History Main / LoadsAndLoadsOfLoading

5th Jul '16 4:23:36 AM Morgenthaler
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* ''Superman: Man of Steel'' for the ''UsefulNotes/{{Commodore 64}}'', something WebVideo/TheAngryVideoGameNerd got annoyed at when he reviewed the game for a few levels. Not to be confused with ''[[{{Superman64}} Superman]]'' for the ''{{Nintendo 64}}'', which was bad for other reasons.
* Most of the {{Metroidvania}} ''Franchise/{{Castlevania}}'' games did this, particularly ''[[VideoGame/CastlevaniaSymphonyOfTheNight Symphony of the Night]]'', where the load time between rooms was nearly unnoticeable. That, and later ''[[VideoGame/CastlevaniaAriaOfSorrow Aria of Sorrow]]'', actually put small hallways between two areas to give it even more time to load the graphics and enemies for the next area. (''[=SotN=]'' didn't try to disguise these hallways either; it even included the letters "CD," with a little picture of one underneath).

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* ''Superman: Man of Steel'' for the ''UsefulNotes/{{Commodore 64}}'', something WebVideo/TheAngryVideoGameNerd got annoyed at when he reviewed the game for a few levels. Not to be confused with ''[[{{Superman64}} ''[[VideoGame/{{Superman64}} Superman]]'' for the ''{{Nintendo 64}}'', which was bad for other reasons.
* Most of the {{Metroidvania}} VideoGame/{{Metroidvania}} ''Franchise/{{Castlevania}}'' games did this, particularly ''[[VideoGame/CastlevaniaSymphonyOfTheNight Symphony of the Night]]'', where the load time between rooms was nearly unnoticeable. That, and later ''[[VideoGame/CastlevaniaAriaOfSorrow Aria of Sorrow]]'', actually put small hallways between two areas to give it even more time to load the graphics and enemies for the next area. (''[=SotN=]'' didn't try to disguise these hallways either; it even included the letters "CD," with a little picture of one underneath).
24th Jun '16 10:12:42 PM acer_filia
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* ''VideoGame/MonsterHunter'' 4U has its own issues, as the game desperately needs the faster processor provided by the New 3DS. ''Staring the game itself'' on an old model can take upwards of a minute, and it takes just as long to close. Pausing also incurs two ten to fifteen second loads, though this may have something to do with the fact that the game can ''only'' be paused by using the home button and bringing up the 3DS main menu or by closing the 3DS entirely. That's ten seconds to go out to the console menu, another 10 seconds to go back into the game itself, and another few seconds while the game pops up the actual pause screen so you can resume the game. Thankfully, normal gameplay rarely has loads of more than a second or two.
24th Jun '16 3:15:26 PM TheBuddy26
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** Since this was such an obvious problem, it was also acknowledged: many tape games came with loading sequence graphics and music (that eventually expanded into the original {{Demoscene}}), crude audio mixers for you to create own loading tunes and even some mini-games to keep you busy for the duration of the loading event. Modern games no longer have such features, due to Namco's [[http://patft.uspto.gov/netacgi/nph-Parser?Sect1=PTO1&Sect2=HITOFF&d=PALL&p=1&u=%2Fnetahtml%2FPTO%2Fsrchnum.htm&r=1&f=G&l=50&s1=5718632.PN.&OS=PN/5718632&RS=PN/5718632 5,718,632]] patent on it. It expires on November 27, 2015.

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** Since this was such an obvious problem, it was also acknowledged: many tape games came with loading sequence graphics and music (that eventually expanded into the original {{Demoscene}}), crude audio mixers for you to create own loading tunes and even some mini-games to keep you busy for the duration of the loading event. Modern games no longer have prohibited such features, due to Namco's [[http://patft.uspto.gov/netacgi/nph-Parser?Sect1=PTO1&Sect2=HITOFF&d=PALL&p=1&u=%2Fnetahtml%2FPTO%2Fsrchnum.htm&r=1&f=G&l=50&s1=5718632.PN.&OS=PN/5718632&RS=PN/5718632 5,718,632]] patent on it. It expires it, but thankfully the patent expired on November 27, 2015.
13th Jun '16 3:31:28 PM Someoneman
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* ''VideoGame/FiveNightsAtFreddysWorld'' has loading screens whenever you close a menu or exit a shop. Inexplicably, there are no loading screens when opening the menus of enter a shop.

