Page 3 of 13 FirstFirst 123456 ... LastLast
Results 21 to 30 of 122
  1. #21
    The Italian Stallion Arrancar's Avatar
    Join Date
    Feb 2013
    Location
    California
    Posts
    12

    Default

    Quote Originally Posted by Ezodagrom View Post
    Seeing as the PSVita needed to have smaller maps and less enemies for PSO2, there's no way that a phone could handle the game (I know that there's going to be a smartphone "version" of PSO2, but it's not the same game).
    ^This

  2. #22

    Default

    gaming on phones is retarded anyway
    lol spastic touch controls
    P S O W
    (´_ゝ`) current chars: ジョゼフィン / ジョゼフ / リノ | playerid: ponponparapara
    died to SEGAC corporate robots on 05/01/2016, never forget

  3. #23

    Default

    Quote Originally Posted by Emizel View Post
    considering PSO2 can likely be played on phones, you definitely could play PSO on one


    Yeah, uh, about that whole PSO2 on phones thing...

  4. #24
    The Italian Stallion Arrancar's Avatar
    Join Date
    Feb 2013
    Location
    California
    Posts
    12

    Default

    Quote Originally Posted by gigawuts View Post
    ???????????????2 es???????????? - YouTube

    Yeah, uh, about that whole PSO2 on phones thing...
    You can do everything! AND MORE!

    Now what they should have done is made a Phone game where you play as your mag and level him up manually. It directly translates to your in-game mag. Feeding, anywhere, anytime. Plus Chao like stuff from Sonic.
    Last edited by Mike; Feb 25, 2013 at 07:53 PM. Reason: Merge

  5. #25

    Default

    I guess I'm one of the few who cares "superhardcore" about the graphics, although that is probably a given considering I spent over $900 on the video cards in my system alone (which is probably the cost of every other component connected to my system combined).

    Even so, there is no denying that superior visuals aids immersion in very big ways, and can even get players to overlook flaws simply because of the spectacle. Conversely, if the visuals have too many detractors (pop-in, z-fighting, pixelated/obviously cascaded shadows, and so on), it can break immersion and make it harder to play the game.

    Personally, though, what really gets me is the difference between playing PSO2 and playing something, anything, from the current generation of consoles on my PC. Some terrain normal mapping alone would make an enormous difference to the visuals...

  6. #26
    The Italian Stallion Arrancar's Avatar
    Join Date
    Feb 2013
    Location
    California
    Posts
    12

    Default

    PSO2 would benefit from ENB tremendously.

  7. #27

    Default

    OP, I'm sorry to hear your gameplay is being ruined by graphics because it looks like the horrible taboo don't mention it here PSU. Truly, I am.

    But yes, we're playing the same game, and yes, most of us have seen the city EQ maps. I was less concerned with the quality of the graphics, though, and more concerned with is it fitting.

