METAL GEAR SOLID - Master Collection Version

METAL GEAR SOLID - Master Collection Version

İstatistiklere Bak:
No Keyboard and Mouse means no purchase from me
Many people like me have no controllers, so you're just losing a chunk of possible customers because of your inability to put in effort to add in k&m support.
İlk olarak gönderen kişi: Owlet VII:
Even as somebody who does have a controller (about 20 of them, actually), I still prefer to play almost every game with a keyboard. Most of the MGS games in this collection would benefit greatly from KB/M support (especially MG1, MG2, and MGS1, games that already have keyboard support in previous releases, the first two being designed with keyboards in mind, but also MGS3).
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87 yorumdan 61 ile 75 arası gösteriliyor
i got my xbox elite controller from a thrift store for $2.99. no excuses.
Ppl ♥♥♥♥♥♥♥♥ about other ppl wanting extra options are just console peasants upset they're losing another 'exclusive'.
The reality is this: https://gamerant.com/steam-pc-use-controller-10-percent/
This is shaping up to be an *extremely* lazy port. Those store page pics of MGS1 with the extremely low resolution do not inspire any confidence at all. Lack of M/KB support looks to be the least of this collections problems. Very disappointing as i've never played MGS before and I was hoping this collection would be my opportunity to do so.
I have MG1 MGS1 and MGS2 from GOG. MG1 and MGS1 are perfectly playable on keyboard. MGS2 is a bit more tricky due to how bad the default controls are but, with some modding some people managed to aim and shoot with the mouse.

So there's no excuse. MGS3 with the third person cam is 100% benefit for mouse and keyboards.

Also i feel like this collection is gonna be a huge emulation. Just like chrono cross.
İlk olarak MasterDarkseid tarafından gönderildi:
Also i feel like this collection is gonna be a huge emulation. Just like chrono cross.
MGS1 will almost certainly be emulated, but it's impossible for MGS2 and 3 to be emulated in this collection, the Nintendo Switch isn't capable of it. Besides, MGS HD Collection already had a Windows version developed, but not released.
En son Owlet VII tarafından düzenlendi; 6 Tem 2023 @ 10:04
İlk olarak Owlet VII tarafından gönderildi:
İlk olarak MasterDarkseid tarafından gönderildi:
Also i feel like this collection is gonna be a huge emulation. Just like chrono cross.
MGS1 will almost certainly be emulated, but it's impossible for MGS2 and 3 to be emulated in this collection, the Nintendo Switch isn't capable of it. Besides, MGS HD Collection already had a Windows version developed, but not released.

Really? didn't know that...
İlk olarak MasterDarkseid tarafından gönderildi:
Really? didn't know that...
Yeah, the way they made the HD Collection was by decompiling the PS2 games and getting them to work on PC, before porting them to the PS3 and 360. Bluepoint did all the hard work already in 2011, Konami doesn't really need to do much for this release.
En son Owlet VII tarafından düzenlendi; 6 Tem 2023 @ 17:35
İlk olarak Owlet VII tarafından gönderildi:
İlk olarak MasterDarkseid tarafından gönderildi:
Really? didn't know that...
Yeah, the way they made the HD Collection was by decompiling the PS2 games and getting them to work on PC, before porting them to the PS3 and 360. Voidpoint did all the hard work already in 2011, Konami doesn't really need to do much for this release.

Thanks for the info. My hopes are a bit higher now.
A controller is cheaper than most of the games you buy.
İlk olarak Owlet VII tarafından gönderildi:
İlk olarak MasterDarkseid tarafından gönderildi:
Really? didn't know that...
Yeah, the way they made the HD Collection was by decompiling the PS2 games and getting them to work on PC, before porting them to the PS3 and 360. Bluepoint did all the hard work already in 2011, Konami doesn't really need to do much for this release.
That's obviously not true. If you've ever done any amount of reverse engineering then you know it's not possible to get a 1:1 source recreation of compiled code. The compiler optimizes the code and completely abandons higher level concepts like functions, variables, and scope. It wouldn't be entirely impossible to rewrite the whole thing in a way that mimics the behavior of the binary, but at that point you're just remaking the entire game and you might as well mimic what you actually see while playing.

