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Tales of Symphonia - PS2/GC Differences

olimario

Banned
from Ikachii at IGN

With that, the following differences have been confirmed:

-The PS2 version will have a new song for the opening movie, "Soshite Boku Ni Dekiru Koto." This will replace the "Starry Heavens" track in the GC version; however, both songs are by the same band, day after tomorrow. It is likely that the PS2 version as well will have this song removed should it go to the West.

-The PS2 will have a significant number of its cutscenes rendered in anime FMV. However, this is already cited as not being an "enhancement," but a means of compensate for the inability of the PS2 to perform everything in real-time using the game's graphics system. Two examples of events that are being replaced are the "Former Torietto Ruins" and "Rarebird" scenes (sorry for not knowing the proper English translatons for these)

-New events will be added in the PS2 version, including the following:

1) You can ride the jet stream coaster in the amusement park (Arutamira). Furthermore, you can choose who you want to ride it with.

2) More readable books on the religion of Maateru are scattered across the game map.

3) The casino in Arutamira now offers blackjack and other games that can be played. Earnings can be used to purchase not just garudo but EX Gems and also GRADE points

4) In the outdoor theater in Arutamira, there is an event in which Kuratos and Rifiru actually participate in a production due to a lack of performers.

5) In the snow village of Furanoru, there is a new event which explores a new side of Zeros (something triggered when Zeros lays his eyes on a father and his child near the ice statues)

6) Revisiting Parukomasuta after destroying the nearby human farm starts a new event regarding the creation of a new medal in celebration of the destruction of the farm.

7) Roido, Zeros, Regal, and Puresea each have one new special attack.

Roido - "Kaenrekkuu" (Air-Spin attack except the sword is flaming)
Zeros - "Dankuuken" (Spinning upwards tornado slice)
Regal "Retsuenshuu" (Spinning flame kick)
Puresea "Raishuuhougeki" (Overhead lighting ax strike)

8) Coretto and Kuratosu each have a new summon attack.

Coretto - "Grand Cross"
Kuratosu - "Shugohoujin" (literally, "protective magic square formation")

9) New "Compound Attacks" (fukugou tokugi) added to the PS2 version.

Roido + Regal - "Ryuukometsugajin" (circular lightning strike)
Shiina + Puresea - "Zanmagekkeika" (spinning sphere blade)
Coretto + Rifiru - "Fukuin" (literally, "Gospel")

9) The PS2 is to have new "Titles" (shougou) that each of the characters can achieve.

10) The PS2 version is cited to run at 30 frames a second due to hardware limitations (the GC version runs at 60). Apparently it was a necessary sacrifice to keep the quality of the graphics/images intact. Preliminary reviews of the PS2 version in Japan have cited the PS2 version as having a more "inorganic" feel relative to the GC original.
 

speedpop

Has problems recognising girls
Some sound interesting, some don't really feel that huge. I was thinking of buying the PS2 version if it ever came out over here just to see what they had added but now I'm not so convinced.
 

kiryogi

Banned
haha, so the hardware bits were true. But damn, I still want to get it.. I prob would have if I havent bought the game twice, but hearing all stuff like kratos/refill in a play sure is tempting....

Yeah thats palma coasta.. paruma..heh.
 

dark10x

Digital Foundry pixel pusher
I'm not suprised at the port troubles. PS2 could easily handle this game (obviously) had it actually started out as a PS2 title...but porting from anything to PS2 generally has rather mixed (at best) results.

I think the cutscene comment is a bit stupid, though...

The PS2 will have a significant number of its cutscenes rendered in anime FMV. However, this is already cited as not being an "enhancement," but a means of compensate for the inability of the PS2 to perform everything in real-time using the game's graphics system.

I obviously don't know enough to really speak, but to me...that doesn't sound like they replaced the scenes with anime in order to compensate. It sounds like a feature. I mean, if they wanted to compensate they would have simply rendered those scenes with the GC engine and play them back as a video. They created new content, which is an enhancement (and a really GOOD addition IMO). It could easily be spun in the other direction. The GC discs didn't have enough space available to pull this off, so they were forced to rely on in game scenes instead. ;)
 

MaddenNFL64

Member
Those cutscenes were made long ago though, so it's not really a feature. Just something they couldn't fit into 3 gigs of space.

Always the GC's achilles heel :\.
 

jarrod

Banned
MaddenNFL64 said:
Those cutscenes were made long ago though, so it's not really a feature. Just something they couldn't fit into 3 gigs of space.
REally? Namco couldn't spring for another disc? :/
 

kiryogi

Banned
MaddenNFL64 said:
Those cutscenes were made long ago though, so it's not really a feature. Just something they couldn't fit into 3 gigs of space.

Always the GC's achilles heel :\.

No they weren't. Production IG even stated that they only recently finished the new animations for Symphonia. (this was back when ToS PS2 was secret, but they went and said that anyway..) Folks thought they were making a ToS OVA.
 

SantaC

Member
MaddenNFL64 said:
Those cutscenes were made long ago though, so it's not really a feature. Just something they couldn't fit into 3 gigs of space.

Always the GC's achilles heel :\.

they could have made it 3 discs. I mean, the FF games on Playstation had 4 discs, never saw any problem with it.
 

MaddenNFL64

Member
kiryogi said:
No they weren't. Production IG even stated that they only recently finished the new animations for Symphonia. (this was back when ToS PS2 was secret, but they went and said that anyway..) Folks thought they were making a ToS OVA.

Ahh. Well, i'll have to not use conjecture in place of facts next time :p.

I just thought since the intro was so well done, and had scenes from various areas, that they were already done. And since they aren't in the game, I thought they couldn't fit the FMV in, so they scratched it, and just used the in-game engine to do the cutscenes.
 

dark10x

Digital Foundry pixel pusher
SantaCruZer said:
they could have made it 3 discs. I mean, the FF games on Playstation had 4 discs, never saw any problem with it.

Sure, but I doubt it would have been worth their while to include another disc only for the reason of adding extra anime scenes. That would also have brought up the issue of making a 3 disc Cube case...

I'd say it is more of a bonus for the PS2 version...
 

Deku Tree

Member
I'd buy a US PS2 version, even though I already own the GC version and have played it twice, if they included signifigantly more high quality anime cut scenes (other than just the short 3 already in the game).
 

dark10x

Digital Foundry pixel pusher
Deku Tree said:
They should also make the Anime Cut Scenes unlockable and viewable from the main menu. Why don't they do that?

...because they were designed to be viewed during the game?
 

Deku Tree

Member
dark10x said:
...because they were designed to be viewed during the game?

...but alot of people (after their finished with the game) want to go back and watch them again without replaying the game.
 

AniHawk

Member
3) The casino in Arutamira now offers blackjack and other games that can be played. Earnings can be used to purchase not just garudo but EX Gems and also GRADE points

4) In the outdoor theater in Arutamira, there is an event in which Kuratos and Rifiru actually participate in a production due to a lack of performers.

This should have been in the original version. I thought at least the Casino would be interactive.

-The PS2 will have a significant number of its cutscenes rendered in anime FMV.

Damnit.
 

Wario64

works for Gamestop (lol)
Eh, I wished the game had more anime cutscenes. The game only had 2 or 3, and they were pretty damn short
 
10) The PS2 version is cited to run at 30 frames a second due to hardware limitations (the GC version runs at 60). Apparently it was a necessary sacrifice to keep the quality of the graphics/images intact. Preliminary reviews of the PS2 version in Japan have cited the PS2 version as having a more "inorganic" feel relative to the GC original.


OMGOMGOMG, Ps2version is teh suxxorz. 60 fpz ownz 30 fpz
 

dark10x

Digital Foundry pixel pusher
Senretsu said:
the less cut scenes the better.

