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Shadow of the colossus ps2 gameplay
Shadow of the colossus ps2 gameplay






shadow of the colossus ps2 gameplay
  1. #Shadow of the colossus ps2 gameplay how to
  2. #Shadow of the colossus ps2 gameplay full
  3. #Shadow of the colossus ps2 gameplay Pc
  4. #Shadow of the colossus ps2 gameplay ps3

I imagine that during the design process, Team Ico were testing the game environment as it would run on a consumer PS2, and decided that for what they were rendering within the game engine, 15-20 FPS was perfectly playable. It's not contingent upon sub-optimal framerates, it's contingent upon realistic framerates.

shadow of the colossus ps2 gameplay

#Shadow of the colossus ps2 gameplay ps3

You can go through each colossus battle and see how similar they are to the PS3 remake:

#Shadow of the colossus ps2 gameplay Pc

Here's a playlist for the PS2 version being emulated on a PC in HD. From what I understand, they oversaw the project while Bluepoint Games was in charge of the port.

shadow of the colossus ps2 gameplay

But this doesn't really fall on the shoulders of Team Ico. Had it gone through more testing cycles, maybe they would've come across this issue and either altered how the grip worked or adjusted the HTA times accordingly. They focused on just getting the textures cleaner and making sure it played to their liking. What it seems like is the PS3 version wasn't fully tested. In a way, Wander losing grip and ragdolling about like a ninny seems to be the authentic way to experience it. When the framerate drops, a frame that once triggered a loss in grip is now skipped. Gaius' midsection would animate in such a way that it would trigger a loss in grip. If anything can be concluded from this, it's that the skipped frames in the PS2 version were actually making it easier to play. On the PS2 version, on a good day, it ran between 20-30 when riding on Agro through the wilderness and about 15-20 during colossus battles. Shadow of the Colossus was originally made to run at 30 frames per second. Losing grip about as much as in the PS3 remake. All that's missing is the increased FOV and HD textures: A video from 2010 of the PS2 version being emulated on a PC. Players had to find exploits in Gaius' defensive animations to attack the midsection with little to no interruption: (Making him jostle his sword so he is bent over, making his midsection bunch up and move much less.)īut then there's this. Beating Gaius on HTA became near impossible. Most people saw this and got really angry at the game. This is usually where the conversation ends.

shadow of the colossus ps2 gameplay

Note that Wander loses grip only a few times.Īnd here's a video of Gaius on the PS3 remake (again, timestamped to the midsection): Here is a link to a video showing the original PS2 Gaius run (timestamped to the midsection sigil):

#Shadow of the colossus ps2 gameplay full

( Doing the crazy sword-to-head launch became a pretty fun thing to try.) But, apparently, on the PS3 version, Wander just cannot hold on to Gaius' midsection long enough to make full stabs.

#Shadow of the colossus ps2 gameplay how to

I discovered this when looking up tips on how to beat Gaius (#3) in Hard Time Attack. The main complaint is that Wander simply loses grip much more than he used to. As I don't have a PS3 myself and have only played the PS2 version of Shadow, I decided to watch various YouTube videos and figure out if the HD remake is actually "broken". I've seen a lot of comments on GameFAQs and YouTube videos about the physics change in the HD remake of Shadow. I really like Shadow of the Colossus and I've looked up just about as much as I could to write this. I have a rudimentary understanding of the technical side.








Shadow of the colossus ps2 gameplay