History Main / DynamicLoading

24th Jul '17 9:04:14 PM wolftickets1969
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** In ''VideoGame/TheLegendOfZeldaTheWindWaker'' islands load while you are sailing towards them. In fact, the developers set the sailing speed as seen in the Gamecube version in order to ensure the islands do get loaded. With the improved hardware of the UsefulNotes/WiiU, loading has improved, and there is a new speed for the boat obtainable in the game. If you somehow managed to beat out the dynamic loading, the game [[IrisOut irised-out]] and reset you in your boat in the loaded quadrant without a word.

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** In ''VideoGame/TheLegendOfZeldaTheWindWaker'' islands load while you are sailing towards them. In fact, the developers set the sailing speed as seen in the Gamecube version in order to ensure the islands do get loaded. With the improved hardware of the UsefulNotes/WiiU, loading has improved, and there is a new speed for the boat obtainable in the game. If you somehow managed to beat out the dynamic loading, the game [[IrisOut irised-out]] and reset you in your boat in the loaded quadrant without a word. With the improved hardware of the UsefulNotes/WiiU, loading has improved to the point of being able to load the entire Great Sea at once, and there is a new [[SprintShoes Swift Sail]] for the boat obtainable in the game.
9th Jun '17 3:12:59 PM nombretomado
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** In ''VideoGame/TheLegendOfZeldaTheWindWaker'' islands load while you are sailing towards them. In fact, the developers set the sailing speed as seen in the Gamecube version in order to ensure the islands do get loaded. With the improved hardware of the WiiU, loading has improved, and there is a new speed for the boat obtainable in the game. If you somehow managed to beat out the dynamic loading, the game [[IrisOut irised-out]] and reset you in your boat in the loaded quadrant without a word.

to:

** In ''VideoGame/TheLegendOfZeldaTheWindWaker'' islands load while you are sailing towards them. In fact, the developers set the sailing speed as seen in the Gamecube version in order to ensure the islands do get loaded. With the improved hardware of the WiiU, UsefulNotes/WiiU, loading has improved, and there is a new speed for the boat obtainable in the game. If you somehow managed to beat out the dynamic loading, the game [[IrisOut irised-out]] and reset you in your boat in the loaded quadrant without a word.
14th May '17 3:52:37 PM nombretomado
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* Any game that makes use of Unreal Engine 3 (The ''Gears of War'' series, ''Mass Effect'', ''Bioshock 2'') does this. You are guaranteed to see 8x8 resolution textures when you first spawn, at which point the game will actually start loading the full ones. Oh god, the texture popping. At least it makes the loading screen shorter. This is particularly grating in ''TransformersWarForCybertron''. You'll have the game loading right before a cutscene, so the characters in the cutscene will be 8x8-textured blobs. Soundwave's first appearance is a good example. And we endure a 10 minute HD install because...?

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* Any game that makes use of Unreal Engine 3 (The ''Gears of War'' series, ''Mass Effect'', ''Bioshock 2'') does this. You are guaranteed to see 8x8 resolution textures when you first spawn, at which point the game will actually start loading the full ones. Oh god, the texture popping. At least it makes the loading screen shorter. This is particularly grating in ''TransformersWarForCybertron''.''VideoGame/TransformersWarForCybertron''. You'll have the game loading right before a cutscene, so the characters in the cutscene will be 8x8-textured blobs. Soundwave's first appearance is a good example. And we endure a 10 minute HD install because...?
8th Apr '17 8:57:38 PM nombretomado
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* ''[[RockBand Rock Band 3]]'' covers up loading time with thematic cutscenes featuring the band's active characters. These include the group setting up instruments and stages when loading a song, a character taking a taxi to a barber shop when activating the character editor, digging through old records when loading the music store, or meeting up in a hideout when in the Career menu.

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* ''[[RockBand ''[[VideoGame/RockBand Rock Band 3]]'' covers up loading time with thematic cutscenes featuring the band's active characters. These include the group setting up instruments and stages when loading a song, a character taking a taxi to a barber shop when activating the character editor, digging through old records when loading the music store, or meeting up in a hideout when in the Career menu.
25th Mar '17 11:22:14 AM nombretomado
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** ''VideoGame/CastlevaniaSymphonyOfTheNight'', the first {{Metroidvania}} installment in ''Franchise/{{Castlevania}}'' series, had the different areas of the castle connected by dark hallways exactly one screen long. By the time the player could walk from one side of the hall to the other, the next level would be finished loading. The hallways even had a "CD" engraving in the middle of the screen letting you know it was loading from CD. These halls are also in many of the GameBoyAdvance and [[NintendoDS DS]] installments of the series, despite being on cartridges that have much faster load time as it turned out that abruptly moving from one area to the next was rather jarring.

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** ''VideoGame/CastlevaniaSymphonyOfTheNight'', the first {{Metroidvania}} installment in ''Franchise/{{Castlevania}}'' series, had the different areas of the castle connected by dark hallways exactly one screen long. By the time the player could walk from one side of the hall to the other, the next level would be finished loading. The hallways even had a "CD" engraving in the middle of the screen letting you know it was loading from CD. These halls are also in many of the GameBoyAdvance UsefulNotes/GameBoyAdvance and [[NintendoDS [[UsefulNotes/NintendoDS DS]] installments of the series, despite being on cartridges that have much faster load time as it turned out that abruptly moving from one area to the next was rather jarring.