Those cutscenes were present in the original game, though...only they are now presented through animated cinemas.
 

AniHawk

Member
dark10x said:
Those cutscenes were present in the original game, though...only they are now presented through animated cinemas.

Introduction of major characters + snow scene would be good ones in this version.
 

Socreges

Banned
10) The PS2 version is cited to run at 30 frames a second due to hardware limitations (the GC version runs at 60). Apparently it was a necessary sacrifice to keep the quality of the graphics/images intact. Preliminary reviews of the PS2 version in Japan have cited the PS2 version as having a more "inorganic" feel relative to the GC original.
Wow, the PS2 truly is beginning to show its inferiority. Yeeouch.
 

speedpop

Has problems recognising girls
Personally I don't see what the big hoola over anime cutscenes is. If I wanted to watch anime I'd either go out and buy series on DVD or download fansubs, both of which I do already. This is no disregard to Fujishima's character designs as well :p
 
Given that ToS isn't exactly pushing the GC, I suspect that the differences are due less to hardware shortcomings and more to porting and dev team issues.
 

ferricide

Member
Drinky Crow said:
Given that ToS isn't exactly pushing the GC, I suspect that the differences are due less to hardware shortcomings and more to porting and dev team issues.
i dunno. it's gorgeous and its runs at 60. if it ran at 30 i'd agree with you, but i think it's a very technically sound game.

however, i think you're right -- it's port sickness, not to do with the PS2's inferiority as such. if it had been coded from the ground up for the PS2, it'd be running at 60. plenty of games do.
 
The "gorgeosity" is due to the art direction and the talent of the folks designing the visuals. The textures are really low-res, but unlike SMS, they work great with the matte background look the game aims to create. Still low-res textures are a special ability of the PS2, and the medium-poly models/environments shouldn't exactly tax everyone's favorite Sony platform. There's no real lighting model, and the cel-shading is pretty simple -- all in all, it's not a technically challenging game, although for what it aims to do, it looks great. The full-on AA might be a bit of a stretch for the PS2, though.

I agree that the 30 fps will hurt it, because the smooth panning across the anti-aliased environments really creates a convincing illusion of "solidity" that makes the game so pleasing to look at.

Still really REALLY hate the chibi character models, though, and Kousuke Fujishima's character designs, AND I BLAME THE GAMECUBE FOR IT. HEY, SHUT UP
 

WarPig

Member
Drinky Crow said:
The "gorgeosity" is due to the art direction and the talent of the folks designing the visuals.

One thing that struck me was that it did an impressive job of giving town sequences and such a realistic sense of depth. The use of perspective is quite good all round, good filtering to back up the artists.

Kosuke Fujishima can go die at this point. As I remarked when I wrote it up, they could have gotten more impressive designs by paying a random doujinshi artist's rent for a month.

DFS.
 

ferricide

Member
WarPig said:
Kosuke Fujishima can go die at this point. As I remarked when I wrote it up, they could have gotten more impressive designs by paying a random doujinshi artist's rent for a month.
i think the deficiency has more to do with the developers' decision to stick with a more predictable anime style, and keep it SD (blech), than any real lack of talent on fujishima's part. shame, because i think he could've done more compelling designs otherwise.
 

jarrod

Banned
ferricide said:
however, i think you're right -- it's port sickness, not to do with the PS2's inferiority as such. if it had been coded from the ground up for the PS2, it'd be running at 60. plenty of games do.
Well, it should be noted that Tales Studio/WolfTeam isn't exactly a coding powerhouse (isn't Symphonia their first 3D game?)... plus they almost always have 2-3 Tales projects in development. PS2's programming difficulty curve might've taken a bigger toll on them, being used to 2D development and focus split bewteen porting Symphonia to a weaker architecture, developing Rebirth, porting Eternia to PSP and whatever other unannounced Tales games (Legendia?) they might be working on...
 

