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View Poll Results: PSX or Saturn?

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  • PSX

    63 44.68%
  • Saturn

    78 55.32%
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Thread: The PSX Vs Saturn Poll.

  1. #316
    Raging in the Streets KnightWarrior's Avatar
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    That's why I hated Sony as a Company..

  2. #317
    Hero of Algol TrekkiesUnite118's Avatar
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    It came out in late 2000 for the US, Japan got it in December of 1999 for the Dreamcast though.

  3. #318
    I DON'T LIKE POKEMON Hero of Algol j_factor's Avatar
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    Quote Originally Posted by TrekkiesUnite118 View Post
    It came out in late 2000 for the US, Japan got it in December of 1999 for the Dreamcast though.
    That's still after the PC (and N64) version though. And while the N64 version had a million-dollar budget, three dev teams, and a full year of development time, I'm pretty sure they didn't put anywhere near that kind of resources into the DC version.


    You just can't handle my jawusumness responces.

  4. #319
    I remain nonsequitur Shining Hero sheath's Avatar
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    If they used WinCE one person probably ported it over unoptimized over night.
    "... If Sony reduced the price of the Playstation, Sega would have to follow suit in order to stay competitive, .... would then translate into huge losses for the company." p170 Revolutionaries at Sony.

    "We ... put Sega out of the hardware business ..." Peter Dille senior vice president of marketing at Sony Computer Entertainment

    "Sega tried to have similarly strict licensing agreements as Nintendo...The only reason it didn't take off was because EA..." TrekkiesUnite

  5. #320
    Road Rasher
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    Quote Originally Posted by TrekkiesUnite118 View Post
    http://www.gamespot.com/news/2465273.html

    It was canceled in late 1998. The Dreamcast port came out a year later. They mention canceling it to do Code Veronica, but I wouldn't be surprised if they didn't also move what bit of Saturn RE2 they had to the Dreamcast
    Lol my Favourite part in that interview is the same tried and tested bullshit developers always palmed off about the Sega Saturn when they cancelled a title for it...

    "We sincerely apologize to the people who anticipated Bio Hazard 2 for Saturn. We were developing Bio Hazard 2 for Saturn, but found out that it's difficult to achieve the same level of quality on the Saturn that the PlayStation version had." - Shinji Mikami

    Same crap they said about Tomb Raider 2, except the reality is Sony bought exclusivity rights. But we still get the same bullshit PR message into media channels about the Saturn's inferiority.

    Seriously I have never understood any of hubbub around the Resident Evil games, there awful clunky games, with trite plots. I was 'there' in 1997 but even then I never understood those games, much like most of the other mass-market fodder on the PSX (not that I dislike all the PSX's library). If a clunky CG anime cut-scene with some long-haired bloke stabbing some female character captured the Zeitgeist of the 32-Bit generation along with Tom Clancy Kojima, I'll go back to my man cave and play some more Virtua Fighter.

    And Capcom has the balls to say the Saturn couldn't handle a hi-res 2D background and 4 or 5 Gouraud Shaded characters on screen? Resident Evil was practically built to take advantage of the Saturn's VDP2 hardware. Absolute piffle, this is 97'/98', not 1995 the basic dev tools for the Saturn had improved considerably. No different from the shit Edge magazine used to come out with engineering panic and scepticism constantly around the Saturn in the 90's.


    P.s Also before I get some 16-bitter style post with Edge magazine scans suggesting the Saturn failure as a platform was objective rather than subjective PR opinion, I'll remind you even Edge themselves admitted years later in retrospectives there editorials where a little skewed and against the Saturn.

  6. #321
    Hero of Algol TrekkiesUnite118's Avatar
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    I wonder how hard it would be to do a hack of Resident Evil for the Saturn to turn it into Resident Evil 2. It wouldn't surprise me if that's essentially what Capcom did with the PS1 version to get Resident Evil 2.

  7. #322
    I remain nonsequitur Shining Hero sheath's Avatar
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    If anybody hacks Resident Evil for Saturn they need to put it in 704x480 mode at 60FPS using the PC game data.
    "... If Sony reduced the price of the Playstation, Sega would have to follow suit in order to stay competitive, .... would then translate into huge losses for the company." p170 Revolutionaries at Sony.

