Anyone know how the Megaman Legacy collections are? There is 2 of them for normal and X, as well as the Zero and ZX one and I wanted to know if they ran all right/didn’t have any issues.
I read they were pretty fine.
I have all of them except for the first Mega Man collection and they run great. Apparently the first one has all the slowdown the originals had so depending on if you’re into that you may or may not like it. The extra content is great (like DLC for Mega Man 9 and 10 included right off the bat). The Z and ZX series on the big screen is really cool too.
Thanks for the input. It is surprisingly hard to find info on their performance or comparisons between the different versions since there have been so many Mega Man collections over the years.
Also I didn’t really look that hard.
I bought Final Fantasy II Pixel Remaster as soon as it released, hoping this would be it, and yet it still falls short of the Wonderswan Color version from the early 2000s.
There are numerous areas where the game falls short:
- Game doesn’t hit 60fps when the screen scrolls. I have it on iOS and it seems like it’s hovering around 50fps most of the time. On PC it’s apparently locked to some arbitrary framerate between 30 and 60fps which causes stuttering
- The new arranged, orchestrated soundtrack is a great effort, but the original music has been discarded entirely, and the fidelity difference between graphics and music can be jarring. Arguably the synth versions of some tracks are better, with the arrangements being too epic in quieter moments
- The user interface’s resolution far exceeds the background and Sprite art and looks jarring
- While Square Enix claims the art has been wholly remade, this is not true. Everything but character sprites has been lifted from the WS/GBA versions
- It’s over 1GB in size. Unity engine library bloat?
The general theme is one of inconsistency, it doesn’t feel authentic as a result, from the huge filesize to the juxtaposition of Wonderswan graphics to high def audio and menus. There’s a CRT filter but it isn’t very good, and makes the high resolution menus and text illegible.
The other remaster I’m playing is The Great Ace Attorney Chronicles from Capcom. It’s a port of the 3DS games from 2015 and 2017.
It’s a pretty simple conversion that mostly just puts the 3DS graphics in HD output. Backgrounds textures are retained but AI upscaled, character textures have been tweaked. Everything else is identical, and it still looks very attractive, highlighting Capcom’s artists’ talent in making textures that look great both at 240p and in 1080p. There’s not much detail to the textures themselves but they still communicate a lot to the viewer.
The 3DS version is still the one to play, though. The 3D adds a lot to the experience, especially the investigation scenes where the locations might as well be 2D images on Switch/PS4/PC, because you can’t make out the individual components like you could with the stereoscopic 3D. And characters have clearly been animated with 3D in mind, again there are a lot of details and movements which stand out more when you can see the form of the character via 3D.
The biggest change comes in the fifth case, where you use a hot new piece of technology - a stereoscope - to review evidence, spot inconsistencies and help solve the case. This was absolutely put in the game because of the 3DS’s 3D capabilities and is a very clever application of stereoscopic 3D. But on Switch you’re given a pair of images and told to go cross-eyed instead. Needless to say, it’s not the same.
With the price options of Capcom Arcade Stadium becoming more reasonable, I grabbed Forgotten worlds, a game I had on C64 and enjoyed, but always wanted to experience it in it’s full power.
While the C64 was fun and all, I always hated the control scheme.
I know it had a rotating stick thing for shooting in that direction and sure, that is going to be hard to pull off on a single d-pad/joystick option, which is why I was all excited for the Switch version.
Two sticks, one to move and the other, I point the controller in the direction and Forgotten Soldier #1 shoots in that direction! Simple right?
Yes and no. That control wasn’t implemented. You either rotate using the analog stick or a shoulder button.
My disappointment was very high. I should’ve spent that 200yen on Strider instead.
Yeah, having those rotary controls translated to the analogue stick feels a bit unintuitive. I guess pure twin stick controls aren’t really possible for this game because of the little satellite that floats around the player character. That thing spins around you when you turn without firing, whereas it spins on the spot when you turn and shoot at the same time. Proper twin stick controls would probably mess that up.
That is fantastic. I want to get that for my DSi XL now, just for that intro
Same! Apparently they improved it ever so slightly for the EU/JPN releases - the space background slowly accelerates as each character and game is introduced.
M2 also did Konami Arcade Hits on DS. I got my copy today and I’m very impressed. Lovely intro (but not as fun as Namco Museum DS’s), and crazy attention to detail with the settings.
You can mess around with dip switches on the motherboards using the touch screen, with the top screen showing the effects activated:
That’s a really cool idea… love it