Lazy8s

The ghost of Dreamcast past
dark10x:
PS2 could easily handle this game (obviously) had it actually started out as a PS2 title
Nah, that's just the chicken and the egg effect at work. If the design had been built for PS2, it would've focused on somewhat different strengths to pull off the effect and would've run fine because the PS2 would've been the machine it was polished for.
 

WarPig

Member
ferricide said:
i think the deficiency has more to do with the developers' decision to stick with a more predictable anime style, and keep it SD (blech), than any real lack of talent on fujishima's part. shame, because i think he could've done more compelling designs otherwise.

Okey, then either he's past it or he's just clocking a paycheck. I shit on him regardless, unless he makes another EX-Driver OVA with a Lotus Elise in it.

DFS.
 

dark10x

Digital Foundry pixel pusher
Lazy8s said:
dark10x:

Nah, that's just the chicken and the egg effect at work. If the design had been built for PS2, it would've focused on somewhat different strengths to pull off the effect and would've run fine because the PS2 would've been the machine it was polished for.

...except for the fact that this game didn't rely on anything that the PS2 couldn't handle with ease. The textures are generally low-res, for example, and there really aren't any additional effects present that would be difficult for the system. ToS doesn't even begin to approach either platforms top games, from a visual standpoint (and it isn't as if this team is made up of world class programmers). What on earth do YOU believe couldn't be done on PS2? ...or have you not even played the game? The GC version doesn't even support 480p (which was REALLY disappointing to me)!

You are just saying that to smite the PS2, I know. Are you suggesting that porting games to PS2 (even inferior looking games) doesn't result in serious degradations? It is a flaw in the design, I suppose...
 

Mejilan

Running off of Custom Firmware
I was hoping for a bit more, honestly. If it does come out here, I can't really justify buying it again at full price. And if it doesn't, then I won't feel nearly as bad.

I'll get it for 20, however, if they do decide to release it here.
 

Brandon F

Well congratulations! You got yourself caught!
If you people are this worried about how Symphonia will look on PS2, be THANKFUL the shit-bred Destiny 2 never made it to our shores. A very OOGLAY game.

Ok, the pre-rendered backdrops were nicely drawn despite being half the resolution of the character sprites(causing a real unpolished meshing between the two). It had the most laughable 3D geometry since Bubsy 3D, and despite a nifty Sam Showdown-esque zoom-function in battle(Symphonia coulda taken more advantage of this, particularly with co-op) the sprite animation and hitbox detection was real nasty and actually WORSE off than the PSX entries. In some cases you can actually see the border edges of the character clipart! Almost as if the game is running off some PSX emulator brutally stretched to a doubled resolution. Embarrassing...

The saving grace was that it did have a KICK-ASS ability progression structure that focused on combat tactics that are a bit more active and direct(Way more interesting than the mostly passive title/ex-gem choices you have in symphonia) and well...it can be beaten in just over 20 hours while adding a slew of replayability features. Not the most eventful twenty+ hours though given the obscene backtracking, bland world design, and full on lack of transportation devices(airships don't arrive on scene until pre-endboss dungeon ala FFX).

After the overhaul Symphonia brought to the table(especially regarding combat) I'm amazed Rebirth is reverting to the 2D...hopefully it will be more like Eternia, a game that actually didn't suck!
 

Floyd

Member
30fps eh. That mean nothing to me, but i know how soul destroying something like that will be for a few perfectionists on this forum.

Although nobody is whining about the lazy porting, or how this version is now ruined. Maybe they got over it.
 

TekunoRobby

Tag of Excellence
The hell is the point, if you own a GC and a PS2 then there's no reason to wait for the PS2 game with these paltry extras.

Play it, beat it, enjoy it, then sell it if you wish and get the PS2 version if you want it to be complete.

Waiting for the PS2 copy is complete stupidity (unless you only own a PS2).
 
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