still do AA before going into the post processing step. You don't want to render everything to double the size and then down-sample.

    4. Re:List of terrible port errors. by tepples · · Score: 1

      Use of bloated middleware. .NET, Windows Games For Live, etc.

      Isn't that backward? Don't you have to use XNA (based on .NET) to develop for Xbox 360 unless your company has prior commercial titles on another platform?

    5. Re:List of terrible port errors. by Z8 · · Score: 1

      FOV settings, the fov is related to the distance to the viewer. On a PC, people is near the screen, so the FOV sould be higuer, is just a number, but even 90 million dollars videogames forget to change it on the PC.

      This is my biggest pet peeve and a total mystery to me. For most games that don't adjust the FOV (causing nausea in lots of people BTW), you can google to find a hack on some forums. Usually it works fine after changing, as you said, a single number in an .ini file. How can you spend millions on a port and not change a single number?

    6. Re:List of terrible port errors. by Anonymous Coward · · Score: 0

      what??

      the Unreal engines have always been PC engines first and foremost.

    7. Re:List of terrible port errors. by kalirion · · Score: 1

      - Smallish maps. Since the consoles are serius ram limits (like 512 MB or less) some maps are really small, and you see lots of "load screens". On the PC proper games use streaming to have not load screens, or the maps are giganteous large.

      Hmm, I recently played Just Cause on the PC, and while it has some of the faults you mentioned (some autoaim, lack of options, stupid messages when saving games), I was impressed that the only time you see a loading screen is before/after a cutscene. You can literally fly/drive/swim from one end of the HUGE (at least Morrowind size) game world to the other uninterrupted. Don't know if it was the same on the X-Box...

      Interestingly enough, this port does not support gamepads.

    8. Re:List of terrible port errors. by kalirion · · Score: 1

      FOV settings, the fov is related to the distance to the viewer. On a PC, people is near the screen, so the FOV sould be higuer, is just a number, but even 90 million dollars videogames forget to change it on the PC.

      What does that mean for movies? You'd think you'd need a different FOV when watching the same movie in a theater, on your HDTV, and on your monitor?

    9. Re:List of terrible port errors. by Anonymous Coward · · Score: 0

      FOV should not be changed regardless of how close you sit to your display. It has nothing to do with that, it for difference in aspect ratio. If you are running an old 4:3 aspect display and you increase FOV to match a 16:9 aspect screen, the only thing you are going to accomplish is a fisheye lens effect.

  31. F**** consoles by Anonymous Coward · · Score: 0

    Gaming on consoles is horrid and have ruined the PC-gaming market ever since.
    All you console faggots should get noma.

  32. Most sadly by yoshi_mon · · Score: 1

    I've found that most games that play on both a console and PC/Mac suffer when your playing them on anything but a console. It's simply that when designing a game that is going to be run on the console at all your much better off playing to that lower common denominator than the other way around. Or to put it another way you will end up just having a massive kludge of a console game that was designed for the level of complexity that can be done on a real computer.

    Even with the Mass Effect series which I have enjoyed I still think how much better the game would be had it been designed as a PC only title. But sadly that is not where the money is at.

    --

    Really, I know what I'm doing...Ohhhh, look at the shiny buttons!
  33. For all the negatives... by CaPn+Corelian · · Score: 1

    ... here is a positive: Colin McRae's Dirt2: the game feels so polished on the PC that I'd think it was designed for it.

    Another negative: NFS shift: there's no way to avoid watching the 10 second or so video clip at the start and re-start of every race if you don't press the 'A' button... which it seems cannot be mapped to the keyboard or to a button on a non-xbox controller... very annoying when trying and re-trying to get a race right.

    Tip: With the pinnacle game profiler program and enough patience you can customize your controller to cover for the lack of attention the game developers put on the port to the PC.

  34. Two words: Resident Evil by Antique+Geekmeister · · Score: 1

    The translations of the controls from console to keyboard for various Resident Evil games was awful, especially in recent releases. Many were unplayable unless you used cheats, because you couldn't control character motion well enough in combat scenes.

    1. Re:Two words: Resident Evil by kalirion · · Score: 1

      From what I've heard, RE5 is a pretty good port. PC Gamer actually called it "the best port in the history of ports" or something like that.

  35. Completely Unplayable by chronosan · · Score: 1

    Onimusha 3 anybody?

    1. Re:Completely Unplayable by raynet · · Score: 1

      Was that port almost like PS2 emulator bundled with the PS2 version of the game?

      --
      - Raynet --> .
  36. ST:Legacy sheeples! by Anonymous Coward · · Score: 1, Informative

    Can't be forgetting that piss poor game. It was merely ok on the Xbox360 but the pc port was horribly done. Not as bad as others but more than bad enough!

    Mass effect though, a great game but a bit of a crappy port. And OH! the bugs!!! And let's not forget the SDK. Hold on..what SDK?

    With love
    The Anonymous Coward.

    1. Re:ST:Legacy sheeples! by kcbnac · · Score: 2, Informative

      Dear GOD YES. I was wondering when someone would mention Star Trek: Legacy...hey, lets not put in ANY in-game system for rebinding keys, reference the 360 controller in all the tool tips, oh and not bother binding these 4 keys that you NEED to complete the campaign, oh and it is a space game in 2-D space. (Sure you can fly "up" about 10 feet)

    2. Re:ST:Legacy sheeples! by Anonymous Coward · · Score: 0

      Surely you mean "up" 5 feet or "down" 5 feet?

  37. Deus Ex 2 by ElusiveJoe · · Score: 4, Insightful

    Every time I see it, I curse both Ion Storm and Microsoft.

    The 64Mb memory of Xbox lead to room-sized levels. I had a feeling that game designers were more concerned about advertising this console graphics (oh, look, we have shaders and are not afraid to use them), than actually making a decent game. The six-button controller crippled the interface. The teenager target group lead to oversimplified gameplay (same ammo for pistol and flamethrower, WTF?) and a stupid plot (virtual Britney Spears clone is remarkable).

    And despite all that, it ran really slow on my PC, which had four times more RAM and a better videocard than this X-crap.

    1. Re:Deus Ex 2 by Tim+C · · Score: 1

      Hear hear.

      Also, Thief 3. The original game was a masterpiece, and Thief 2 built well on its foundations.

      Thief 3 was pretty, I'll give it that, but it was rendered half brain dead by being designed for console compatibility. Watered-down, simplified game play, and levels that actually had clouds of fog representing the transition point between "bit you have loaded" to "bit you need to load"; walk into one and it told you what was happening and sought confirmation.

      Way to kill the immersion that was one of the best features of the first 2.

      Oh, and while we're on the subject, Bioshock. Great game, but given it's essentially System Shock 3 it too was dumbed-down too much in order to cater to the console gaming crowd.

    2. Re:Deus Ex 2 by Kamineko · · Score: 1

      You didn't think that the inclusion of NG Resonance as a sinister, omnipresent construct created by the WTO for the purposes of intelligence gathering was genius?

    3. Re:Deus Ex 2 by ElusiveJoe · · Score: 1

      No, I thought that was too obvious and stupid.

      Oh, I forgot to mention, the game is way too repetitive. Decorations change slightly, but everywhere there are Omar, Ms. Spears and two other organizations, whose names I can't even recall. Just making up 4 competing fractions is not enough even for a RTS game plot, you need some... well, plot.

    4. Re:Deus Ex 2 by mackil · · Score: 1

      You can throw Thief 3 into that bag as well. We went from huge levels in Thief 2, with seemly endless places to explore, to tiny little city blocks with ghost like floating fog separating areas. Seen by a guard? No problem! Run unto the ghostly fog and you're good to go in the next area. Talk about taking the player out of the game.

    5. Re:Deus Ex 2 by Happy+Nuclear+Death · · Score: 1

      The unfortunate outcome of Thief 3 breathed new life into the Thief 2 fan mission community. Over 5 years after T3's release, you can still find more new T2 fan missions than T3 fan missions.

      I think this is explainable by a few reasons:

      The level editing tools for T3 are supposedly quite poor, compared to what exists for T2 (here I'm relying totally on hearsay, as I haven't the requisite patience to develop my own levels).

      Also, there are major things missing in T3 that people had got used to in T1 and T2: no swimmable water, and no rope arrows.

      Eidos devs reported that they simply could not get rope arrows to work, despite lots of effort, so we got those goofy Spider Man gloves. Apparently the Havok engine doesn't handle water immersion, thus the "fall into the water = die" at the harbor.

    6. Re:Deus Ex 2 by Anonymous Coward · · Score: 0

      Deus Ex 2 is an obvious and stupid kinda world... :/

  38. Et tu? by WinstonWolfIT · · Score: 1

    An post? Not the most mellifluous way to start off with a post to the /. crowd n'est ce-pas?

  39. You Were Starting The Game Wrong by BRock97 · · Score: 2, Interesting

    The new Prince of Persia reboot ensured that I won't buy a PC game from Ubisoft ever again. It suffered from the same "Let's fill the UI with references to console-controller buttons" issue.

    I had the same problem if I started the game from a shortcut I created to the executable. If I used the launcher from the game disk, all the UI references to the console controls went away.

    With respect to the port, I played it on both the PC and the PS3 and enjoyed the PC version since the graphics were very crisp compared to the console and I like the mouse/keyboard combo.

    --

    Bryan R.
    The price of freedom is eternal vigilance, or $12.50 as seen on eBay.....
    1. Re:You Were Starting The Game Wrong by Sowelu · · Score: 1

      I got it from Steam, and running it from Steam still had a console UI. Any idea what specifically I'd need to do, in order to get a real UI back?

    2. Re:You Were Starting The Game Wrong by BRock97 · · Score: 1

      I'll have to dig out my old game disk since I bought it from a brick and mortar store and see what's different. Let me see if I can find out.

      --

      Bryan R.
      The price of freedom is eternal vigilance, or $12.50 as seen on eBay.....
    3. Re:You Were Starting The Game Wrong by Sowelu · · Score: 1

      Thanks! I appreciate it.

  40. FEAR 2 by Anonymous Coward · · Score: 0

    What a let down.

  41. Nostalgia by AlgorithMan · · Score: 1

    Do you remember the "insert coin" messages in console games, back in the days?

    --
    The MAFIAA is a bunch of mindless jerks who will be the first up against the wall when the revolution comes
  42. Saints Row 2 by Loosifur · · Score: 1

    For those unfamiliar, it's basically GTA but slightly more tongue-in-cheek, with a heavy emphasis on character customization, a la Def Jam: Fight for New York, or The Godfather. It's a blast to play. It's really one of my favorite games. Which makes it all the more bitter that THQ did such a crap-ass job of porting it.

    I suspect that Ctrl and left-Shift are mapped as shoulder buttons, because that's how you scroll through the in-game menu, not with the arrow keys or the mouse. Despite having graphics that are really about five years behind the times, it chugs along at about 30 FPS (I run Crysis on highest settings at 1280 x 1024 at 60 FPS), dipping down to the 20s when there's a lot of drawing on screen. That's tolerable, except for the fact that a bug that only exists on the PC causes the frame rate to hover around 10 whenever you drive a car past a certain speed. No patch for this, of course.

    You drive a lot during the game, like most GTA-style games, and you can't steer with the mouse. There are two radial menus, one mapped to an analog stick, and one mapped to the D-pad. The stick menu, for weapons, is also mapped to number keys. (Good port!) The D-pad menu, for health items, is bound to the arrow keys. (BAD PORT!) Consider that the time you most need to use health items is generally when one hand is holding the "run the hell away" button and the other hand is using the mouse to shoot or steer. These cannot be remapped to any other keys. Also, nothing can be mapped to mouse buttons other than the wheel or left-/right-click.

    It's maddening, because all of these things tarnish what it otherwise a great game, and the control aspects at the very least could be fixed easily.