    The answer is yes! Yes it is. You're in a city which is on a spaceship that is being ravaged by demonic insects and flying stone fish. The place is dark, full of grays and blacks and a few streaks of silver. There's fire on the horizon and tracer rounds cutting through the air in a desperate attempt to defend the lives of those who remain standing in this now-hellish environment. Forest is seemingly serene, with shafts of light gently pattering the leaf-strewn ground and hollowed out tree trunks from times of laying here and there, not to mention the beauteous tundra mountains in the distance with the shadow of the ethereal tree looming over them; The rockfalls that blocked paths...Ah, such a place can't be touched by anything, right?
    This makes it the perfect environment to introduce you to threats. Looks like a walk in the park...It is, just a deadly one.
    Then you move underground, going through caves and ravines, wondering if those are Lapis Lazuli blocks and if this is actually Minecraft in disguise, fighting dragonmen and deformed lizards...Probably asking yourself, "What kind of sick fuck would live here? It's horrible!"...You get out of there as fast as you can, besting a signature of PS gameplay - a giant dragon - along the way, only to emerge from that hell into...
    A desert. With robots dropping out of the sky and exploding from dunes, and more of those everpresent darkers climbing out of metal and sand alike...You just rely on instinct here. You follow what constructs there are to the heart of the desert, and once you've slain the beast therein, you enter a world of metal halls and crossbraces...But not before you traverse the tundra, naturally!
    The tundra is a blindingly white snowland of wonder and flesh hungry mammoths, not to mention the packs of wolves baying for your blood. You shoot and slash and fireball and lightningbolt your way through this, thinking most of these mobs are a little too easy...Quickly reaching the end, the boss of the area more than compensates for your ease getting through. A giant panther on steroids, with laser-pointer vision and a lust for blood awaits you with her partner. Surviving this deadly dance, you move on to...
    The Mines, another classic area in the Phantasy Star franchise! There's robots everywhere, going berserk, trying to kill you. Our old friends the Sinow Beats have some descendants here! Tranmizer takes place of Garanz, while Canadines become Guardinanes and Gilchics have become Sparguns and Spardan As. Once you best this area, you come to Vol Opt's big brother at the end, Big Vardha. A hulking machine gone rogue. You see him - as if you could miss him! - and he sees you. He powers up and shows off his giant lasers, daring you to try and take him down. You do, of course! You're an Arks.
    With Vardha turned into the world's biggest burning scrap pile, you move on yet again...Continuing your never-ending trek of exploration and discovery in the name of science and grinding fodder for Dudu. It's back to the planet of Caves this time!
    Except you're not underground. You're not even aboveground. You are, in fact, on floating round. This is the floating continent, a place of strange colors and stranger foes. Everything here seems to be a reskin of existing mobs...That's SEGAs trademark so far, and we aren't allowed to forget it. But the blue-hued skin of the new Dinians and 'dorans fits well with the landscape. You get through them, encounter a few tougher cousins of Forest mobs, and make your way to the boss fight. This guy fights like an F-19 with better steering. And lasers! Don't forget the lasers. Quartz Dragon doesn't like you. In fact, QD hates you so much that she (I believe QD is a she, while VD is the guy) (Mothers are more vicious) will risk damaging herself by impaling her frontal horn in the ground JUST TO STAB YOU CLEAN THROUGH YOUR CHEST. Such a vicious dragon!
    If you manage to beat her, you can win the rights to advance to the Ruins, fight a few ridiculous bosses, then a giant demon turtle. Possibly the TMNT's lesser known deep dark family secret style relative. Zesshrayda doesn't like you either. He is a jet turtle with Dark Breath. He can fire homing Dark Bombs and spin around the field like a giant top just to smash you to a pulp! But he's not that hard.

    Throughout all of this, each area has a fitting color scheme, a bit of matching continuity to previous and upcoming areas in the visuals, and at least ONE thing unique to them. Forest seems calm, but is actually deadly early on, not to mention being able to see Tundra in the distance. Caves is open to the sky and you can see parts of Skylands from it. Desert is long, dusty, and has hints of the Tunnels in it with the metal constructs and pathways. Tundra has the big ethereal tree that is actually planted in Ruins. Mines is just...Mines. As it has always been. To make up for the lack of hints to other areas, it has a returning mob from PSO1 - Sinows. Skylands is just flat out pretty and neat with the sadinian houses and whatnot. Ruins...Anyone who denies the beauty of Ruins needs to get their eyes checked.

    This is what the 'graphics' of Phantasy Star games are about to me. Not how pretty or how good. Only if they fit or not. Seeing a Gulfur in ruins during a Naberius Natives Assault really pisses me off because it doesn't fit. Gorongos are okay - right color scheme. But Gulfurs? Really? No thanks.
    Quote Originally Posted by 2128drain View Post
    So hey how about video games and not what your favorite type of cartoon porn is
    Quote Originally Posted by UnLucky View Post
    I don't understand how PSO2 isn't both of these things

  8. #28

    Default

    Quote Originally Posted by Galax View Post
    Seeing a Gulfur in ruins during a Naberius Natives Assault really pisses me off because it doesn't fit. Gorongos are okay - right color scheme. But Gulfurs? Really? No thanks.
    Plus they throw snow at you. Wait, they don't.

