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Mickey Mouse - Castle Of Illusion Remake PS3 review

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    #16
    Got this on steam, and have to say for everything it does right it does sloppy stuff wrong.

    Anyone else getting tired of publishers/devs released clearly unready products? The internet has bought many great things, but lazy rushed releases with stacks of patches are starting to really annoy me.

    How hard can it be to get a simple title out free of ridiculously sloppy bugs etc?

    On my m14x r2 laptop this game runs locked at 21fps.....

    Yeah...balls.

    I cant remember many(if any) really buggy games released in the days preceding the current gen, and if it didnt happen then then there is no reason it should happen now, especially with games which are not exactly complex.

    I understand the need to patch games with online multiplayer issues, but surely single player stuff should be right from the start.
    Last edited by PaTaito; 06-09-2013, 15:04.

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      #17
      Got this in the recent sale on PSN and..... It's ****ing awful. I'm sure if it didn't have the worst controls of any game ever, it would be good. However, I'm up to the Library boss and the jumping is just pissing me off more than any game ever. Needless lives lost due to the slippy slidey jumpy bollocks.

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        #18
        It's not great but not that bad.

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          #19
          Originally posted by MonkeyJuggleDX View Post
          Got this in the recent sale on PSN and..... It's ****ing awful. I'm sure if it didn't have the worst controls of any game ever, it would be good. However, I'm up to the Library boss and the jumping is just pissing me off more than any game ever. Needless lives lost due to the slippy slidey jumpy bollocks.
          The awful input delay is down to the terrible frame rate, it was clearly a unfinished title on release would love to know what happened between Sega and Disney on this one. As the state of the game points at them having a bust up over it.

          That said the studio that work on it were getting shut down after its releases which is never good for moral.
          Last edited by S3M; 13-01-2014, 12:01.

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            #20
            Has their been a patch for this so called poor frame rate? I haven't experienced any of it..

            Anyway, I'm about midway now, and really have enjoyed it. The visuals are the star of the show, and the camera is very solid. Great smooth transforms from all planes, making this a smooth experience.

            The level design is actually quite neat, I don't believe platformers need to reinvent the wheel anymore, and this one plays well. The difficulty curve is a little out though..

            I think it's a solid 7/10. (being good++).

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              #21
              Originally posted by nakamura View Post
              30fps? That's laughable. PS1 platformers are that.

              really though, why is fps such a big deal? How in anyway is it detracting from the game? I mean really, is this a bad game because it's frame rate isn't 60? I have never understood fps moaning, not ever. Noticable fps drops are a different thing entirely, and this is due to poor loading/optimisation/occlusion/code/etc

              Frame rate could be locked at 30fps due to technical choices, especially so if they're calculating physics in game based on framerate (it's common) and any faster would essentially break things. There are so many reasons devs chose 30fps it would be a thread in itself.

              However, you're right - this game could have been 60fps. I'd assume there were technical shake ups at the studio that lead to a (somewhat) fixed 30.

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                #22
                The difference between 30 and 60fps is massive. Especially when you are playing a game that needs precise controls.

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                  #23
                  Maybe, if you're playing a poorly designed game that hasn't accounted for framerate.

                  I don't think this game is one of them, its framerate has been solid throughout playing, not to say it might/has dropped and I haven't noticed. I would say this game was designed for 30fps. I haven't experienced any lack control, it's been very good. If I see any blur, I will say so.

                  There isn't a lack or precision in a game depending on framerate i.e a game that is coded for 30fps will run just as precise as a game of 60fps. The image on screen might not be the same, but ultimately a character in a game is just an image, it's position, and collision box will be math based, and will always be independent or dependent on framerate depending on the game. So the only inaccuracies will occur when something is wrong, generally a 10%+ drop will be noticeable.

                  I don't mean to be a arse here, but I have developed titles at 30fps, and 60fps.. I've yet to see any inaccuracies. Smoothness, yeah there is some weirdness but that's only ever seen on games that were developed for 30 and switched to 60, or other ****. I am not gospel, there could be more to this than I am currently aware of, and am happy to learn that. Of course more frames is a smoother - I don't think it's more accurate though.

                  This isn't the old 25 vs 30 of the old generation.

                  However, when I quit to dashboard it does crash my ps3 =/ lol

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