    --
    This unbiased moderation brought to you by the Porcine Aviation Group!
  43. Possibly 'all of the above' by XahXhaX · · Score: 1

    But just a few of the most common gripes:

    Lionhead did a commendable job porting Fable, but in translating the controls to keyboard+mouse, they completely neglected joypads or any alternative input devices. The first thing we saw were customers downloading Joy2key just to adapt, which produces twitchy results and demonstrates that the devs clearly failed to test it against a real group of gamers because anybody could have pointed out that people would want to plug in a controller. (It's either this or the far scarier scenario where Lionhead apparently didn't realize you can even use peripherals on a PC.)

    Sadly that's not the only game, while others have it the other way and fail to adapt decent keyboard+mouse controls. Still others like one of the Spiderman games wouldn't even accept my non Xbox controller as an input device, even though Windows and everything else registers it fine.

    I see a lot of ports that fail to take advantage of the basic hardware superiority of a PC, right down to increased screen resolution, or even wide screen displays. Sadly some native PC games are even guilty of this (I think Doom 3 and/or Quake 4 were in this group)

    Many more fail to appreciate the fact that while one-size-fits-all may be the creed of the console companies and their audience, PC gamers are accustomed to settings and expect the freedom to tweak for performance. We're not simpletons that need tech support to plug A/V cables into a TV, and would-be port developers need to recognize this by adding the full list of options for shadow detail, texture resolution, etc. if for no other reason than because that's what the other PC games offer and your product will look half-assed and inferior by comparison. And may your gods help you if you don't fully support keyboard configuration, and I get stuck using some WASD, RDFG, or whatever scheme with no recourse to change it.

    The top complaint should be the steep system requirements, which often make the clearest indication that studios and their developers aren't even _trying_ to produce a decent port. We understand that you can't directly convert the specs of an Xbox 360 to PC as if they were sporting the same architecture and there is no overhead from the OS and other running tasks. But when a game runs fine on the limited hardware of a console, yet states ten times the system memory, GPU memory, etc as the minimal PC requirements and you still get framerate issues it makes one wonder if they bothered to optimize any of it.

    Another issue is support, because I see too many games released, followed by the predictable fan response on official forums about bugs and errors, and months later no patch has ever surfaced. Some games are known for having to rely on third party unofficial patches, or even developers personally releasing their own fixes independent of the company. If you want the respect (and positive reviews and money) of the PC community, then you need to expect to stand behind your product. Which isn't to say every kid who can't understand how to update his video drivers needs to be placated, but you can expect to alienate your own fan base by outright ignoring+abandoning them once you have their money.

    The last complaint I'll add involves DRM. I think it's lovely that you--whether you're a developer or publisher--believe that the Nintendo Wii or whatever is 100% secure and are fully committed to the myth that piracy only affects the PC.

    The problem is when you try to introduce the same false sense of security into your spiffy PC product in the form of DRM, because too often that has arrived in the form of rootkits/Starforce/et al. PC Gamers are often fanatical about things like system maintenance, and we've learned to notice the details like inconspicuously placed services and entries to the Run keys in our registries. Frankly, it's a violation because the lone act of _us_ paying _you_ money by buying your product does not give you the right to take over our system and do what you will. And until you can come up

    1. Re:Possibly 'all of the above' by CronoCloud · · Score: 1

      Many more fail to appreciate the fact that while one-size-fits-all may be the creed of the console companies and their audience, PC gamers are accustomed to settings and expect the freedom to tweak for performance. We're not simpletons that need tech support to plug A/V cables into a TV, and would-be port developers need to recognize this by adding the full list of options for shadow detail, texture resolution, etc. if for no other reason than because that's what the other PC games offer and your product will look half-assed and inferior by comparison.

      Console gamers aren't simpletons either, we may want our games to be with minimal fuss, but simple we aren't. But developers and PC gamers alike (and developers are often PC-only gamers themselves) underestimate us...still. It's like they think it's still 1987 and we're all 10 year olds playing NES's or something. I don't need tech support to tell me how to hook up AV cables and I can handle having options in the settings to change the text UI size for example.

  44. Halo by iamhassi · · Score: 1

    Despite the fact Halo is to xbox that Mario is to Nintendo, the pc port was very good. I only played the game on a pc, and although it needed a much more poweful pc than the xbox's 733mhz it never felt like a port. Controls worked well with keyboard and mouse IMHO.

    --
    my karma will be here long after I'm gone
    1. Re:Halo by Chaos+Incarnate · · Score: 1

      They worked, and for some of the run-and-gun stuff I found myself going from gamepad back to controller. But I think the vehicles controlled much better with a gamepad.

      --
      Benford's Corollary to Clarke's Law: "Any technology distinguishable from magic is insufficiently advanced."
    2. Re:Halo by spyrochaete · · Score: 1

      Halo was released on PC many years after its Xbox debut and despite the very dated and blocky graphics the performance was incredibly poor. The frame rate was so low that many PC gaming magazines used it to benchmark PCs and video cards alongside much more attractive games like FEAR and Quake 3. Amusing, considering the game was a PC-only title for a while.

    3. Re:Halo by centuren · · Score: 1

      Despite the fact Halo is to xbox that Mario is to Nintendo, the pc port was very good. I only played the game on a pc, and although it needed a much more poweful pc than the xbox's 733mhz it never felt like a port. Controls worked well with keyboard and mouse IMHO.

      I was going to counter this by complaining about Halo's multiplayer on the PC, but I think that's more a game complaint than a port complaint. Instead I'm going to second this, and say that Halo played just fine on a mouse and keyboard (if we assume that vehicle driving is never exactly right with a keyboard to steer). It didn't feel like a port, but it did feel a little "console-ified" as an FPS. Well, I was a Quake 2/3 deathmatch guy at the time, so that's likely a matter of biased opinion.

    4. Re:Halo by centuren · · Score: 1

      Halo was released on PC many years after its Xbox debut and despite the very dated and blocky graphics the performance was incredibly poor. The frame rate was so low that many PC gaming magazines used it to benchmark PCs and video cards alongside much more attractive games like FEAR and Quake 3. Amusing, considering the game was a PC-only title for a while.

      I remember getting the performance and graphics I expected out of Halo with my Mac Games port, played on a PPC Mac Mini. I don't know if a Mac port of a PC port of a Console game is any different.

  45. Deadly Spaces by Kamineko · · Score: 1

    The problems in the PC version of Dead Space are well-known: delayed movement, delayed aiming, partially rebindable keys (you can't use the cursor keys to walk because they're permanently bound to the RIG menu), etc.

    1. Re:Deadly Spaces by Ravenger · · Score: 1

      Being left handed I was dismayed when I found out you couldn't re-bind the arrow keys in Dead Space. Why do developers do this? if you can re-bind one key you should be able to rebind them all.

      Luckily a clever guy called Kenny managed to hack the binary control file and allow you to use the arrow keys for movement.

      http://www.kennynet.co.uk/2008/12/22/dead-space-with-arrow-keys/

    2. Re:Deadly Spaces by Anonymous Coward · · Score: 0

      What a nice chap. He even stuck around in the comments to help folks out.

  46. FF7/FF8 by rsilvergun · · Score: 1

    I can't believe nobody mentioned Final Fantasy 8. It was running on an emulator, it even had some of the same graphics bugs that EPSXE had at the time (square hit boxes were visible on the maps). To be fair all they had to go on for FF7 was gold masters, Square deleted the original code/graphics (200 gigs was a lot back then, lol). But then What's FF8's excuse? To this day the best way to play them is running in EPSXE.

    --
    Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
    1. Re:FF7/FF8 by Reapman · · Score: 1

      Glad I'm not the only one that experienced that.. only played FF7 on the PC, it was the first FF game I owned. What a wretched port, although I did end up enjoying it after training myself to guess what buttons did what when they said triangle.

      Interesting about Square deleting the original code and using an emulator for 8... would love to read more on that if you have any info.

    2. Re:FF7/FF8 by Anonymous Coward · · Score: 0

      You're trying to say that a multi-million dollar company like Square who had just dumped millions into the development of FF7 erased the source code? I have to call bullshit. Even if they had to burn it all to 700MB CDs, they could have fit 200GB on 286 discs.

      Yeah, I'm sure Square could not afford to buy 286 blank CDs.

  47. A dev's first title by tepples · · Score: 1

    it seems devs don't want to bother with pc anymore unless the drm is horrible.

    Or unless it's the dev's first title. Especially Nintendo doesn't want to deal with startups; see Bob's Game.

  48. The S is for Schroedinger by Cassander · · Score: 5, Funny

    Obviously, the orientation of the USB cable is in a state of superposition until you make an observation, collapsing the quantum wave function to a single orientation, thus allowing it to fit....

    --
    Knowledge != Intelligence
    1. Re:The S is for Schroedinger by Anonymous Coward · · Score: 0

      You must be one of the writers for CSI New York...

    2. Re:The S is for Schroedinger by danielnashnz · · Score: 1

      Aaah! My quantum superposition of CompSci/Physics graduate is flip-flopping!

    3. Re:The S is for Schroedinger by Anonymous Coward · · Score: 0

      in this case looking at the cable (observing the orientation of the cable) before the first try should bring the maximum number of tries down to two...

  49. Resident Evil 5 by Anonymous Coward · · Score: 0

    One of the worst is Resident Evil 5. The game maps the keypad to a XBox 360 one, and don't have the option to reconfigure it. The result is that, when you play with any PC keypad, the controls are all wrong. In the end you are forced to use a XBox 360 keypad or use something to remap your PC keypad.

  50. DMC3 by GameboyRMH · · Score: 1

    I'm surprised nobody's mentioned DMC3, the poster boy of bad console ports. Basically unplayable due to totally fucked up controls. Even if you got a PS2-like controller and the PS2 DMC3 manual so you could make some sense of the controls, there was no support for analog axes so it still played like shit. Also the graphics looked like ass and the menu navigation was extremely confusing. Overall it felt like it was running on top of an ultra-shitty emulator.

    Worst...console port...ever.

    --
    "When information is power, privacy is freedom" - Jah-Wren Ryel
    1. Re:DMC3 by Zorque · · Score: 1

      The music was also horribly downsampled, it actually sounded better on the PS2 for some reason.

  51. simplest console- pc fail by argStyopa · · Score: 1

    Screen resolution.

    Even AAA titles like Oblivion failed hard at this.
    I'm not looking at your game on a stupid 640x480 video monitor, so I don't need your text to be ginormous to be clear.

    A corollary to this would be the UI in general - where every button is huge and lists only show 4 things at a time, because everything is supersized for the poor bastard navigating with a gamepad on a TV screen.

    You never appreciate efficient UI design as much as you do playing a console game (badly) ported to a computer.

    --
    -Styopa
    1. Re:simplest console- pc fail by CronoCloud · · Score: 1

      It fails in the console ports too, some of us are playing in HD and would like to have our text size smaller rather than the huge 480i SD text. (Though it is nice that the game is playable and the text readable at 480i) At least it supports USB keyboards for the naming of the custom items and spells.

      You never appreciate efficient UI design as much as you do playing a console game (badly) ported to a computer.

      Or vice versa.

  52. 3DO port of Star Control II by Anonymous Coward · · Score: 0

    The 3DO port of Star Control II
    Oh, wait? MISfortune? Sorry. Um, Halo? No, that was actually better on PC. Maybe Thief: Deadly Shadows.

  53. Was loking forward to Assasin's creed 2... by flogger · · Score: 1

    Yup, It isn't out for the PC yet. (I am sure they delayed the PC launch as to maximize console profits where piracy is less of an issue.**cough cough** I was looking forward to buying this game, but now with UBI-Soft's great DRM scheme, I may wait for a "fix" to come out before I even consider buying or installing it.

    --
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    "First things first -- but not necessarily in that order"
    -- The Doctor, "Doctor
  54. Resident Evil (4 in particular) by Aequitarum+Custos · · Score: 1

    These games were so obviously made just for the console. And lacking that, absolutely no porting was done for RE4.

    I loved the games on the PS1/PS2/Xbox 360, etc. However when I decided to buy it for it the computer, I regretted it.

    Ruined my love for the game :(

  55. Modern Warfare 2 by Anonymous Coward · · Score: 0

    I'm surprised there isn't a modded up comment about MW2 on here already. MW2 was probably one of the worst console to pc ports ever done, especially considering that some of the error messages still say things like "Lost connection to Xbox LIVE."

    What's even worse is that MW2 was built out of the base code for Modern Warfare. Infinity Ward even left the original network code in. That makes MW2 a PC game that was rebuilt for console, jazzed up and then ported back to PC without much thought to the quality of game play.

  56. Arkham Asylum, Bioshock by slyrat · · Score: 1

    First Arkham Asylum. I had assumed that since it was a console game I should try using a game pad, and this usually solves the issues with console ports, but in this case it was far worse. In Asylum the usb pad I had (logitech w/two analog sticks) had the problem where pushing forward moved you back, back moved you forward. The only fix for this was messing with some cryptic config files. There was no way to set these parts of the controls within the game... Small problem but it made things very unpleasant.

    In Bioshock there specific keys that you couldn't map. In one case it was one I usually use for reload. It decided that was a permanent ui popup key. :(

    These are the small things that can easily ruin really good games.

  57. What would you pick? by Elipsion · · Score: 1

    Snowbank vs. Concrete?

    --
    Nobody can do everything, but everybody can do nothing.
    1. Re:What would you pick? by Theoboley · · Score: 1

      Winter snowbanks in Northern Wisconsin are about as hard as concrete, and considering the temperatures dip to -20°F or lower, fiberglass shatters when it hits something like that.

      So Snowbank == Concrete in terms of destruction.

      --
      Stupidity only gets you so far, then you've gotta try
  58. Star Wars: Force Unleashed... by h4x0t · · Score: 1

    doesn't even have a proper menu system. Makes me want to punch myself in the head. All the character movement is done with the mouse and WASD. In the menu screen, I have to use the arrow keys, and get this, Left and Right Square Brackets to tab between menu screens. Kill me now. No mouse function in the menu.

  59. Xpadder by rxan · · Score: 1

    What bugs me about games like the Mass Effects is that they support the 360 controller on the consoles but not on the PC. I mean, you already did all of the work to support different controller options -- why not let me use them on the PC?

    Bioshock 1 (and I pray 2) did this beautifully. They let you use either mouse/keyboard or the 360 controller.

    Which brings me to a program called Xpadder. I found it while trying to get Mass Effect to work with the 360 controller. The program maps controller inputs to keyboard/mouse inputs. You can download profiles for games like ME that are made by other users just like you, or you can make a profile yourself.

    1. Re:Xpadder by jgtg32a · · Score: 2, Informative

      Bioshock 2 does not support the 360 pad

    2. Re:Xpadder by rxan · · Score: 1

      Please excuse me while I go and cry in the corner.

    3. Re:Xpadder by Opportunist · · Score: 1

      Go play System Shock. Yeah, the graphics ain't the same, but else, you're pretty much playing the same game and the controls work fine.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  60. Resident Evil by Anonymous Coward · · Score: 0

    The only real port I've ever played left a very bad taste in my mouth.

    In college, one guy had a Nintendo Gamecube and played Resident Evil 4 a lot. So did I, it was a fun game, only I didn't have a gamecube to play on my own. Even tried playing it on my laptop through a USB TV tuner device, but it created enough of a lag between controller and screen action (half a second at least) that the game was unplayable beyond general exploring. Eventually, I worked up the money/willpower to go and buy the PC version for my laptop. Mistake.

    Graphics: good, audio: good, controls: wretched.

    I swear all they did was map the buttons to the keyboard and called it a day. There was no mouse support, just the arrow keys, which made precision aiming a challenge. Yes that was how the Gamecube version worked, but the movements here were not smooth. Then there was the zoom. Apparently it's based on feedback or something, because if I pressed the zoom key, it would go to one level of zoom and stay there. To zoom in and out, I'd have to exit zoom and hit the key again, no gradual up/down motion. Also, the graphics for the quicktime cutscene events were still A button, B button rather than say, allowing one to customize the buttons and then show the new keyboad equivalents.

  61. The Story of Management. by Anti+Cheat · · Score: 0

    Management: We want our latest title ported to the PC

    Project manager: I can do that Sire'.

    Management: You will have to do this within the budget of the console program

    Project manager: I can't do that Sire.We have already used the allocated budget, your greatness

    Management: WHaaaaT! Look Jack (modern equiv to plebe). The PC segment is small but it is worth 100's of millions to Greedo Corp.and I want a good share of that segment. All you have to do is run it through one of your conversion compilator things. One of your developers can do that on his lunch while he is doing his other tasks. It's not like he needs to do much of anything, it will do it all by itself. I see no problem here.

    Project manager: Uhh sire it is a little more complicated than that. These are completely different platforms, the controls are all different, there are.......(interrupted)

    Management: It's not difficult! I've been here a year since I left MilkDuddy Inc. It has been done before, everybody does it. I want that PC market segment You have a week. I have already ordered the artwork and packaging. This has to be complete, released and sales figures before the next quarterly report! Make this happen! And make it happen within budget!

    Project manager: Ummm yes sire. But there is no budget, it will take longer, all the control conversions, debugging....(interrupted)

    Management: Are you saying you can't do your job?

    Project manager: No..I... yes sire (leaves the penthouse offices and walks the long dark hallway dimly lit by the lights reflected off the oil paintings of the past CEO's of Greedo Corp).

    *Next installment. Programming Engineer is called to Project Manager's cubical (There is a window and the light is blinding to the engineer).
    Hey Jack (His name is really Ed) I have a new priority for you. Should only take about a wee...........
    This all goes badly and some poor schmuck living in the slums of India, studies the strange English dialog with his stained and bent English for Dummies book perched on an old yogurt crate, "Oh my goodness, I pray to Ganesh for mercy. What is this 'toggle' mean?".

  62. Mass Effect 2 has horrible PC interface issues by rxan · · Score: 1

    Mass Effect 2 has horrible PC interface issues. The main problem is the menu screens. You have to mouse-click EVERYTHING, the buttons you have to click are spread out as far as possible all over the screen, and there is no support for arrow keys and selecting stuff in the menus. The buttons on the menu screens are all placed exactly the same places and look exactly the same, so it's hard to figure out what screen you're on.

    I have never seen such a beautiful interface be so damn unusable.

    The only salvation is that there's far less managing of equipment in ME2 than in ME1. If you had to do as much stuff as in ME1, I think I would have not bothered switching equipment/weapons ever.

    1. Re:Mass Effect 2 has horrible PC interface issues by centuren · · Score: 1

      Mass Effect 2 has horrible PC interface issues. The main problem is the menu screens. You have to mouse-click EVERYTHING, the buttons you have to click are spread out as far as possible all over the screen, and there is no support for arrow keys and selecting stuff in the menus. The buttons on the menu screens are all placed exactly the same places and look exactly the same, so it's hard to figure out what screen you're on.

      ME2 surprised me by being the first modern game I can think of that has all their interface screens, like codex, squad and equipment management, accessible through the ESC game menu, right next to save/load/quit. ME1 had this too, as far as I remember, but you could access each menu with a key press. I for inventory, U for squad, or whatever they were. ME2 surprised me by not having this, because why wouldn't it? It's a keybinding to a single screen? What technical difficulty arose that required it be removed?

    2. Re:Mass Effect 2 has horrible PC interface issues by rxan · · Score: 1

      I agree. The only one they kept was the map button (M), except half of the time it opened up the map, half the time it showed an objective compass.

      ME2 made a lot of improvements over 1, but this should be worked on for the 3rd installment.

  63. Supreme Commander 2 by Kuruk · · Score: 1

    I could not understand why they had gutted the game so much until I read its being released on the 360 as well..

    It explains why SCFA is so much better.....Very sad the game has gorn backwards so much after TA and SC trail blazed RTS.

  64. GTA: Vice City by netsavior · · Score: 2, Insightful

    The pc port was actually pretty good, few bugs that bothered me, but one gigantic, huge, blaring flaw...

    It was really really really really super easy. It was the exact same gameplay as the PS2 version (which I also owned) but mouse+keyboard is so far superior to the console, that every single gun might as well have been "the golden gun" from goldeneye. I am serious, those super hard missions where you had to take out 900 guys and you had to try 1000 times on PS2 and still you just barely pass it after breaking a controller or two.. cakewalk when you can actually aim.

    The hellicopter mission, where you are taking passes on the mob base, with a tinfoil hellicopter... That mission was the bane of the ps2, finishing with more than 5% of the chopper health was a feat of god... On PC, 99% health was like oops, LOL I should not have made pizza rolls while playing that mission.

    It really opened my eyes to the common notion at the time that the gap was narrowing between console fps/3ps and PC, it was just not the case. Still isn't, because a controller will never (barring comprehensive design changes, and I am not sure motion control will ever quite cut it)have enough precision and reaction.
    It was really weird having a pretty nice port that was totally useless, and it really turned me off of the PS2 version, made it seem like "Nintendo hard" Hard because of gimped controlls not because of good design/creativity.

    1. Re:GTA: Vice City by slyrat · · Score: 1

      The pc port was actually pretty good, few bugs that bothered me, but one gigantic, huge, blaring flaw... It was really really really really super easy. It was the exact same gameplay as the PS2 version (which I also owned) but mouse+keyboard is so far superior to the console, that every single gun might as well have been "the golden gun" from goldeneye. I am serious, those super hard missions where you had to take out 900 guys and you had to try 1000 times on PS2 and still you just barely pass it after breaking a controller or two.. cakewalk when you can actually aim. The hellicopter mission, where you are taking passes on the mob base, with a tinfoil hellicopter... That mission was the bane of the ps2, finishing with more than 5% of the chopper health was a feat of god... On PC, 99% health was like oops, LOL I should not have made pizza rolls while playing that mission. It really opened my eyes to the common notion at the time that the gap was narrowing between console fps/3ps and PC, it was just not the case. Still isn't, because a controller will never (barring comprehensive design changes, and I am not sure motion control will ever quite cut it)have enough precision and reaction. It was really weird having a pretty nice port that was totally useless, and it really turned me off of the PS2 version, made it seem like "Nintendo hard" Hard because of gimped controlls not because of good design/creativity.

      And what is sad is that GTA 2 / 1 were actually really good pc games. I actually really miss the multiplayer racing thing they had in GTA 2 before all the crazy console versions.

    2. Re:GTA: Vice City by Anonymous Coward · · Score: 0

      All true except for the helicopter. The helicopter's totally awful to play on PC, unless you're talking about the mission where you're the gunner(that one's awesome.) But like that one mission where you have to take that toy helicopter and plant bombs on barrels? it's like FFFFFFFFFFFF----
      There's a series of plane missions in San Andreas that have the same problem. Usually if I think about it I'll set up a gamepad just to do those missions, and keep it around for some of the driving.

  65. Bioshock by ukyoCE · · Score: 1

    I just forced myself through Bioshock 1 on the PC. I'm guessing the game is a lot better on consoles. The worst example was that plasmid slots couldn't be arranged on the PC, eg. to keep your Shock on F1.

    Every time you added or replaced a plasmid it shuffled all your plasmids over 1 key binding. I ended up going through the game rebinding my keys every time I got an upgrade.

    The control config doesn't even say "Plasmid Slot 1: F1", it says "F1: F1" (or by the end of the game for me, "F1: F6")
       

    1. Re:Bioshock by CronoCloud · · Score: 1

      I just picked up Bioschock 1 on the PS3 myself, since it's a budget title now, and I was guessing it was better on PC's because:

      I was a PS2 owner, so I expect mouse support at least in my PC shooter ports. ( I play with mouse on the right hand, dual shock on the left, I can't stand WASD). I constantly have a mouse and keyboard plugged into my PS3 (comes in handy for the Linux install on it) Yet Bioshock doesn't support it, and aiming is difficult.

      It also keeps turning off my Plasmids. For example I equip one and use it, and after a while it un-equips it, making me re-equip it to use it. Maybe I need to futz with the optoins or something but it's very annoying.