The only reference I can find to that is a quote from the founder of Bluepoint where he says the following:
İlk olarak https://www.escapistmagazine.com/ico-metroid-and-never-taking-the-shortcut-remembering-bluepoint-games-founder-andy-oneil/ tarafından gönderildi:
“We don’t use archive data, we take retail discs of the game and reverse engineer them. That way we can be 100 percent sure we have all the final retail data and that it matches up. That takes a lot time. Then to get it working, we basically have to go in and change every single piece of data. We get the code and we use that to build a PC version of the game. It’s not something meant to ship, so a lot of things don’t work. It doesn’t have sound for example. The engine though is the same, the data layout is the same, so we get that working first. If you have a lot of stuff coming through the VU assembler [with a PS2 game], you need to do a lot of super detailed work to convert it all. We don’t emulate any of this stuff, we hand convert it.”
I'm 100% sure that people are misinterpreting what he's saying, and that when he says "data", he's specifically referring to the assets (textures, audio, models, levels), and not the executable. He particularly says that they "get" the code, which they wouldn't have if they were genuinely reverse engineering from scratch.
En son Toasty tarafından düzenlendi; 24 Tem 2023 @ 0:24
"Build a PC version of the game" seems pretty unambiguous. And yes, Bluepoint does port games by reverse engineering the binaries.
En son Owlet VII tarafından düzenlendi; 24 Tem 2023 @ 0:51
İlk olarak cheetah1546 tarafından gönderildi:
If they just updated all the character models in MGS1, I would buy this. That's right all of the games would become worth it for me then.
How is that relevant to the topic.
İlk olarak Owlet VII tarafından gönderildi:
"Build a PC version of the game" seems pretty unambiguous. And yes, Bluepoint does port games by reverse engineering the binaries.
Yeah, build a PC version, which can only happen with source code. They definitely used the source code provided to them by Konami. If they didn't then the whole project would take many years just to get a buildable PS2 version of the game and they would have been better off just remaking the whole thing.
İlk olarak Toasty tarafından gönderildi:
İlk olarak Owlet VII tarafından gönderildi:
"Build a PC version of the game" seems pretty unambiguous. And yes, Bluepoint does port games by reverse engineering the binaries.
Yeah, build a PC version, which can only happen with source code. They definitely used the source code provided to them by Konami. If they didn't then the whole project would take many years just to get a buildable PS2 version of the game and they would have been better off just remaking the whole thing.
https://www.engadget.com/2011-09-23-bluepoint-games-offers-insight-into-mgs-ico-god-of-war-remake.html

It is entirely possible that MGS2's source code no longer even existed in 2011.
En son Owlet VII tarafından düzenlendi; 24 Tem 2023 @ 1:18
İlk olarak Owlet VII tarafından gönderildi:
İlk olarak Toasty tarafından gönderildi:
Yeah, build a PC version, which can only happen with source code. They definitely used the source code provided to them by Konami. If they didn't then the whole project would take many years just to get a buildable PS2 version of the game and they would have been better off just remaking the whole thing.
https://www.engadget.com/2011-09-23-bluepoint-games-offers-insight-into-mgs-ico-god-of-war-remake.html

It is entirely possible that MGS2's source code no longer even existed in 2011.
https://www.theringer.com/2018/2/6/16977448/bluepoint-games-master-of-video-game-remasters-shadow-of-the-colossus
A week after that call, Thrush and O’Neil—who’d completed two Blast Factor expansions in 2007 but nothing of note after that—had their hands on the source code for two blockbusters, God of War and God of War II. With a tight deadline looming, they embarked on the painstaking process of adapting that code to the PlayStation 3’s superior hardware
“Andy and Marco are two very technical guys that love a good technical challenge,” says Bluepoint technical director Peter Dalton, who joined the company in 2011. “So when they hear that you can’t do God of War in three months from the day we give you the code to the day you actually ship it … there’s a part of [them] that wants to say, ‘Bring it on.’
The source code Bluepoint receives when it starts a project—essentially, the final build of the game that’s sent to the publisher when a product is ready for retail—is an almost impenetrable black box, the patchwork proceeds of years of complex labor. Bluepoint’s first task, Dalton says, is “to tear it apart and figure out how it works, how it’s assembled, and reverse-engineer the entire thing, and then you look at it and say, ‘How do we fit this within our processes and our pipeline, and how do we need to modify our existing processes to fit what they were trying to do?’” While games are written in a limited number of programming languages, each developer has its own dialect, full of phrase and idioms unique to its work. In theory, Bluepoint can consult with the original architects if the studio runs into something that doesn’t make sense.
For the first several months of a project, Bluepoint’s goal is fulfilling the minimum requirement of making the game playable on the target console. Only then can the company build on the basic port, using the flexible Bluepoint Engine that Thrush and O’Neil built for Blast Factor to make nips and tucks to older code. “Under the hood, you’ve got pieces of the original source code, running in conjunction with our engine, and so our technology has to be adaptable and configurable so that we can go through and make sure that we run both game engines basically side by side,” Dalton says. “Then we take certain aspects of their game engine and we basically pipe them over into our engine to do things like get better rendering results, or areas where maybe we want to increase the bones in the skeletons, or new animation techniques.”
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87 yorumdan 61 ile 75 arası gösteriliyor
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Gönderilme Tarihi: 22 Haz 2023 @ 13:42
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