MGS4 : Everything is Nanomachines. No more love story between Meryl and Snake, here , have Mr poopy pants Johnny.
Ok.....
Ok.....
Bloodborne The Old Hunters: the Lumenwood Garden lamp is just some steps away from the Astral Clocktower one... why?
It's just two bosses one after the other (the Living Failures and Lady Maria), so why not just put only one between them?
What's up with the Halo 2 mentions? I played the game for the first time last month and thought it was really good for such an old game. Is it the ending being very rushed or something else?
What was cut about this? My memory may be hazy but I played the shit out of it. Both campaign and MP.
The like warped JPG backgrounds in Fire Emblem Three Houses during support conversations.
All the support dialogues don't take place in the actual environments instead they just took prerendered screenshots of the actual environment and then warped them to look 3D with the character models on top, but there's always these weird stretches and oddities to them and you can tell they're just static images.
Overall the game is pretty damn ugly and has a lot of graphical shortcomings and limitations in the presentation. You can tell they had a very limited budget most likely and really had to stretch things as much as they could given the amount of content, VO and stuff they were trying to do with the game.
That explains the weird and abrupt transition between Halo 2 and 3. You're all of the sudden on Earth fighting the Covenant even though at the end of 2 Master Chief went to the big Covenant ship thing.It's the ending. As originally intended, the game would have continued with another level or two on Earth. Areas were modeled, some encounters were created, and voice acting was recorded for it. All of that was scrapped because there was no time to finish it. The crunch on Halo 2 was nuts.
Yeah it's really bad in all of them. The Support Convos were pretty jacked up when it came to presentation. I remember Caspars was particularly bad with like action and things happening and it's just him and Byleth on this terrible exterior screenshot and he's supposed to be chasing and fighting ruffians and all you're doing is staring at Byleth's model over this screenshot and dialogue boxes of Caspar basically narrating what he's doing.
I actually can't believe I never noticed this. I guess I was more engaged in the conversation than in the place they were talking in.The like warped JPG backgrounds in Fire Emblem Three Houses during support conversations.
All the support dialogues don't take place in the actual environments instead they just took prerendered screenshots of the actual environment and then warped them to look 3D with the character models on top, but there's always these weird stretches and oddities to them and you can tell they're just static images.
Overall the game is pretty damn ugly and has a lot of graphical shortcomings and limitations in the presentation. You can tell they had a very limited budget most likely and really had to stretch things as much as they could given the amount of content, VO and stuff they were trying to do with the game.
Spyro Enter the Dragonfly
This was my first lesson in franchise disappointment. After a great PS1 trilogy child me was so excited for spyris PS2 debut and i remember clearing the first main hub world fighting the boss and waiting to unlock the second hub(where the spyro formula was 4 hubs with a boss at the end of each). Lo and behold after beating the 1st boss the credits start rolling and im blown away.
What's up with the Halo 2 mentions? I played the game for the first time last month and thought it was really good for such an old game. Is it the ending being very rushed or something else?
The campaign was a cliffhangerWhat was cut about this? My memory may be hazy but I played the shit out of it. Both campaign and MP.
But does it matter for what the public see? A cut down short game forced out the door only a year after when nobody was really expecting them to?I cannot believe this rumour still persists. No, RE3 Remake's development did not begin when RE2 Remake hit the market.
SaGa Frontier is literally unfinished but this ending in particular was always planned to be this way. The actual ending happens a few hours before with the credits and everything. That infamous part is the epilogue of the scenario.Didn't Saga Frontier end in the middle of a battle to just say "The End"
good god the back half of the game makes this the poster child for this thread, it's soooo obvious where they ran out of time developing the game
Regardless of your opinion of the game, it's disingenuous to say it had one year of development.But does it matter for what the public see? A cut down short game forced out the door only a year after when nobody was really expecting them to?
RE engine aside, RE3 only assets were made before they even knew if RE2make would be a success financially?Regardless of your opinion of the game, it's disingenuous to say it had one year of development.
Yes, going by DuskGolem, RE3 actually started development before RE2. They were originally planned to release as one package.RE engine aside, RE3 only assets were made before they even knew if RE2make would be a success financially?
Metroid Prime is a masterpiece, but you can see a few spots where the rush to release made its mark.
The most obvious example is Flaahgra's battle theme. In the NTSC version, the music loops incorrectly and never progresses past the first 35 seconds, an error that was fixed in subsequent releases.
NTSC version
Actual full version
Another obvious example is the Omega Pirates missiles. Scanning the missiles reveals an unfinished placeholder.
Bloodborne The Old Hunters: the Lumenwood Garden lamp is just some steps away from the Astral Clocktower one... why?
It's just two bosses one after the other (the Living Failures and Lady Maria), so why not just put only one between them?
MGS4 : Everything is Nanomachines. No more love story between Meryl and Snake, here , have Mr poopy pants Johnny.
Ok.....
Cut-scenes in FFXIV. Most of them look like placeholder.
Lot of black screen with a sound, too.
Huh. Thanks for the correction. Are you sure they didn't just accidentally cut the original track short? It's very short compared to most of the other boss tracks in the game.correction time: the music never had a loop glitch. that's the whole thing in the first release.
the music was that short originally and they made a more extended version while localizing the game for other regions (remember it released in 2002 in america but in 2003 everywhere else)
this can be verified by extracting the game files and playing back the audio for this song in a capable program. hell, just the filesizes alone show the difference since the files you obtain from the original US release are smaller than the files from any further release.
no idea why it was shorter in the first place but the fact is that the audio in the file is playing correctly and there's no glitch. it was just a way shorter version.Huh. Thanks for the correction. Are you sure they didn't just accidentally cut the original track short? It's very short compared to most of the other boss tracks in the game.
lol this was the game I came to post. The lack of character models for several important/named characters was very noticeable.
RE engine aside, RE3 only assets were made before they even knew if RE2make would be a success financially?
I see! Thanks for the info.According to sources the RE3R was in development as long as RE2R. And while RE2R was rushed towards the end (according to sources a lot have changed during the last year of the game's development, and the "2nd run" scenarios were a last minute additions), RE3R was completed long before the game was released. There weren't any cuts due to budget or time limitations - the game that was released was the game developers wanted to release. It just didn't include everything from the original game, but that was (apparently) by design.
These aren't corner cutting, they're just bad programming.On the subject of Pokemon: Red and Blue are held together with goddamn duct tape.
Some of the notable errors include:
Of course, Pokemon Red is what got me into gaming, so sometimes a broken mess can still be really fun!
- Every single "100% accuracy" move has a 1/256 chance of missing except Swift due to using a strictly less than check rather than a less than or equal to check.
- The move Kinesis is not learned by any Pokemon through level up or TM. The only way to even see this move it is randomly selecting it with Metronome. It's also an awful move.
- Attacks that are super effective again one of a Pokemon's types and not very effective the other type will erroneously show the super effective or not very effective message, even though the attack is doing neither.
- The invisible stat buffs provided by badges in single player are reapplied every time your stats change. This means that a move like Harden (Raises your Defense stat by one stage) will also increase your Attack, Speed, and Special.
- On the subject of badge boosts, the move Haze, which is supposed to reset the explicit stat alterations from attacks, will remove your invisible badge boost stat buffs.
- The move Focus Energy is supposed to double your critical hit rate. Instead, it halves your critical hit rate.
- The move Rage is garbage, but what's especially bad is that if you miss Rage, the accuracy will change to 1/256, virtually guaranteeing you will never hit again.
- The moves Night Shade and Seismic Toss completely ignore type immunities, so you can suplex a ghost.
- The move Bide makes no fucking sense. In addition to being able to hit Ghosts despite being a Normal type attack, the Bide damage calculations are bizarre and the move has so many weird glitches.
- The move Psi-Wave, in addition to being garbage, breaks the game in link cable battles due to desynching both players.
- The Ghost type is supposed to be super effective against the Psychic type, but Psychic is immune to the only regular Ghost type attack (Lick).
- The rival battle before Victory Road uses the same data as an early game rival fight, so he uses Potions instead of Super or Hyper Potions.
- You can use the PokeDoll to end any wild encounter... Including the mandatory story one in Lavender Town that is normally off-limits until the Silph Scope.
- Moves that inflict status as an additional effect can't inflict status on Pokemon of that move's type. Normally this seems sensible: Ice Beam can't freeze an Ice type, Fire Blast can't freeze a Fire type... Except Body Slam can't inflict paralysis on a Normal type. This was a mechanical quirk that was only discovered over a decade after the games' release.
- Enemy trainers have unlimited power points, which can cause soft locks under the right conditions.
- The "smart" trainer AI will preferentially use super-effective moves... Always. Even when those moves do literally nothing. This is most obvious with Lance, where he will literally never attack a Poison type with his dragons because the Psychic stat-raising moves Barrier and Agility are "super-effective".
- The Pokemon Moltres learns the move Leer, one of the weakest stat affecting moves, at level 51. Why? Because Leer's ID number is 1 away from the attack Fire Blast. WHOOPSIES! EDIT: ERAsaur rightfully pointed out this is bullshit. Fire Blast is a gym TM move, and no gym TM moves were designed for level up. I was thinking of Flamethrower... But I'm not sure if the ID number thing holds true there. Whatever's the case, I can confidently say Moltres, a legendary Pokemon, should not be learning Leer at level 51. :P
Far from the most egregious example, but it felt like in God of War 2018 the elevator fight towards the end was either filler or not as impressive as they intended it to be.
Top of my list. To this day I wish I could play the version of Wind Waker where they delayed it and finished those 2 dungeons.
Yup, I posted similar to this for Shenmue 3. I also had an issue with how many people in the second area (the shrine maiden especially) just sorta.... appear and suddenly they are important in the ending. Its not like 1 or 2 where you gradually built up a friendship with Ren or Gui Zhang. And yeah, the entire third part was basically cut and rushed, which is why most of the plot in that point feels like it was missing. I'd have rather they cut the second area and just did the first area, and properly built up the finale. Nothing plot wise would have been lost (they could just recycle Nio Sun into the first part instead) and had you head over to Baisha/Castle area after learning of Shenhua's fathers fate at the end of part 1. I like the city environment (was gorgeous and really fun to explore) but it just sorta brings the game down with how the plot flat out stalls for many hours.Shenmue III for me. It starts amazingly well and then just kind of progressively falls apart as it goes on.
The first area is fantastic and clearly achieved everything they were aiming for. The second area looks great and is really well designed but the actual story, as in the things you do, is 100% recycled from the first area. It's literally just a reprise. Then the third area, which should be the culmination of the whole thing, is essentially just a bunch of cutscenes.
I still love the game and it's miraculous it even got made but it's clear they just didn't have the money or the time to make that final area what it was supposed to be.
Shenmue III for me. It starts amazingly well and then just kind of progressively falls apart as it goes on.
The first area is fantastic and clearly achieved everything they were aiming for. The second area looks great and is really well designed but the actual story, as in the things you do, is 100% recycled from the first area. It's literally just a reprise. Then the third area, which should be the culmination of the whole thing, is essentially just a bunch of cutscenes.
I still love the game and it's miraculous it even got made but it's clear they just didn't have the money or the time to make that final area what it was supposed to be.