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* ''VideoGame/FiveNightsAtFreddysWorld'' has loading screens whenever you close a menu or exit a shop. Want to change your party line up? Loading. Accidentally touch a shopkeeper? Loading. Inexplicably, there are no loading screens when opening the menus of enter or entering a shop.
4th Jun '16 4:33:02 PM nombretomado
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* ''VideoGame/HarryPotter and the Chamber of Secrets'' on PS2 has sufficiently long loading times, you begin to wonder if they're attempting to show the Hogwarts year in ''real time''. They were a good 20-30 seconds long, and they were "everywhere". This was because this it was one of the few [=PS2=] games that came on a [=CD=], which had much slower read times than the [=DVD's=] used by most other games on the system.

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* ''VideoGame/HarryPotter and the Chamber of Secrets'' on PS2 [=PS2=] has sufficiently long loading times, you begin to wonder if they're attempting to show the Hogwarts year in ''real time''. They were a good 20-30 seconds long, and they were "everywhere". This was because this it was one of the few [=PS2=] games that came on a [=CD=], which had much slower read times than the [=DVD's=] used by most other games on the system.



* The PS2 version of ''{{Okami}}'' even has two mini-games, one about button mashing and one about timed presses, to help ease loading times. They even net you Demon Fangs. The Wii version reduced the load times significantly, so it doesn't have this. ''VideoGame/{{Okamiden}}'' has more loading screen since the largest areas are segmented into parts due to the DS's capacity limitations.

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* The PS2 [=PS2=] version of ''{{Okami}}'' ''VideoGame/{{Okami}}'' even has two mini-games, one about button mashing and one about timed presses, to help ease loading times. They even net you Demon Fangs. The Wii version reduced the load times significantly, so it doesn't have this. ''VideoGame/{{Okamiden}}'' has more loading screen since the largest areas are segmented into parts due to the DS's capacity limitations.



* ''Haven: Call of the King'' for the PS2 would take roughly 5-10 minutes to load when it started, but there was no loading after that, as the whole game had been loaded in one shot.

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* ''Haven: Call of the King'' for the PS2 [=PS2=] would take roughly 5-10 minutes to load when it started, but there was no loading after that, as the whole game had been loaded in one shot.



** So did ''[=SvR=] 2006'', and the PS2 version wasn't much better about it, either. Heck, you'd even have to sit through the same two loading screens when replaying a match, something that's usually instantaneous because it's already loaded! Does ''none'' of that data get stored in the console's RAM? Interestingly, there were several games in the old [=PS1=] library that would show multiple loading screens in a row.

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** So did ''[=SvR=] 2006'', and the PS2 [=PS2=] version wasn't much better about it, either. Heck, you'd even have to sit through the same two loading screens when replaying a match, something that's usually instantaneous because it's already loaded! Does ''none'' of that data get stored in the console's RAM? Interestingly, there were several games in the old [=PS1=] library that would show multiple loading screens in a row.



* ''Videogame/CrashBandicootTheWrathOfCortex'' -- which was also the second game not developed by Naughty Dog and the first one for the [=PlayStation=] 2 -- suffered from this. Many of the levels could be completed faster than their load times. Playstation magazines used it as the yardstick for bad loading times for years afterward. The game was released very soon after the PS2's launch, so you can pin the long loading times on the developers' unfamiliarity with the new console, along with a lack of any new innovations as far as loading routines go -- and it certainly didn't help that the game was released on a CD, when most PS2 games were already then being released on [=DVDs=]. The loading times were improved for the Greatest Hits re-release of the game, as well as the UsefulNotes/{{Xbox}} and [[UsefulNotes/NintendoGameCube GameCube]] versions.

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* ''Videogame/CrashBandicootTheWrathOfCortex'' -- which was also the second game not developed by Naughty Dog and the first one for the [=PlayStation=] 2 -- suffered from this. Many of the levels could be completed faster than their load times. Playstation magazines used it as the yardstick for bad loading times for years afterward. The game was released very soon after the PS2's [=PS2=]'s launch, so you can pin the long loading times on the developers' unfamiliarity with the new console, along with a lack of any new innovations as far as loading routines go -- and it certainly didn't help that the game was released on a CD, when most PS2 [=PS2=] games were already then being released on [=DVDs=]. The loading times were improved for the Greatest Hits re-release of the game, as well as the UsefulNotes/{{Xbox}} and [[UsefulNotes/NintendoGameCube GameCube]] versions.



* In Spongebob Squarepants: Revenge of the Flying Dutchman for the PS2, there is a loading screen for everything. And god help you if you get the dreaded double loading with the first screen having Spongebob holding a hourglass and the second with bubbles slowly filling the screen, then you can finally start the next area/room. Made even worse if you enter the wrong room and have to go back, going through effectively four load screens for nothing.

