History Main / DynamicLoading

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.
24th Jun '16 10:28:34 PM wolftickets1969
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* ''VideoGame/{{Fallout 4}}'', when taking an elevator between areas that would otherwise require a LoadingScreen, utilizes dynamic loading in its place. The larger the cell being entered, the longer the elevator ride, especially when going from interior to exterior.
3rd Jun '16 10:01:10 AM nombretomado
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** ''VideoGame/GrandTheftAutoSanAndreas'' streamed the entire game world on the fly, which was several times larger than Liberty City or Vice City. In doing this it put a lot of strain on the PS2's already fragile DVD laser and was the death of many a console.

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** ''VideoGame/GrandTheftAutoSanAndreas'' streamed the entire game world on the fly, which was several times larger than Liberty City or Vice City. In doing this it put a lot of strain on the PS2's [=PS2=]'s already fragile DVD laser and was the death of many a console.
28th May '16 9:41:15 PM nombretomado
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* After the PS1 port of ''Blood Omen'' suffered from LoadsAndLoadsOfLoading, Crystal Dynamics took a different approach to ''VideoGame/LegacyOfKain: Soul Reaver'' by streaming the entire game world as you played, loading new areas into memory as you opened doors and walked through long corridors. To give itself just enough time to load up the area behind the door, the game would conveniently present the door-opening cutscene from a high viewpoint to show as little of the unprepared area as possible. However, in the rare areas where the player can manage to move into a new area too quickly for the game to process, the game will halt the player's actions and display a screen which reads "streaming" until the area is loaded.

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* After the PS1 [=PS1=] port of ''Blood Omen'' suffered from LoadsAndLoadsOfLoading, Crystal Dynamics took a different approach to ''VideoGame/LegacyOfKain: Soul Reaver'' by streaming the entire game world as you played, loading new areas into memory as you opened doors and walked through long corridors. To give itself just enough time to load up the area behind the door, the game would conveniently present the door-opening cutscene from a high viewpoint to show as little of the unprepared area as possible. However, in the rare areas where the player can manage to move into a new area too quickly for the game to process, the game will halt the player's actions and display a screen which reads "streaming" until the area is loaded.
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