  66. Halo PC was a horrible port by Anonymous Coward · · Score: 0

    While it had immense promise, the actual port was horrible with massive lag warping and bugs. It was too bad as it had such potential for the franchise, with the ability to have user-created content. I doubt MS liked that fact however, and few patches were ever released.

    I learned my lesson on that game... and when Gears of War came out, I laughed as I heard of all the extremely buggy gameplay reports from PC users. I had followed these games forever and was a very likely buyer but never ended up dropping the cash as I will not support such nonsense. Quite honestly, those debacles had quite a bit to do with me winding down most gaming. I am not paying for a console to play games with a controller and low res when I have a killer computer just sitting here waiting. And if the companies don't want to make content, and BS about the true reasons (calling out 'pirates'! yeah right) then they can keep all of their crap, and I will keep my money. Kind of like how I feel about the music industry in general.

    1. Re:Halo PC was a horrible port by Anonymous Coward · · Score: 0

      Really? The only problem I had with Halo PC that I can recall was that it had no cheat codes. So many times in the later levels I found myself at a save point with just one bit of health, low ammo, and no health packs remotely close with a large hoard of flood zombies ready to jump out at you.

    2. Re:Halo PC was a horrible port by nataflux · · Score: 1

      The only thing gearbox really messed up about the port was the netcode, which required players to lead their shots more, other than that it was a very decent port, which allowed dedicated servers as well as modding, and later custom maps to be developed and played online through Halo: Custom Edition. The development of Halo for PC really allowed the pc community to explode, i think at one point there was a mod released that allowed online cooperative play through the campaign.

  67. Nothing new by DNS-and-BIND · · Score: 1

    Wow! It's like they just described Madden '95 on PC!

    --
    Shutting down free speech with violence isn't fighting fascism. It IS fascism!
  68. WHAT!???! by DarthVain · · Score: 1

    Video game ports are BAD?

    No! Get out! Really?

    News at 11! Exactly how is this news...

    In other news this REVELATION: It was JUST determined in a study that most video games based on Movies are not very good.

    O.M.G.

    In a further story:

    Our in depth coverage continues over at EA Sports, and it appears, at least initially so that when you increment a sports game by one, either be increasing the year in which it was produced (say from 2009 to 2010), or just tacking another number on it (say 12 to 13), that it doesn't really mean there will be any improvement on the game itself, and may really only contain some of the roster changes from the year before.... If we have any new details we will break them as the become known to us...

    This just in:

    When you take user anonymity add a 12 year old, and a microphone and an audience, you will get a racial swearing, cursing asshat.

    Also...

    Fire hot, scissors sharp.

    Also...

    sometime cheating occurs online...

    Also...

    if you ever played more than 3 video games in your entire life, you are probably aware of all the above and more.

    if you haven't, the likelihood of you being interested in any of these things is inversely proportional to your hat size minus the colour yellow.

  69. RE4 by wisnoskij · · Score: 0, Redundant

    Resident Evil 4 PC port.
    Could not use mouse to aim (arrow keys to aim in FP view).
    Could not exit game, had to ctrl+alt+del.

    --
    Troll is not a replacement for I disagree.
  70. Best solution! by Quiet_Desperation · · Score: 1

    Ban quicktime events. Seriously, this is a basic human rights issue that could be handled in Geneva. Dare to imagine a world without without quicktime events, comrades!

  71. View from the inside by tylersoze · · Score: 3, Informative

    Having been personally involved in coding several of several ports mentioned in these comments, to and from a wide variety of different platforms, the way it usually works is that the publisher will outsource the development to company like the one I work for. The schedules are always very aggressive and tight so unfortunately you know what the end result of that is. It's not like we're trying to make a bad product, we do the best we can given the constraints. Personally I find the job very rewarding and fun and intellectually challenging, even if the end result isn't always that great. I get to see a lot of code from a lot of different companies and it's quite interesting. The challenge is, basically, here's a big mess of code of uncertain quality, get it to work on another platform in 6 months. I *always* give the publishers realistic timelines, which they ignore and we still wind up having to do it 6 months. The only way to get a real quality product on multiple platforms is for the original dev team to develop for all those platforms themselves, or give us enough time to do the port. A lot of times we'll get the contract a year or more after the original game has shipped, we've only occasionally be able to develop the ports simultaneous the original development.

  72. Halo by vigiles · · Score: 1

    Halo mistakenly called "Combat Evolved" for PC. Crashed mine more often than not

  73. Re:Gamepad: a horrible input device for aiming/cam by kalirion · · Score: 1

    I'm with you on aiming, but I find the right thumbstick to be perfectly fine for camera control except when the game takes that control away from you for no reason. Yes, I'm looking at you, Prince of Persia and Tomb Raider.

  74. Battlefield Bad Company 2 by Picardo85 · · Score: 0

    DICE have done a realy good job in getting this game to both PC and Consoles. However, since it's still in BETA / Demo there are still some things that need to be fixed on the PC version. For example "aim-lock" when using the aim button, that's a very irritating "feature" that i haven't been able to turn off yet. Except from that it's a great game adapted for both PC and Console with some adaptions to both of them for better user experience :)

  75. Good and bad PC ports were always around by HalAtWork · · Score: 1

    Mega Man, Ninja Gaiden II, Street Fighter II, Castlevania, were very bad PC ports that utterly failed to capture the charm and gameplay of their console counterparts. Super Street Fighter II Turbo, Sonic CD, and Mega Man X were very well done, on the other hand. Emulated games such as those in the SEGA Smash Pack were great.

  76. Same with Metal Gear Solid by MS by HalAtWork · · Score: 1

    Metal Gear Solid, ported by Microsoft, was also horribly done. On their own platform! Glitchy, horrid graphics that were inconsistant compared to even the Bleem! + Dreamcast version. Silicon Knights did it right with Twin Snakes for the GameCube. Luckily Konami did their own work with Metal Gear Solid 2 on the PC.

  77. Saints Row 2 by Spatial · · Score: 1

    I knew SR2 would be a bad port, but I still bought it because it was only three euros. Bad idea.