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* In Spongebob Squarepants: Revenge of the Flying Dutchman for the PS2, [=PS2=], there is a loading screen for everything. And god help you if you get the dreaded double loading with the first screen having Spongebob holding a hourglass and the second with bubbles slowly filling the screen, then you can finally start the next area/room. Made even worse if you enter the wrong room and have to go back, going through effectively four load screens for nothing.



* ''VideoGame/SuperMonkeyBall Deluxe'' PS2 has loading screens for practically everything. Even worse, when it tries to load your replays, the loading times can reach about ''one and a half minutes''.

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* ''VideoGame/SuperMonkeyBall Deluxe'' PS2 [=PS2=] has loading screens for practically everything. Even worse, when it tries to load your replays, the loading times can reach about ''one and a half minutes''.



* ''VideoGame/GuitarHero III'' and subsequent games in the series have trouble with this. Loading screens were needed to load a new ''menu screen''. Just picking a song on quickplay could take far longer than it should because the game requires four loading periods just to go through all the options beforehand. Not only that, but on some of the Wii versions of ''World Tour'', the final pre-performance loading screen would freeze itself before heading to the performance. This arose an issue because the game would also fully freeze on those same spots, making it rather indistinguishable whether you were about to play or about to reset the console. An even worse case from the Wii edition of "World Tour" was practice mode. Every time you wanted to restart a section, you had to select "restart"... and then sit through another loading screen. If you're practicing an entire song, this could be worse. There's also the PS2 version of Guitar Hero III's saving times. It takes about ''4 minutes'' to save the game where the previous games took about 20 seconds. It's not like it's a really large file that it's saving; it's 325 kb, while VideoGame/DevilMayCry 3 has 364 kb save files, yet doesn't take nearly as long.

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* ''VideoGame/GuitarHero III'' and subsequent games in the series have trouble with this. Loading screens were needed to load a new ''menu screen''. Just picking a song on quickplay could take far longer than it should because the game requires four loading periods just to go through all the options beforehand. Not only that, but on some of the Wii versions of ''World Tour'', the final pre-performance loading screen would freeze itself before heading to the performance. This arose an issue because the game would also fully freeze on those same spots, making it rather indistinguishable whether you were about to play or about to reset the console. An even worse case from the Wii edition of "World Tour" was practice mode. Every time you wanted to restart a section, you had to select "restart"... and then sit through another loading screen. If you're practicing an entire song, this could be worse. There's also the PS2 [=PS2=] version of Guitar Hero III's saving times. It takes about ''4 minutes'' to save the game where the previous games took about 20 seconds. It's not like it's a really large file that it's saving; it's 325 kb, while VideoGame/DevilMayCry 3 has 364 kb save files, yet doesn't take nearly as long.



* ''VideoGame/SuikodenV'' seemed incapable of retaining more than one small screen of the world in its memory at a time; or so the fracturing of your base would lead you to believe. It got to the point where gamers were plotting routes through their base to minimize the number of loading screens they'd have to sit through, even if they actually had to walk farther. the game also had annoyingly long loading times for getting in and out of combat, which was particularly aggravating considering it has graphics more comparable to [=PlayStation=] 1 than the PS2 it was released on. They even managed to put up a loading screen when getting out of combat. And worst of all was when you'd be inside a dungeon, and the combat area would only take up about half of the screen.
* ''VideoGame/SpectralSouls'' (PSP) doesn't seem to keep anything in memory. There's a load-time of up to 3 seconds before every attack animation, even if you use the same attack 3 times in a row, and a load-time between each page of a character's dialogue. The main problem with this is because this game is a '''direct''' port of a PS2 game that was '''not''' optimized for use on the PSP's processor. So the player is literally playing another system title on something it wasn't designed for. The fourth and fifth ''Generation of Chaos'' games were also especially bad for this, taking up to fifteen seconds to load a special attack animation, and even longer if you have voices turned on.

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* ''VideoGame/SuikodenV'' seemed incapable of retaining more than one small screen of the world in its memory at a time; or so the fracturing of your base would lead you to believe. It got to the point where gamers were plotting routes through their base to minimize the number of loading screens they'd have to sit through, even if they actually had to walk farther. the game also had annoyingly long loading times for getting in and out of combat, which was particularly aggravating considering it has graphics more comparable to [=PlayStation=] 1 than the PS2 [=PS2=] it was released on. They even managed to put up a loading screen when getting out of combat. And worst of all was when you'd be inside a dungeon, and the combat area would only take up about half of the screen.
* ''VideoGame/SpectralSouls'' (PSP) doesn't seem to keep anything in memory. There's a load-time of up to 3 seconds before every attack animation, even if you use the same attack 3 times in a row, and a load-time between each page of a character's dialogue. The main problem with this is because this game is a '''direct''' port of a PS2 [=PS2=] game that was '''not''' optimized for use on the PSP's processor. So the player is literally playing another system title on something it wasn't designed for. The fourth and fifth ''Generation of Chaos'' games were also especially bad for this, taking up to fifteen seconds to load a special attack animation, and even longer if you have voices turned on.



* An inversion in ''Madden 2004'' for the PS2 at least, where there were loads and loads of ''saving''. If the music wasn't playing while it was going on, you'd think the game froze.
* The PS2 version of ''[[VideoGame/TonyHawksProSkater Tony Hawk's Underground]]'' suffers from this, with load times taking up about 30 seconds to load a level, compared to the Gamecube, Xbox & PC versions, which load the levels almost instantly.

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* An inversion in ''Madden 2004'' for the PS2 [=PS2=] at least, where there were loads and loads of ''saving''. If the music wasn't playing while it was going on, you'd think the game froze.
* The PS2 [=PS2=] version of ''[[VideoGame/TonyHawksProSkater Tony Hawk's Underground]]'' suffers from this, with load times taking up about 30 seconds to load a level, compared to the Gamecube, Xbox & PC versions, which load the levels almost instantly.



** Again became relevant with the releases of ''Outbreak'' and ''File #2''. With a PS2 HDD, one could shorten the loading times considerably so Capcom forced HDD players to play at DVD speeds when they were in mixed rooms. However, when [=PS3=] users using backwards compatibility played with PS2 users, they could easily load the next rooms faster and so often took all the quality items before the PS2 players could even enter the room.

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** Again became relevant with the releases of ''Outbreak'' and ''File #2''. With a PS2 [=PS2=] HDD, one could shorten the loading times considerably so Capcom forced HDD players to play at DVD speeds when they were in mixed rooms. However, when [=PS3=] users using backwards compatibility played with PS2 [=PS2=] users, they could easily load the next rooms faster and so often took all the quality items before the PS2 [=PS2=] players could even enter the room.



* ''VideoGame/TotalOverdose'' on the PS2 had lots of slow, boring loading screens. Running around shooting things in slow motion would be so much more fun if you dind't have to wait through loading screens so often.

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* ''VideoGame/TotalOverdose'' on the PS2 [=PS2=] had lots of slow, boring loading screens. Running around shooting things in slow motion would be so much more fun if you dind't didn't have to wait through loading screens so often.



* The PS2 version of ''VideoGame/MaxPayne'' suffers heavily from this. While the loads are not overly long (maybe twenty seconds each) they are ''extremely'' frequent (every five or ten minutes of gameplay) and the stupid console can't even leave the background music on while loading, breaking the mood completely. Max Payne 3 ends up with this too. While it's not noticeable during normal gameplay due to it being disguised with a cutscene, when you're replaying or trying the various Time Attack modes and are forced to watch every cutscene in the game because they're unskippable it becomes apparent.

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* The PS2 [=PS2=] version of ''VideoGame/MaxPayne'' suffers heavily from this. While the loads are not overly long (maybe twenty seconds each) they are ''extremely'' frequent (every five or ten minutes of gameplay) and the stupid console can't even leave the background music on while loading, breaking the mood completely. Max Payne 3 ends up with this too. While it's not noticeable during normal gameplay due to it being disguised with a cutscene, when you're replaying or trying the various Time Attack modes and are forced to watch every cutscene in the game because they're unskippable it becomes apparent.



* The console ports of ''VideoGame/MafiaTheCityOfLostHeaven'' were infamous for this. The game loads the city and missions as a series of levels rather than stream the contents GTA-style. This was the case with the original PC version, but the limited RAM of the Xbox and PS2 added to the problem, even if the developers trimmed the game environment down to a somewhat barren city.

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* The console ports of ''VideoGame/MafiaTheCityOfLostHeaven'' were infamous for this. The game loads the city and missions as a series of levels rather than stream the contents GTA-style. This was the case with the original PC version, but the limited RAM of the Xbox and PS2 [=PS2=] added to the problem, even if the developers trimmed the game environment down to a somewhat barren city.



* ''VideoGame/GrandTheftAutoSanAndreas'' for the PS2 was lightly touched on above but deserves an official spot. The biggest game environment for its time? Perhaps, but it took quite a while to bring it up. The title screen alone took several minutes to load, so much so that it almost seems that it freezes. And if you go inside or outside a building during the game? At least thirty seconds.

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* ''VideoGame/GrandTheftAutoSanAndreas'' for the PS2 [=PS2=] was lightly touched on above but deserves an official spot. The biggest game environment for its time? Perhaps, but it took quite a while to bring it up. The title screen alone took several minutes to load, so much so that it almost seems that it freezes. And if you go inside or outside a building during the game? At least thirty seconds.



* The original {{Xbox}} set out to avoid this by allowing games "cache space" on the internal HDD - data could be copied there for fast access during gameplay. But games which actually ''used'' this feature took forever to initially fire up (eg ''VideoGame/{{Fable|I}}, VideoGame/NinjaGaiden''), as it basically amounted to copying a few hundred megabytes in one massive loading spree (it still generally did a better job than the PS2, due to a superior DVD drive - the Xbox knocks about a minute off ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas']]'' start time, for example). Both systems could be modified to run entire games off a HDD, obliterating load times and removing the need to get up and swap discs.

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* The original {{Xbox}} set out to avoid this by allowing games "cache space" on the internal HDD - data could be copied there for fast access during gameplay. But games which actually ''used'' this feature took forever to initially fire up (eg ''VideoGame/{{Fable|I}}, VideoGame/NinjaGaiden''), as it basically amounted to copying a few hundred megabytes in one massive loading spree (it still generally did a better job than the PS2, [=PS2=], due to a superior DVD drive - the Xbox knocks about a minute off ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas']]'' start time, for example). Both systems could be modified to run entire games off a HDD, obliterating load times and removing the need to get up and swap discs.



* The {{Xbox 360}} officially integrated this feature in a firmware update - though it requires that the disc for the game you wish to play be in the DVD drive to function [[DigitalPiracyIsEvil to prevent the rampant piracy]] that often resulted with modded PS2 and {{Xbox}} consoles. This can still be quite handy should the DVD drive start to fail as it requires much less work from it. However, some games actually ''slow down'' when played off the hard drive. ''VideoGame/{{Halo 3}}'', in particular, outright calls people that install the game to their hard drives idiots. This is because the 360, like the original Xbox before it, has dedicated "cache space" on the hard drive. If a game gets a full install, then it may still try to use that cache space - but instead of copying from the disc drive to the HDD (in which case the two drives can operate simultaneously), it's copying from the HDD to the same HDD (and the read/write operations can't happen at the same time). Programmers could, in theory, tweak their games to disable caching for full installs (in which case there'd be a hands-down performance improvement), but the ''Halo 3'' coders did their work before such installs were possible (and have no apparent interest in releasing a patch).

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* The {{Xbox UsefulNotes/{{Xbox 360}} officially integrated this feature in a firmware update - though it requires that the disc for the game you wish to play be in the DVD drive to function [[DigitalPiracyIsEvil to prevent the rampant piracy]] that often resulted with modded PS2 UsefulNotes/{{PS2}} and {{Xbox}} UsefulNotes/{{Xbox}} consoles. This can still be quite handy should the DVD drive start to fail as it requires much less work from it. However, some games actually ''slow down'' when played off the hard drive. ''VideoGame/{{Halo 3}}'', in particular, outright calls people that install the game to their hard drives idiots. This is because the 360, like the original Xbox before it, has dedicated "cache space" on the hard drive. If a game gets a full install, then it may still try to use that cache space - but instead of copying from the disc drive to the HDD (in which case the two drives can operate simultaneously), it's copying from the HDD to the same HDD (and the read/write operations can't happen at the same time). Programmers could, in theory, tweak their games to disable caching for full installs (in which case there'd be a hands-down performance improvement), but the ''Halo 3'' coders did their work before such installs were possible (and have no apparent interest in releasing a patch).
4th Jun '16 2:43:20 PM CalzoneManiac365
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** And even before then, ''VideoGame/Sonic3DBlast'' for the Sega Saturn. The loading times have to be seen to be believed.
28th May '16 10:30:52 PM nombretomado
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** So did ''[=SvR=] 2006'', and the PS2 version wasn't much better about it, either. Heck, you'd even have to sit through the same two loading screens when replaying a match, something that's usually instantaneous because it's already loaded! Does ''none'' of that data get stored in the console's RAM? Interestingly, there were several games in the old PS1 library that would show multiple loading screens in a row.
** This problem goes as far back as ''Smackdown 2: Know Your Role'' for the original PS1. The loading screens for thirty second cutscenes were over a minute long, sometimes even longer.