** ''Chinatown Wars'' for NintendoDS has no loading screens. Going too fast can cause you to arrive in a gray, featureless place until the landscape loads, though - this could be the result of the DS not having enough time to decompress the graphics.

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** ''Chinatown Wars'' for NintendoDS UsefulNotes/NintendoDS has no loading screens. Going too fast can cause you to arrive in a gray, featureless place until the landscape loads, though - this could be the result of the DS not having enough time to decompress the graphics.
5th Mar '17 5:02:12 PM nombretomado
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* ''{{Driver}} 2'' had nasty Dynamic Loading Fail where certain scenery would fail to draw in, allowing you to fall through the ground into [[BottomlessPit the void of death]] below.
* ''DungeonSiege'' Ironically, on newer systems the loading system can glitch resulting in the player reaching the edge of the map. this requires a reload. additionally, if the player is strapped for cash they have to leave one party member to guard the loot while another character walks back and forth to the nearest shop, otherwise it will be cleared from memory as soon as it is out of sight

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* ''{{Driver}} ''VideoGame/{{Driver}} 2'' had nasty Dynamic Loading Fail where certain scenery would fail to draw in, allowing you to fall through the ground into [[BottomlessPit the void of death]] below.
* ''DungeonSiege'' ''VideoGame/DungeonSiege'' Ironically, on newer systems the loading system can glitch resulting in the player reaching the edge of the map. this requires a reload. additionally, if the player is strapped for cash they have to leave one party member to guard the loot while another character walks back and forth to the nearest shop, otherwise it will be cleared from memory as soon as it is out of sight
14th Dec '16 4:01:59 AM Morgenthaler
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* The ''LivingBooks'' games were forced to use this, since it was in the early 90's and it was complicated to find a way to load the game quickly. Very often, the game would distract us with a long animation while the game was frantically trying to get everything loaded for the next screen. Since TechnologyMarchesOn, the games being played on newer computers makes this a little bit unnecessary.

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* The ''LivingBooks'' ''VideoGame/LivingBooks'' games were forced to use this, since it was in the early 90's and it was complicated to find a way to load the game quickly. Very often, the game would distract us with a long animation while the game was frantically trying to get everything loaded for the next screen. Since TechnologyMarchesOn, the games being played on newer computers makes this a little bit unnecessary.



* ''[[MaxPayne Max Payne 3]]'' replaces the game's famous graphic novel cutscenes with real-time cutscenes, but the game now transitions smoothly between cutscenes and gameplay with no noticeable break (often many times per level to add a more cinematic flavor). Because the cutscenes disguise loading screens, attempts to skip them are denied [[LoadsAndLoadsOfLoading until the level has finished loading]].

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* ''[[MaxPayne Max Payne 3]]'' ''VideoGame/MaxPayne3'' replaces the game's famous graphic novel cutscenes with real-time cutscenes, but the game now transitions smoothly between cutscenes and gameplay with no noticeable break (often many times per level to add a more cinematic flavor). Because the cutscenes disguise loading screens, attempts to skip them are denied [[LoadsAndLoadsOfLoading until the level has finished loading]].
15th Oct '16 9:22:07 PM nombretomado
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* ''FinalFantasyCrystalChronicles: The Crystal Bearers'' streams most of its loading screens by preloading everything, and indicating it's done by a door ahead of you opening. There's still some spots that give you the familiar Now Loading text though.

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* ''FinalFantasyCrystalChronicles: ''VideoGame/FinalFantasyCrystalChronicles: The Crystal Bearers'' streams most of its loading screens by preloading everything, and indicating it's done by a door ahead of you opening. There's still some spots that give you the familiar Now Loading text though.
24th Sep '16 11:33:24 AM nombretomado
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** The GBA and DS based ''VideoGame/MegaManZero'' and ''[[VideoGame/MegaManZX ZX]]'' games keep the "WARNING" concept, partly because it is a semi-good idea (it lets you know this isn't a mini-boss), and partly because many bosses lack the corridor room before the boss. It also pops up in [[CapcomVsWhatever SNK vs Capcom Chaos]] whenever Zero fights a boss character.

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** The GBA and DS based ''VideoGame/MegaManZero'' and ''[[VideoGame/MegaManZX ZX]]'' games keep the "WARNING" concept, partly because it is a semi-good idea (it lets you know this isn't a mini-boss), and partly because many bosses lack the corridor room before the boss. It also pops up in [[CapcomVsWhatever SNK vs Capcom Chaos]] ''VideoGame/SNKVsCapcomSVCChaos'' whenever Zero fights a boss character.
4th Aug '16 10:59:13 PM UmbrellasWereAwesome
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** The [[VideoGame/HaloCombatEvolved first game]] has a lot of Winding Corridors, eg on Assault on the Control Room and The Library. Limited Paths (sometimes involving "kill barriers") and {{Space Filling Path}}s are also often used, as well as Loading Barriers, {{elevator action sequence}}s, and Speed Bumps (airlocks, timed doors, HoldTheLine sequences). SequenceBreaking can lead to Dynamic Loading Fail.

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** The [[VideoGame/HaloCombatEvolved first game]] has a lot of Winding Corridors, eg on Assault "Assault on the Control Room Room" and The Library."The Library". Limited Paths (sometimes involving "kill barriers") and {{Space Filling Path}}s are also often used, as well as Loading Barriers, {{elevator action sequence}}s, and Speed Bumps (airlocks, timed doors, HoldTheLine sequences). SequenceBreaking can lead to Dynamic Loading Fail.
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