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Crappy Ports


TheMightyEthan
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So this is a thread for shitty ports. It can be anything, from not optimizing the engine to not making control concessions. It's not for any shitty games, though, just games that were crapped up in the port process.

 

I'll go first:

 

Dead Space on PC. This game clearly was not designed with a mouse and keyboard in mind for a control mechanism. Different controls are spaced out across the keyboard so that the letter they use makes sense (I for Inventory, M for Map, etc) but the key location does not. Additionally, the sensitivity you set for in-game aiming also affects your mouse movement on the menus; so when you turn up the sensitivity to try to get some kind of reasonable control response it makes it so the menu is almost unusable because the mouse is so touchy. It's bad enough I've actually switched over to my wired 360 controller, making Dead Space the first shooting game I have ever voluntarily chosen to use a controller over a kb/m.

 

*Edit* - Also, even if you're playing with a controller, the controls menu still only shows you kb/m controls, so I have no idea htf to reload.

 

*Edit* - There's ALSO extreme input latency whenever v-sync is turned on. This isn't my computer not being able to run the game well, it's a problem that everyone has.

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  On 1/23/2011 at 7:56 PM, TheMightyEthan said:
*Edit* - Also, even if you're playing with a controller, the controls menu still only shows you kb/m controls, so I have no idea htf to reload.

 

While aiming (LB or LT not sure which) press the action button (probably "A").

 

Happen to be playing through Dead Space myself on the PS3. Amazing game. Pity the PC port was such arse.

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Yeah, in my experience it's not that "PC gets the shaft" so much as "PC version isn't as much better as it could be."

 

Even with Dead Space, now that I'm playing with a controller it's superior to the console version (though I'm still pissed I can't turn on v-sync, it really looks weird when there are flickering lights).

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Bayonetta on PS3 was amazingly bad. Basically taking a game that at its best runs at 60FPS max on 360, down to 30FPS max on PS3 and still having to look worse. Not to mention the load times. They patched the loading so you could install the game, but that was all they patched.

 

Being friends with Masterdex means I'm well aware of PC port problems :P its just well unfair really. I want to buy Dead Space 2 on (my amazing new) PC but I'm hesitant because of Dead Space 1's problems.

Edited by excel_excel
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  On 1/23/2011 at 9:39 PM, HotChops said:

The original Far Cry was terrible on the console. It was nothing like the PC version.

 

Half Life was also ported to PS2 and it's load times were terrible and it was buggy as shit.

 

Wasn't that a port of the dreamcast version?

 

 

 

Also, I don't think the situation's the same with DS2. It's not a new IP this time around.

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  On 1/23/2011 at 10:16 PM, Faiblesse Des Sens said:
  On 1/23/2011 at 9:39 PM, HotChops said:

The original Far Cry was terrible on the console. It was nothing like the PC version.

 

Half Life was also ported to PS2 and it's load times were terrible and it was buggy as shit.

 

Wasn't that a port of the dreamcast version?

 

 

 

Also, I don't think the situation's the same with DS2. It's not a new IP this time around.

 

From Wiki:

 

  Quote

"Half-Life was ported to the PlayStation 2 by Gearbox Software and released in 2001.[38] This version of the game had a significant overhaul in terms of both character models, weapons, and more advanced and extended levels and general map geometry (see Half-Life High Definition Pack for a model comparison). Also added in is a head-to-head play and a co-op expansion called Half-Life: Decay that allowed players to play as the two female scientists Dr Cross and Dr Green at Black Mesa. Another interesting feature allowed players to use a USB mouse and keyboard, a feature previously unmatched on the platform.[38]

 

Versions for the Dreamcast and Mac OS were essentially completed, but never commercially released.[39] The Dreamcast edition was eventually leaked onto the internet.[40][41] The Dreamcast version uses the same models as the Half-Life High Definition pack.

 

Gearbox Software was slated to release a port to the Dreamcast under contract by Valve and their then publisher Sierra On-Line near the end of 2000. At the ECTS 2000, a build of the game was playable on the publisher's stand, and developers Randy Pitchford and Brian Martel were in attendance to show it off and give interviews to the press. However, despite only being weeks from being available, it was never commercially released; Sierra announced that Half-Life on Dreamcast was canceled "due to changing market conditions" onset by third-party abandonment of the Dreamcast.[42] That year Sierra On-Line showed a PlayStation 2 port at E3 2001. This version was released in North America in late October of the same year, followed by a European release just a month later. Around the same time, Half-Life: Blue Shift, which was intended to be a Dreamcast-exclusive side story, was released on Windows as the second Half-life Expansion Pack.[43] "

 

Pretty disappointing considering how bad it was. I usually like Gearbox's work and they're close to where I live.

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I got the PS2 port for cheap, and I've played it. Perhaps if I had experienced the game on PC I would notice, but it wasn't buggy for me at all. I can't remember anything about load times, but Quick Load was a godsend.

 

I mean, I looked at reviews before diving in since it is a PC-to-PS2 port, and for the most part I kept finding reviews putting it between 8.0 and 9.0.

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Maybe I bought a bad copy of the game. I think I got it used. Or perhaps my PS2 was messed up. When I recently replayed MGS3, it was hiccuping a lot. Again, it was used copy of the game.

 

My copy of HL for PS2 was nearly unplayable. It would freeze up frequently and the load times were in minutes.

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  On 1/24/2011 at 6:24 PM, Cyber Rat said:

I' m trying to figure out whether my memory is bad or Yant just didn't like the port, but I seriously can't recall ever having control issues with neither Genesis nor SNES versions. And a lot of people I know who played it during those times never thought that.

 

Ditto.

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