  9. #29

    Default

    Quote Originally Posted by Zyrusticae View Post
    I guess I'm one of the few who cares "superhardcore" about the graphics, although that is probably a given considering I spent over $900 on the video cards in my system alone (which is probably the cost of every other component connected to my system combined).

    Even so, there is no denying that superior visuals aids immersion in very big ways, and can even get players to overlook flaws simply because of the spectacle. Conversely, if the visuals have too many detractors (pop-in, z-fighting, pixelated/obviously cascaded shadows, and so on), it can break immersion and make it harder to play the game.

    Personally, though, what really gets me is the difference between playing PSO2 and playing something, anything, from the current generation of consoles on my PC. Some terrain normal mapping alone would make an enormous difference to the visuals...
    No, when I said "after a certain point more graphics is just eye candy" I definitely meant that that line is drawn behind things like popins, zfighting, bugged shadows, etc.

    (No, I'm being sarcastic, those things are a given. If a graphics engine is functioning smoothly and without bugs, and things have enough polys to not be horrifically jagged, it becomes more important what is being conveyed than how many polys are being used to convey it. I'd rather look at something with brilliant design and xbox 360 graphics than something that looks dumb as fuck with xbo 720 graphics).

    Proof of concept: Metroid Prime 1 is much more visually appealing and immersive to me than PSU, which I just found ugly based on the art direction alone. But them's opinions, which don't really matter much.

  10. #30
    Using the Force Shadowth117's Avatar
    Join Date
    Jul 2011
    Location
    USA or something
    Posts
    2,046

    Default

    Quote Originally Posted by gigawuts View Post
    No, when I said "after a certain point more graphics is just eye candy" I definitely meant that that line is drawn behind things like popins, zfighting, bugged shadows, etc.

    (No, I'm being sarcastic, those things are a given. If a graphics engine is functioning smoothly and without bugs, and things have enough polys to not be horrifically jagged, it becomes more important what is being conveyed than how many polys are being used to convey it. I'd rather look at something with brilliant design and xbox 360 graphics than something that looks dumb as fuck with xbo 720 graphics).

    Proof of concept: Metroid Prime 1 is much more visually appealing and immersive to me than PSU, which I just found ugly based on the art direction alone. But them's opinions, which don't really matter much.
    Metroid Prime one is still a hell of a lot more visually appealing and immersive to me than this game overall, but the character and enemy models aren't too bad in this. Its more due to better design in that game though than it using more polygons though.

    For some reason it doesn't seem like they liked the idea of using bump mapping on most of the scenery in this game which probably doesn't help things. There's not too much of an excuse considering how nice Unreal Engine 3 for example can look with all that can go on in a typical Unreal Tournament 3 vehicle game, but there definitely is a lot that goes on at once sometimes. The Vita showcased this in the beta when it started to have frame rate drops in MPA's during bursts and such with 12 people.

    But yeah, as far as character models go its absolutely not a bad looking game.

Similar Threads

  1. Replies: 21
    Last Post: Jan 7, 2014, 02:01 PM
  2. Does your PSO2 look like this?
    By Cyandroid in forum Tech Support
    Replies: 1
    Last Post: Jun 23, 2012, 04:46 PM
  3. What do the weapon and item boxes look like in PSU
    By The-King in forum PSU General
    Replies: 18
    Last Post: Jul 14, 2006, 03:38 PM
  4. What's PSU look like with a good Gpu? at max?
    By xenokai in forum PSU General
    Replies: 5
    Last Post: Apr 24, 2006, 03:04 AM
  5. Replies: 3
    Last Post: Aug 30, 2005, 11:53 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •