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bplus

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Posts posted by bplus

  1. I was playing the leaked Xbox 360 remaster last night, honestly it looks better than either of these. I wonder if part of the deal was that the new Xbox version couldn't look miles better than the switch.

     

    I was also playing n64 version on retro arch. To be fair, these versions look better than that.

  2. 19 hours ago, Loik V credern said:

    Reading about Goldeneye i went looking for a video with it having blood after the info they took it out on Nintendo's say. The most bizarre 'Nintendo thinks your game is too violent for kids' story for me is Rare changing the characters in Jet Force Gemini before the game's release, making them teenagers instead of 10 year olds. They just became taller and that was it.

     

     

    The blood is too bright really and pointless. Like paint splatters, it looks crap. It doesn't matter, the blood through the clothes is more realistic and still satisfying. But watching that run through again reminded me of all the things i loved about the game, reminded me of how at the time something comes along that is unlike anything you've played before that it stands alone, you become sort of obsessed by it. Before Goldeneye for me was just Quake, Zero Tolerance, that's about it. Exhumed. Virtua Cop 2. There are things a game taps into that then is never tapped into again, Goldeneye was the first and last game honestly for me that impressed real danger of being shot, your health is precious, every hit you take matters, and you're always outnumbered. and it's the variation in enemy responses, look at that first encounter at 37 seconds, the second guard runs in circles before running towards you. You can aim quite easily but it's something that makes that impression when you first play it, especially with you in awe at what you think are the most realistic graphics you've ever seen. Because of the sound effects too bullets sting you, the way the orange sparks flash past you, they just nail the vulnerability of being shot at. The sound of Bond breathing, the health appearing, all this was not only completely new to me it was revelatory, a developer totally nailing something no other game previously had.

     

    The absolute best example of Rare varying the guards response animations to throw you off (besides one kneeling) is at 1:14 when he opens the door and the far left guard does that bloody marching walk, just pause it as he opens the door, they're already aiming at him. It's a game where when you get good you can dance around the guards and make fun of their slow responses but you still have one guard aiming accurately that gets you. The way they walk towards you there still feels threathening to me after all these years, like you have to back out of it and sneak out again.

     

    No other game did shooting as well, the enemies are tall, the thumps as the bullets connect is so satisfying. Even by Perfect Dark they lost this focus of the simplicity of corridors of tall human enemies doing all their individual animations waiting to be cleared. 1:46 is pure Goldeneye. Shoot a guy, see the bullet put a hole in the wall, turn around, pick up ammo, reload, go around the corner, two men stood on the same line, one 20 yards before the other, shoot the one behind but miss and catch the hat of the one in front, get his leg and luckily his body too so he's gone, the one behind is firing so close to you, you're exposed, another guard comes running in from the left then another by the guy at the back so you've got this now even more satisfying chunk of green bodies to fire into, knowing wherever you hit, leg, arm, they'll react. Then! Two more appear from the left, and bloody kneel, you clear the ones at the back but one of the left guards hits you, you retreat, reload, go back out and they haven't stopped. They don't stop just because you hide, they're still finishing their shooting animations, and it's just the joy of different enemies at different stages of their animations positioned in different spots, and then you calculating which order to take them in and where to place yourself. It's always different, and it always matters.

     

    Anyway, that player in the video takes out the guys in the corridor then has to turn around and go back because he's vulnerable from behind too, before returning to the epic shoot out corridor where another guard appears, this time from the right who's no bother. And all you can see are all these bullet holes, smoke, a hat and dropped guns and it's as fun as first person shooting ever got for me. Wait, it doesn't even end. You turn to your left and go to open up the door and are being shot at again, sparks flying everywhere, guards coming at you from directly behind. Strafe back and spin around.

     

    My thinking is that because the game was inspired by Virtua Cop and was going to be on rails and because the team was inexperienced they focussed on what really mattered. Stuff like Medal Of Honour and Call Of Duty was about the adventure, the set pieces. The approximation of realism in early 3D meant Rare made the enemies tall distinctly blocky things to shoot, in Call of Duty's soldiers are small, there's no variation in death animations, there's obviously no corridors of guards endlessly appearing from different directions, shooting is just an afterthought, you're not meant to enjoy it.

     

    Halo always got the '15 seconds of fun' tag but really Goldeneye had it too. Shooting aliens with colourful guns as their shields flicker is not as satisfying as ploughing bullets into human bodies.

    Pretty much exactly what I think too. Every FPS I've played since has been slightly disappointing. Perfect dark is close, but it's also a bit of a mess at times.

     

    So are switch owners just getting an emulated version of the game with online play? No improved frame rate even?

     

    I have the Xbox leaked remake, use it in an emu, it's very good. Bit buggy but totally playable. I'm guessing the new Xbox version is just a completed version of that?

  3. 1 hour ago, Phantoon said:

    I can see why Turok 2 got really high scores, personally. I played it on release and it was clearly much higher budget than most other N64 games. It had the scripted events that would become really popular later. It was a visually much improved sequel to an important early N64 game (which incidentally is still really good). It had fun weapons and (for its time) was really violent, which was unusual on the N64.

     

    Yes it could be a bit of a slideshow, but show me N64 games of that generation that weren't. Yes it was maze like and far too big for its design - we're used to games mollycoddling us nowadays; early shooters were maze like and finding your way was part of the difficulty. Being big is still seen as a good thing today - you'll see comparisons of how big an open world is pretty often still - despite the fact that being big doesn't count for very much in and of itself.

     

    It was a big, high budget shooter, on a console where arguably the most popular game was a shooter. I admit it hasn't aged quite as well as other games, including its predecessor, but we can't review it now outside of all context and say that the reviews were wrong.

    All good points :)

    One thing though, I find Goldeneye on an emulator in high Res or the Xbox version plays really well still. Infact I still find it's one player much better than any FPS I've played since (apart from Deus ex 1). But I think that's part of the problem, turok feels quite quake or halo ish to me, but GE plays nothing like that. And no matter how many times I play those games I don't find them as engaging as GE. Also I really don't like quake 2 which puts in me in the minority.

     

    I now want to play the remake of turok. I'll hate it! But I want to know! Plus I keep adding games to my gog account I never play. Why stop now!

     

     

     

     

     

  4. On 19/01/2023 at 13:28, gossi the dog said:

     

    Bribes. 

     

    From what I recall all of Future publishing (who were notorious for giving massively inflated scores for exclusive reviews) reviewed it months before release. I don't think the multiplayer mode had even been implemented then.

    But it came on a black cartridge! That alone is worth 30 percentage points.

     

    I stuck it on retro arch a while back and turned it off after about two minutes. Then again I only seem to be able to enjoy driving games and beat em ups these days.

  5. Can anyone explain why arcade version of ultimate seems to have fewer characters than the snes and megadrive versions?

     

    Yeah I always wondered in trilogy got panned due to be in 2d. N64 gave it about 30 percent or something like that.

  6. I get about 5 minutes a day to play games. For some reason I started playing ultimate mortal kombat on the megadrive using retro arch tonight. It seems like a great game.

     

    Got me thinking, what is the best mortal kombat game? Last one I really played was 4 on the N64 and I loved it. Yes it got bad reviews but the N64 didn't have many fighting games.

     

    I hear good things about mk9?

  7. 16 hours ago, spanky debrest said:

     

    I'm not an expert but -

     

    Reasons why there are so many Everdrive models:

     

    The Mega Drive Everdrives are Krikzz's oldest flashcart products, so there have been a *lot* of revisions / improvements over the years.  

     

    Today I think the X3 remains the lowest entry model - it loads all official ROMs including the SSF2 (the biggest one).

     

    The X5 adds a pause button for Master System games, if you care about that library. The X7 uses a bigger FPGA and has power-user features like being able to load extra-big ROMs which use custom mappers (for some hacks and homebrew), and FM-sound support for SMS games.

     

    The latest Pro model supercedes the X7 mainly because there's an entire Mega CD unit inside, so I think the X7 has been retired. There's a lot of cool stuff only available on a Pro model but I personally never upgraded from an X5 because I was happy running CD-Rs on a real Mega CD, loading CD BIOSs as desired. 

     

    The stuttering via an OSSC is just how it is until, yes, either you use a real NTSC console or replace the crystal with a true 60hz one. It's less to do with PAL games being played at 60hz but rather the slightly off-spec version of 60hz / NTSC timings outtputted by modded PAL Mega Drives..which the OSSC (and Framemeister I believe) just don't like very much. 

     

    I used to have a PAL MD with an NTSC crystal installed (regular, not dual frequency) - but only ever used it direct to a CRT. It's a cool mod but only particularly needed for some PAL consoles played through specific scalers, as I understand it.

    Sounds like you know more about this than I do :) for some reason I never saw stuttering on my ossc and modded pal megadrive. Probably due to me using a fairly small telly.

  8. 8 hours ago, Shimmyhill said:

    Speaking of EverDrive carts… why are there so many variations of them, are there models to avoid and ones to snap up!? I can see the mentioned EverDrive pro as many fancy features so that one is obvious but all the other variants 🤷🏼‍♂️

     

    I have mine all setup with the OSSC now and getting a very decent image, I’m thinking of getting a new RGB scart lead with stereo sound plug - retro gaming cables seem to come up often, go to brand or others to consider?

     

     And finally, I have been running a few PAL carts switched to 60hz and generally they run fine but there is an occasional stutter - ive read up on it and its down to the outputs not exactly matching NTSC timings - has anyone gone to the lengths of replacing the crystal oscillator to resolve this esp the claimed dual mode ones?

    The packapunch cables really are very good. But if you are happy with your RGB cable I wouldn't bother. I could see the diff compared to my cheapo eBay one, but it's not worth 30 quid extra in my book.

  9. 8 hours ago, Shimmyhill said:

    Speaking of EverDrive carts… why are there so many variations of them, are there models to avoid and ones to snap up!? I can see the mentioned EverDrive pro as many fancy features so that one is obvious but all the other variants 🤷🏼‍♂️

     

    I have mine all setup with the OSSC now and getting a very decent image, I’m thinking of getting a new RGB scart lead with stereo sound plug - retro gaming cables seem to come up often, go to brand or others to consider?

     

     And finally, I have been running a few PAL carts switched to 60hz and generally they run fine but there is an occasional stutter - ive read up on it and its down to the outputs not exactly matching NTSC timings - has anyone gone to the lengths of replacing the crystal oscillator to resolve this esp the claimed dual mode ones?

    I could be wrong, but pal carts probably stutter at 60hz if they already been optimised?

     

    Pal megadrives do have a very hard to notice issue that when switched to 60hz and running NTSC games. Not sure it counts as stuttering though. 

     

    I'm definitely not an expert on this subject. Though I did mid my pal machine and I own a jap one too.

  10. 2 hours ago, Goemon said:

    10 Arcade ports being worked on for the MD

     

     

    Is puzzle bobble being worked on? I have this silly idea that when I'm retired, I'll port that. (I don't have the required IQ to do that, but still!)

  11. 17 minutes ago, ianinthefuture said:

    Probably just the Amiga version then.

    Ha! I was surprised that retro gamer said the Amiga version was ok. I haven't played it but judging by YouTube vids it looks diabolical!

  12. 2 hours ago, Mr Monday said:

    There’s also a later version of the SF2 Turbo prototype that removed the black bars from the HUD.  In some ways it’s better than the released version.  I think both the SNES and MD games use the same assets as the PC Engine version.

     

     

    E1BA4068-3841-4B39-A864-8FD42C167B1A.png

    Was the one on the left developed by capcom too?

  13. 8 hours ago, ianinthefuture said:

    Distinctly remember one (maybe all) of the Street Fighter II ports being a copy of the arcade game insomuch as they played the arcade game and made the port based off of what they saw/felt/heard while playing.

    I could be wrong but I thought the arcade team did the snes version. And eventually capcom brought the megadrive version back in house after the first team to attempt didn't do too well.

     

     

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