For some reason, pushing the right analog stick up on the ‘simple’ preset moves the camera right instead of up. There is another preset for the controls that are labelled ‘simple’, however, these controls appear to be broken. As for the default controls (specifically on a controller), they might seem awkward at first as all movement is done using both analogue sticks, however, as you continue to play the game you’ll adjust fairly quickly. There are some minor issues with performance on the PC version that we will get to later, but the gameplay is as good now as it was back then. ![]() No matter how you phrase it, you are bound to come off as a little bit crazy.ĭespite being released fourteen years ago, everything about Katamari Damacy largely holds up well today. Good luck trying to tell your parents about how you played a game where you rolled up birthday cakes, old women on mobility scooters and several cyclists to form a star. By the end of the first few levels, your Katamari is able to hold things like cats and dogs.ĭescribing this game to someone without having them watch gameplay will make you sound mental, but that’s part of the game’s charm. As it continues to grow, you are able to pick up bigger objects like LEGO blocks and coins. You start by rolling up small household objects like matches and erasers, and the more objects you roll up, the bigger your Katamari grows. Released back in 2004 on the PlayStation 2, the premise of the game has you rolling up objects with an object called a Katamari (think of it as a really sticky ball) in order to rebuild stars and constellations. I know it took years for the GC version to emulate remotely decently because of how complex it was.Katamari Damacy is by far one of the strangest games I’ve ever played. Some of this is speculation, but I have a hard time imagining other explanations.Īs for the "struggling to run a 20-year old game" part more specifically, I don't actually know whether porting the GC version directly - not that they would ever consider it, the PS2 port added some extra content that I assume would be a nightmare to backport, and I've heard rumors they've lost the original files to the GC version anyway - would work all that well, given that apparently the original used a lot of GC-specific tricks to get things looking and running the way they did. ![]() Because the alternative would require a ton more dev work, and as they've shown this isn't a high-effort rerelease. And if you do that, then I don't think it's surprising to anyone that the Switch version would run worse and might need to have some bits taken back out (the screen transitions, etc) to try to save a frame here or there. Somehow we're in 2023 and the version of Tales of Symphonia that looks and runs the best is still the 20-year-old Gamecube version.Ĭlick to expand.Well, due to how the ports are set up, at best it's the Switch trying to run a PS3 game and not just a GC/PS2 game, and at worst they just did the PS3 -> PS4/Switch port with a shared engine (which often adds a lot of overhead costs) and are trying to run the same code on both a PS4 and a Switch. The PS4 version has fewer problems but some are still present (like the badly upscaled textures, including some with visible artifacting).īasically they put in the absolute minimum amount of effort (if even that) into this release, because I'm guessing they assume people will just buy it anyway :/ The "remaster" is a port of the PS3 version (I think? Unless it's a port of the PC version which is already a port of the PS3 version) which is a port of the PS2 version which is a port of the GC version, and every step has added new bugs and issues, and this one seems to be no exception, with the Switch version getting the worst of it. While I hope they fix some of them, I wouldn't hold my breath if I were you The last round of ports for it came out in a pretty shoddy state and the PC version only ended up half-decent after an unaffiliated modder spent months fixing issues.
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