    "We ... put Sega out of the hardware business ..." Peter Dille senior vice president of marketing at Sony Computer Entertainment

    "Sega tried to have similarly strict licensing agreements as Nintendo...The only reason it didn't take off was because EA..." TrekkiesUnite

  8. #323
    ESWAT Veteran Da_Shocker's Avatar
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    I'm pretty sure there is a reason why we haven't seen any 32-Bit hacks.
    Quote Originally Posted by Zoltor View Post
    Japan on the other hand is in real danger, if Japanese men don't start liking to play with their woman, more then them selves, experts calculated the Japanese will be extinct within 300 years.

  9. #324
    Hero of Algol TrekkiesUnite118's Avatar
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    My guess would be a lack of interest. In theory it shouldn't be any harder than what they do for 8-bit and 16-bit hacks. In fact some could be ridiculously easy. As if I remember correctly some games have all their files in plain sight on the CD and with the right tools you can open and edit them on your computer.

    But for Resident Evil it probably wouldn't be that hard to just make an Engine that replicates the way the game works.

  10. #325
    ESWAT Veteran Da_Shocker's Avatar
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    Quote Originally Posted by TrekkiesUnite118 View Post
    My guess would be a lack of interest. In theory it shouldn't be any harder than what they do for 8-bit and 16-bit hacks. In fact some could be ridiculously easy. As if I remember correctly some games have all their files in plain sight on the CD and with the right tools you can open and edit them on your computer.

    But for Resident Evil it probably wouldn't be that hard to just make an Engine that replicates the way the game works.
    We are finally getting decent Saturn emulation what 18 years since it's release. I guess Chilly would have all of the answers, but I do think doing a Saturn hack with a PSx game would'nt be a cakewalk.
    Quote Originally Posted by Zoltor View Post
    Japan on the other hand is in real danger, if Japanese men don't start liking to play with their woman, more then them selves, experts calculated the Japanese will be extinct within 300 years.

  11. #326
    Hero of Algol TrekkiesUnite118's Avatar
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    Well for some like UMK3 on the Saturn I don't think it would be that hard to swap around some sprite sheets and music tracks to get Noob Saibot using the correct sprite and have the stages playing the correct music.

    Obviously it would depend on what game you were hacking.

  12. #327
    Raging in the Streets bultje112's Avatar
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    Quote Originally Posted by Gogogadget View Post
    talking about trying and failing, Resident Evil 2 and 3 aren't on the Saturn, so yeah.

    If you're going to make arguments as to how the Saturn has the games the PSX has, try it when the entire series is multiplatform, not just one game.
    the argument was about resident evil 1. not the other 2 games

    Quote Originally Posted by sheath View Post
    Eh, PS1 3D Fighters seem to have more complex character models, and true 2D and 3D transparent shiny things, than the 60FPS High Res Saturn 3D Fighters do, so you can semantic that advantage either way.
    I don't care for complex character models or whatever. teh saturns 3d fighetrs had better gameplay for sure. soul edge was the only real great psx fighter that saturn missed out on.

    Quote Originally Posted by Gogogadget View Post
    I heard Fighting Force was cancelled on the Saturn because of Sega, not Sony.
    that is correct I think. core offered to do a 3d version of streets of rage to sega exlusively and when they came to sega with what they had done sega were appalled by the game and refused to carry it. this led to bitterness by core who in interviews started to bash sega saturn saying the system couldn't run it. well check youtube comparison videos as the saturn version has been leaked some years ago. sega appearantly thougth the game didn't deserve to be called streets of rage and ended up not wanting it at all anymore. die hadr aracde is also a MUCH better game than fighting force.

    Quote Originally Posted by Da_Shocker View Post
    We are finally getting decent Saturn emulation what 18 years since it's release. I guess Chilly would have all of the answers, but I do think doing a Saturn hack with a PSx game would'nt be a cakewalk.
    saturn emulation has been running well for the past 10 years. I remember giri gir in 2003 running all my saturn games perfectly while my saturn was broken for a while.
    Last edited by bultje112; 02-15-2012 at 03:36 PM.