    The game runs so badly that as a programmer I find myself taken in wonder; how is this performance physically possible on my hardware?

    The most heinous problem is the constant stuttering. When the game is loading world data - ALL THE TIME, this is an open-world sandbox game - it hangs for at least half a second. In fact at least 10 minutes out of every hour will be spent involuntarily watching a still picture.

    Bear in mind that this game was ported from the Xbox 360, where it streams from a 12x DVD-ROM drive with an 18MB/sec best-case transfer rate. And it doesn't stutter. The PC port reads directly from the HDD, a device with five times the transfer rate and half the seek time. With this five-fold improvement, they manage to leverage a performance gain of negative infinity. Great job!

    Then there's the graphics. The game's rendering speed is appalling, and it's not for the sake of fidelity. The graphics are on par with a PS2 game. I can live with ugliness or slowness, but not both.

    To put it in perspective, I have hardware that can comfortably run Crysis at settings beyond what you can choose in the GUI. I can play other shitty ports and have an enjoyable experience with a modicum of visual appeal. But this game? It's just too much.

    You can turn down the settings of course. For the record, at any setting below maximum it looks considerably worse than the 360 version. The settings go lower than most games; lighting is optional for example.

    Oh yes. Allow me to elaborate: unlike any other modern game, this runs so badly that there's actually an option to turn lighting off entirely. Not just a reduction in quality, but literally nothing, not even uninterpolated flat shading. No shaders, no lights, no shadows, no bump-maps, nothing - and it still runs like fucking dogshit.

    That's pretty impressive when you think about it. They made rendering unshaded polygons with a single low resolution texture more computationally demanding than protein folding.

    Mysteriously the game runs just fine on the 360, despite having something in the region of one-sixth the GPU horsepower my computer has. I guess in that version they forgot to include sleep(100) in every inner loop the renderer has.

    The worst thing of all is knowing that there's a good game underneath the mound of technical failure. The game supports mouse and keyboard and controller simultaneously and properly. Online play is fun and works well; you can join anyone's game any time because the entire game is cooperatively multiplayer. The game is hilarious and fairly well designed.

    What a goddamn shame.

  78. Futher proof of the ship now- write it later model by Anonymous Coward · · Score: 0

    Why not try something newer, having played BattleField2 since 2005ish I had been waiting for the new release "BF3" - it was postponed, and again and finally something strange happened. Bad Company came out, but wow this was for XBOX/PS3 only!

    Meanwhile Call of Duty : Modern Waffle was ported so well onto PC from the console that they decided cheating would be a problem - so best way round this was to just not make it possible to have dedicated servers thus removing any admin burden.

    Thankfully EA, master of writing sucessively dosh GUI interfaces do half-decent game engines, got out Bad Company 2 - a lovely console port that involves high paced first person shooting without the ability to duck behind objects.

    Fear no though, as you are getting upset over the Beta you paid 50$ for, they cut you off hike the price to $70 (online purchase, still $50 for the CD).

    So to recap, in the future we will all buy online for twice the value with no rights to transfer or sell the product as we are only licensing it for a lifetime. Futher the product will be shipped in Beta form, and by the time you forgot it was in Beta they will be on to the next game.

    PS. notice hollywood will soon follow suit. Movies titled to be in 3D, but for the most part only in 2D. Oh no wait, there was just a movie out like that...

  79. how does one know that it's a port? by Krau+Ming · · Score: 0

    Is this common info that can be easily found? I guess the company producing the game wouldn't want everyone to know it's a port. I'm playing Mirror's Edge on PC right now and there's a lot of bugs, then I find out it's a port... seems like something that should just be avoided when buying a game. Is it just a matter of doing a bit of research?

  80. Splinter Cell: Double Agent (Xbox 360 - PC) by Tolkien · · Score: 1

    Splinter Cell: Double Agent (originally for PC and by Ubisoft Montreal, it was then sent to Shanghai and redone from scratch for the Xbox 360 with an "attempted" PC port) was completely ruined by Ubisoft Shanghai. The original version that Montreal would have released was in the same style as the previous versions (which was just fine by me) and most likely actually would have WORKED. The released PC port was so buggy that it was an absolute and immediate flop.

    I hate business people with a passion.

    1. Re:Splinter Cell: Double Agent (Xbox 360 - PC) by Tolkien · · Score: 1

      I forgot to mention the worse part. They never had any intention whatsoever of fixing the buggy port, all requests made by countless fans of the series to fix the issues were either ignored or told that there were no plans to ever patch the bugs.

  81. Prince of Persia.. by Anonymous Coward · · Score: 0

    I found The newest Prince of Persia to be a particularly poorly thought out port from the xbox 360 version. The default keyboard controls were configured by a blind folded monkey.

  82. moan ,moan by Latinhypercube · · Score: 0

    Yes there are some shit games, do your homework dumb ass. However Aliens vs Predator is a recent port and it FUCKING ROCKS !

  83. How the tables have turned. by dadelbunts · · Score: 1

    I find it funny how the problem used to be with console games being ports of computer games, and now we have the opposite problem. The only think i can say is what PC owners have said for years but slightly different. "Just buy a console."

  84. None, actually. by nataflux · · Score: 1

    Its pretty easy to determine whether a port or a game in general is going to be bad, and if you are still going out and dropping 60$ for $20 worth of software, then you probably shouldn't be gaming. I've been gaming on PCs since the time of Quake, and i find it quite simple to play games on PC, a little bit of technical knowlege is very beneficial considering that PC games are almost always more in depth, come with more features, and offer plenty more options to the end user.

  85. Didn't think i would find this here... by Anonymous Coward · · Score: 0

    Game discussion on slashdot seems to include alot of whining and fanboyism, like adolescent children fighting about which console is the best, where genuine statements about what gaming is actually about are nonexistent.

  86. Need for speed by Cur8or · · Score: 0

    You ever try to oval race a supercar with a keyboard? Damn nigh impossible. Analog input is for pussies!

    --
    Winkey shortcut mapping for 64bit windows. WinKeyPlus