Take, for example, the GUI (or HUD). That's a screen element with a 1:1 texel:pixel ratio. Suddently it has to be downscaled by a non-integral factor. What was previously sharp is now blurred because multiple texels are averaged to draw each pixel. Or it becomes larger and takes up more screen space than it should.
I haven't counted but I had the opportunities to buy roughly 30 Core and 7 Premium versions at retail by now. No bundles or eBay prices required. Of course I don't have evidence, how would I do that? Photograph the piles of XCircle boxes? I've got better things to do with my time. Either way, if I wanted an XCircle I'd just run out there and buy one now.
Most of that was happening before DSL became available so downloading was pretty much a nonissue. There were bloodpatches and such but that's not an option for console games. Of course we can download now but seriously, some people would prefer to buy games instead of warezing. Sure, now I'll get the standard "Then buy it AND download it!" reply because some people seriously think that waiting days for all those gigabytes to download is convenient. And then there are those who don't even speak english.
Oh and I forgot the most prominent example of a nerfed game: Probotector. A game where you play as a robot in the distant future destroying aliens left and right. The clou? Before it was "localized" the game was known as Contra.
The effect was the opposite, games started out very badly but improved a LOT over its lifespan. Stuff like God of War would have been unthinkable when the PS2 was new.
C&C Generals ended up pretty ridiculous (as did C&C 1-3, they even made up stories about dedicated war areas and farmbots to explain the civilians), Turok and Half-Life were pretty laughable as well (take HL1, enable content control and replace all soldiers with robots and scientist death animations with sitting down and shaking their heads). Fallout had only one death animation (drop over dead). Unreal Tounament (and its sequels) had minimal amounts of green blood and absolutely no gibbing. Uprising still had blood if you ran soldiers over (which made a metallic crunch sound and all soldiers were grayscale), I suppose they didn't catch that. Carmaggeddon had zombies (green blood) or robots (oil), depending on which version you got. All blood in Incubation was replaced with flashing lights.
It usually doesn't impact gameplay but it looks so ridiculous there's no way to suspend your disbelief.
I'm sure there are no laws about insulting, bitches or kicks in the gonads but that doesn't mean these aren't included in the law using the proper legal terms.
Interesting that you mention Teuber and Ravensburger but not Teuber's publisher, Kosmos.
Also, I'd suggest Puerto Rico as a great title from Ravensburger, it takes a bit to learn it but after that it's a great game with very little luck involved.
Japanese Rail Playing Games don't need PC controls, true, but that's because they're engineered for controller use. Many of those games suffer from severe limitations as a result, either resorting to turn-based combat (without even a playing field, you just stand there in a line and the enemy does the same) or giving the player very little control over the AI-controlled party members (as opposed to letting the player control all of them with the mouse).
Take Anachronox, that's like the JRPGs but uses mouse and keyboard. Works pretty well.
Games that use ironsights without crosshairs often have invisible crosshairs that move a bit differently from your view so pulling the trigger won't shoot at the same point of your screen all the time. Quake 1 was easy enough to aim because the weapon lined up with your sight and with a bit of practice you always knew where the bullets would go.
The (catholic) church said people go to hell by default because of the original sin for centuries (even though Jesus was supposed to have made up for that sin). It's not in the bible but the church saw an opportunity to make people feel guilty and sell them redemption (granted, that was only for a very short part of that time). At very least that part of the bible established the convention of treating women as inferiors that wasn't abolished for millenia and even today has traces left.
I don't think we were really created in God's image unless God was little more than a subservient monkey, which is what Adam and Eve were before the serpent made them eat the apple. The apple is what turned them into humans. Yet we are told to yearn for the days when we were still monkeys and be ashamed for being what we are (inherited sin and all that nonsense)? Did the Greek demonize Prometheus? Then why do we demonize the serpent and ourselves?
One of my gripes with realistic games is that you throw away the old clip upon reload. You're supposed to put it into your ammo pouch! I mean, how are you going to get new clip casings during a mission? You can still reorganize the remaining ammo to get a few full clips but that won't work if you throw it away!
About half of Doom 3's arsenal has the ammo counter on the gun and in singleplayer that replaces your HUD indicator. How the gun knows how much ammo you have in your pockets is beyond me, though. And I think the plasma will move out of your sight during full auto fire so you have to stop firing for the ammo counter to come back into view.
Your link doesn't work but the team behind Giana Sisters was known for Turrican, Katakis/Denaris (blatant R-Type ripoff that got them a lawsuit from Irem) and the R-Type port to the C64 (which Irem let them do after the lawsuit was settled). Most of the team is part of Factor 5 these days, known for great looking but buggy and mediocre Star Wars games and various tools for consoles (divx for GC and XB, dolby pro logic for GC, etc).
If Chris Hülsbeck doesn't ring a name, I don't know what.
So you just make it larger to adjust for the smaller screen?
Take, for example, the GUI (or HUD). That's a screen element with a 1:1 texel:pixel ratio. Suddently it has to be downscaled by a non-integral factor. What was previously sharp is now blurred because multiple texels are averaged to draw each pixel. Or it becomes larger and takes up more screen space than it should.