  13. #328
    Hero of Algol kool kitty89's Avatar
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    Quote Originally Posted by sheath View Post
    The Dreamcast version of Resident Evil 2 was a port of the PC game and was released late in 2000. Resident Evil 3 may have been released a month earlier for Dreamcast, but still in 2000 and it was still a PC port.
    Yes, and that was one of the DC's biggest strengths of the time: it was the only console out that was remotely capable of handling direct ports of PC games at reasonable quality . . . and also allowed sloppier/low budget ports via WinCE (in addition to more optimized ports using the native API and OS), and even after the PS2 was released it was easier to port games to. (due to the overall architecture, avilable tools, and of course WinCE support -for lower budget conversions)

    That's especially significant since PC gaming was near its peak at that time, so you had conversions of some of the best games on the market overall . . . and ports of the PC versions of Tomb Raider II and III (and Gold) probably would have been forthcoming if not for Sony's exclusivity contract. (albeit there's several more significant PC games that never made it to the DC -Unreal would be near the top)



    Quote Originally Posted by sheath View Post
    I remember an interview with the two main founding members of Core that described the exclusivity contract with Sony, starting with Tomb Raider II, as the reason why they left the company for greener pastures.
    That was for console releases only, right (PC publishing was still open)? This would be very significant since PC gaming was becoming massive at the time, so being limited to Sony consoles along with PCs wouldn't be all that limiting at all. (albeit, being tied to Sony would prevent better quality ports of some PC games too compared to more capable consoles -both in terms of raw power to handle PC games and architecture and tools that catered to easier ports)
    6 days older than SEGA Genesis
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    Quote Originally Posted by evilevoix View Post
    Dude it’s the bios that marries the 16 bit and the 8 bit that makes it 24 bit. If SNK released their double speed bios revision SNK would have had the world’s first 48 bit machine, IDK how you keep ignoring this.
    Quote Originally Posted by evilevoix View Post
    the PCE, that system has no extra silicone for music, how many resources are used to make music and it has less sprites than the MD on screen at once but a larger sprite area?

  14. #329
    Raging in the Streets
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    You may be able to 'hack' Resident Evil 1 Saturn to make it into Resi 2, or rebuild the entire game from scratch, but the real question is, whats the point?

    If you're gonna go through the trouble of making a game from scratch for the Saturn, don't make it a Resident Evil game.

  15. #330
    I remain nonsequitur Shining Hero sheath's Avatar
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    Quote Originally Posted by kool kitty89 View Post
    Yes, and that was one of the DC's biggest strengths of the time: it was the only console out that was remotely capable of handling direct ports of PC games at reasonable quality . . . and also allowed sloppier/low budget ports via WinCE (in addition to more optimized ports using the native API and OS), and even after the PS2 was released it was easier to port games to. (due to the overall architecture, avilable tools, and of course WinCE support -for lower budget conversions)

    That's especially significant since PC gaming was near its peak at that time, so you had conversions of some of the best games on the market overall . . . and ports of the PC versions of Tomb Raider II and III (and Gold) probably would have been forthcoming if not for Sony's exclusivity contract. (albeit there's several more significant PC games that never made it to the DC -Unreal would be near the top)
    I guess every strength is also a weakness afterall. Most third party PC ports barely even touch what the Dreamcast did in native software. The enhanced PC ports still have way to short draw distance and the texture maps are only impressive in comparison to PC or PS1 games. The framerate and low polycount models of most PC ports really makes it closer to a curse than a blessing. Still, I love me some Soul Reaver, Hidden and Dangerous and Slave Zero, I just wish they played and looked more like Unreal Tournament and Quake III do.

    Quote Originally Posted by kool kitty89 View Post
    That was for console releases only, right (PC publishing was still open)? This would be very significant since PC gaming was becoming massive at the time, so being limited to Sony consoles along with PCs wouldn't be all that limiting at all. (albeit, being tied to Sony would prevent better quality ports of some PC games too compared to more capable consoles -both in terms of raw power to handle PC games and architecture and tools that catered to easier ports)
    The specific complaint that I recall, and it must have been in Gamefan as I didn't read EGM at the time and Gamepro hardly ever did interviews, was that the Sony exclusive contract for consoles forced them to become a sequel farm. The guys who founded Core didn't do sequels all that often and were definitely more into innovation than franchising.
    "... If Sony reduced the price of the Playstation, Sega would have to follow suit in order to stay competitive, .... would then translate into huge losses for the company." p170 Revolutionaries at Sony.

    "We ... put Sega out of the hardware business ..." Peter Dille senior vice president of marketing at Sony Computer Entertainment

    "Sega tried to have similarly strict licensing agreements as Nintendo...The only reason it didn't take off was because EA..." TrekkiesUnite

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