Before I watch, I want to say I hope there's a passing mention of the NGage version.
This is the game that made me hate autoaim. I don't think I experienced it in any game before. All the shooting felt so lame because you didn't have to do anything. I played the PC version with 3dfx patch. Never finished it.
Why lock it off to so few? I'm sure PC, PS4, Xbox One and future Switch owners would all love some TR remasters.Damn I wish they would bring the whole anthology remastered to the PS4pro. I haven't played TR3 or Chronicles in too long.
That is not correct. Scanlines were disabled!Is it correct that the PSX captures are using a (probably the Framemeister's) scanline filter, while the Saturn ones are not?
Yeah, Rayman 2 will be a huge project in terms of resource gathering.
Production time varies per episode but the basic gist is - 24 to 72 hours. Half-Life 2 and Goldeneye, for instance, were solid three day affairs. Silent Hill 2 took two days.
Smaller episodes can happen more quickly. It depends on the depth of info to be presented. Symphony of the Night, for instance, is one of the shorter episodes but took as long as GE and HL2 due to the need to illustrate how VDP1 and 2 worked as best as possible.
The issue is that I need to focus on regular DF work as well which requires a lot of time.
DF Retro only works due to the fact that I already have intimate knowledge of these games prior to covering them. I just brush up on them with light research to confirm that I'm correct and just roll into it. I tend to plan out the episodes in my head first then go through and basically make a capture check-list of everything I need. The episodes are fairly modular by design which makes it easy to go back and add more if I need. I could easily expand out the Wii section on Metroid Prime, for instance, if I had the time.
I don't know what the workflow looks like for other people doing videos, but I pretty much focus on delivering reasonably decent production values and interesting information as fast as possible. If I had a week or more to work on a single episode, man, the results could be really special.
This is the game that made me hate autoaim. I don't think I experienced it in any game before. All the shooting felt so lame because you didn't have to do anything. I played the PC version with 3dfx patch. Never finished it.
That is not correct. Scanlines were disabled!
Well, Tomb Raider is NOT a shooting game, so of course combat is not the focus. It's a 3D platformer with some (admittedly undercooked) action elements to add a little diversity between all the platforming.
Soul Reaver would be interesting as IIRC the Dreamcast ver. of the game was pretty good compared to the PSOne ver.I didn't manage to answer in the last thread in time, so just let me do it here.
I really appreciate the insight into your work process. It's fascinating for me to see how fast you can turn around an episode like this. Hopefully with growing success you'll be able to take your time a little more for this project and have the community/devs be more aware to support you with little unknown facts and insight into the development process.
Excellent video once again. Loved the insight into the Saturns rendering method!
And with the tease for more of Crystal Dynamics to come, I can only hope that it means a dive into the Legacy of Kain/Soul Reaver series![]()
...Or Gex![]()
Sometimes I like autoaim as it can make a game more about movement and positioning rather then aiming. In TR's case though yeah it's the weakest aspect of the game especially in enclosed spaces or against human enemies.This is the game that made me hate autoaim. I don't think I experienced it in any game before. All the shooting felt so lame because you didn't have to do anything. I played the PC version with 3dfx patch. Never finished it.
It's PS1 dithering. YT seems to be at fault since it's not visible in the same way when viewing the original file.Then there are some crazy artifacts running across the Playstation's picture, which darkens every nth line a little bit. Or am I imagining things?
Nice vid. Too bad TR2 (and at least one other Core title) never saw release on Saturn despite it being nearly complete thanks to Sony cutting in. I played TR1 at E3 the year it released and was almost more impressed with that than I was with Super Mario 64 being playable at the same show. I bought the import PAL Saturn version to have as early as possible as I was entranced by that game's focus on exploration and platforming. Ended up buying the PSX version not long after. Still the best entry in the entire franchise although Anniversary is a worthy substitute, IMO. Still a shame the series morphed into another dumb cinematic third person shooter over the years, though.
I think it would be great in these videos to talk about how emulation improves original console release, for example with Tomb Raider where dancing textures and unstable polygons are all over the place:
http://www.libretro.com/index.php/mednafenbeetle-psx-pgxp-arrives/
In the Silent Hill 2 episode would have been great to see the game running on PCSX2.
The PS2 version of Silent Hill 2 WAS shown running on PCSX2 in that episode. It was even nominated as the preferred way to play the game nowadays.
I didn't even know the texture warping and polygon jittering on PSX and Saturn can be fixed by emulators (texture warping yes, but I always thought the jittering was due to integer math which is part of the game code itself).Is this a recent development? If so, does this work out of the box for all games or do you need a patch/specific settings for every single game?Edit: Just read the Link. Fascinating.
Though in this case it's kinda unnecessary since the patched PC version seems pretty much perfect.