I haven't counted but I had the opportunities to buy roughly 30 Core and 7 Premium versions at retail by now. No bundles or eBay prices required. Of course I don't have evidence, how would I do that? Photograph the piles of XCircle boxes? I've got better things to do with my time. Either way, if I wanted an XCircle I'd just run out there and buy one now.
Most of that was happening before DSL became available so downloading was pretty much a nonissue. There were bloodpatches and such but that's not an option for console games. Of course we can download now but seriously, some people would prefer to buy games instead of warezing. Sure, now I'll get the standard "Then buy it AND download it!" reply because some people seriously think that waiting days for all those gigabytes to download is convenient. And then there are those who don't even speak english.
Oh and I forgot the most prominent example of a nerfed game: Probotector. A game where you play as a robot in the distant future destroying aliens left and right. The clou? Before it was "localized" the game was known as Contra.
The effect was the opposite, games started out very badly but improved a LOT over its lifespan. Stuff like God of War would have been unthinkable when the PS2 was new.
C&C Generals ended up pretty ridiculous (as did C&C 1-3, they even made up stories about dedicated war areas and farmbots to explain the civilians), Turok and Half-Life were pretty laughable as well (take HL1, enable content control and replace all soldiers with robots and scientist death animations with sitting down and shaking their heads). Fallout had only one death animation (drop over dead). Unreal Tounament (and its sequels) had minimal amounts of green blood and absolutely no gibbing. Uprising still had blood if you ran soldiers over (which made a metallic crunch sound and all soldiers were grayscale), I suppose they didn't catch that. Carmaggeddon had zombies (green blood) or robots (oil), depending on which version you got. All blood in Incubation was replaced with flashing lights.
It usually doesn't impact gameplay but it looks so ridiculous there's no way to suspend your disbelief.
Not generic enough. Photoshop is more generic and that hasn't been officially voided yet. Trademark use for descriptive purposes is allowed, AFAIK.
I'm sure there are no laws about insulting, bitches or kicks in the gonads but that doesn't mean these aren't included in the law using the proper legal terms.
Forget it, all you will see is green or purple blood and humans replaced with robots. That's what we saw in Germany.
Interesting that you mention Teuber and Ravensburger but not Teuber's publisher, Kosmos.
Also, I'd suggest Puerto Rico as a great title from Ravensburger, it takes a bit to learn it but after that it's a great game with very little luck involved.
Doujin just means independent. You describe it as if it means unlicensed fan fiction but you link Melty Blood, which is not fan made.
If you're looking for unlicensed examples, I'd suggest Eternal Fighter Zero, that seems to be unlicensed.
Japanese Rail Playing Games don't need PC controls, true, but that's because they're engineered for controller use. Many of those games suffer from severe limitations as a result, either resorting to turn-based combat (without even a playing field, you just stand there in a line and the enemy does the same) or giving the player very little control over the AI-controlled party members (as opposed to letting the player control all of them with the mouse).
Take Anachronox, that's like the JRPGs but uses mouse and keyboard. Works pretty well.
Which one of the many theories is the one you're implying?
Yoshi's Island did it, too. I'm sure there are more examples from the 2d era.
Games that use ironsights without crosshairs often have invisible crosshairs that move a bit differently from your view so pulling the trigger won't shoot at the same point of your screen all the time. Quake 1 was easy enough to aim because the weapon lined up with your sight and with a bit of practice you always knew where the bullets would go.
Perhaps if you can define "article fraud".
The (catholic) church said people go to hell by default because of the original sin for centuries (even though Jesus was supposed to have made up for that sin). It's not in the bible but the church saw an opportunity to make people feel guilty and sell them redemption (granted, that was only for a very short part of that time). At very least that part of the bible established the convention of treating women as inferiors that wasn't abolished for millenia and even today has traces left.
What kind of idiot makes his servants capable of disobedience if he didn't have to?
I don't think we were really created in God's image unless God was little more than a subservient monkey, which is what Adam and Eve were before the serpent made them eat the apple. The apple is what turned them into humans. Yet we are told to yearn for the days when we were still monkeys and be ashamed for being what we are (inherited sin and all that nonsense)? Did the Greek demonize Prometheus? Then why do we demonize the serpent and ourselves?
Will this detect clothing malfunctions before they happen?
Quake 1 worked fine without crosshairs but that was because the gun was centered, which those modern games refuse to do.
One of my gripes with realistic games is that you throw away the old clip upon reload. You're supposed to put it into your ammo pouch! I mean, how are you going to get new clip casings during a mission? You can still reorganize the remaining ammo to get a few full clips but that won't work if you throw it away!
About half of Doom 3's arsenal has the ammo counter on the gun and in singleplayer that replaces your HUD indicator. How the gun knows how much ammo you have in your pockets is beyond me, though. And I think the plasma will move out of your sight during full auto fire so you have to stop firing for the ammo counter to come back into view.
Your link doesn't work but the team behind Giana Sisters was known for Turrican, Katakis/Denaris (blatant R-Type ripoff that got them a lawsuit from Irem) and the R-Type port to the C64 (which Irem let them do after the lawsuit was settled). Most of the team is part of Factor 5 these days, known for great looking but buggy and mediocre Star Wars games and various tools for consoles (divx for GC and XB, dolby pro logic for GC, etc).
If Chris Hülsbeck doesn't ring a name, I don't know what.
Which one of those was realtime?