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** So did ''[=SvR=] 2006'', and the PS2 version wasn't much better about it, either. Heck, you'd even have to sit through the same two loading screens when replaying a match, something that's usually instantaneous because it's already loaded! Does ''none'' of that data get stored in the console's RAM? Interestingly, there were several games in the old PS1 [=PS1=] library that would show multiple loading screens in a row.
** This problem goes as far back as ''Smackdown 2: Know Your Role'' for the original PS1.[=PS1=]. The loading screens for thirty second cutscenes were over a minute long, sometimes even longer.



* ''[[Main/MortalKombatTrilogy Mortal Kombat: Trilogy]]'' on PS1, dear lord. The game had to load on ''[[PunctuatedForEmphasis EVERY. SINGLE. SCREEN.]]'' Have you picked your fighter yet? ''Loading Versus Screen'', have you entered your codes on the versus screen? ''Loading Stage Backgrounds'', have you defeated your enemy already? ''Loading '''next enemy screen''''', have you seen who's your next enemy yet? ''Loading Stage B''- ''FUCK THIS!'' And if you think that's bad, then let me tell you the game even had to load when Shang Tsung transformed into another character. To combat this, you had the option of limiting yourself to the characters you wanted to morph into, which could allow the game to just preload the data for those characters.

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* ''[[Main/MortalKombatTrilogy Mortal Kombat: Trilogy]]'' on PS1, [=PS1=], dear lord. The game had to load on ''[[PunctuatedForEmphasis EVERY. SINGLE. SCREEN.]]'' Have you picked your fighter yet? ''Loading Versus Screen'', have you entered your codes on the versus screen? ''Loading Stage Backgrounds'', have you defeated your enemy already? ''Loading '''next enemy screen''''', have you seen who's your next enemy yet? ''Loading Stage B''- ''FUCK THIS!'' And if you think that's bad, then let me tell you the game even had to load when Shang Tsung transformed into another character. To combat this, you had the option of limiting yourself to the characters you wanted to morph into, which could allow the game to just preload the data for those characters.



* The infamous ''VideoGame/{{Bubsy}} 3D: Furbitten Planet'' for the PS1 has loading times '''for the title screen'''...which is just a static image, by the way. Granted, it was released when disc-based gaming technologies were in their infancy...

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* The infamous ''VideoGame/{{Bubsy}} 3D: Furbitten Planet'' for the PS1 [=PS1=] has loading times '''for the title screen'''...which is just a static image, by the way. Granted, it was released when disc-based gaming technologies were in their infancy...



* The first ''VideoGame/{{Persona}}'' game for PS1 was guilty of this in both the Japanese and American versions, albeit the worst loading session was maybe ten seconds in length. The only difference between both in terms of difference was the American version added a "Now Loading" screen instead of just leaving black transitions.

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* The first ''VideoGame/{{Persona}}'' game for PS1 [=PS1=] was guilty of this in both the Japanese and American versions, albeit the worst loading session was maybe ten seconds in length. The only difference between both in terms of difference was the American version added a "Now Loading" screen instead of just leaving black transitions.



* ''[[VideoGame/LunarTheSilverStar Lunar: Silver Star Harmony]]'' for the PSP, despite being much better than the PSX version in terms of VA, music and graphics, has to load ''every. Single. Screen.'' Individually. This wouldn't be so bad, but the load time for each screen is about three to four seconds, the music fades out and the ''battle system'', which is entirely different in terms of graphics and layout, ''loads faster''. Also, the game features PS1-style fade in/fade out transitions to make the loading less noticeable, but these transitions are STILL THERE in the Playstation Network version. PSN versions of games require hardly any loading, if any at all, since the entire game has been installed on your memory card, but due to the the fade animation you have still have to wait like everyone who bought a disk copy.

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* ''[[VideoGame/LunarTheSilverStar Lunar: Silver Star Harmony]]'' for the PSP, despite being much better than the PSX version in terms of VA, music and graphics, has to load ''every. Single. Screen.'' Individually. This wouldn't be so bad, but the load time for each screen is about three to four seconds, the music fades out and the ''battle system'', which is entirely different in terms of graphics and layout, ''loads faster''. Also, the game features PS1-style [=PS1=]-style fade in/fade out transitions to make the loading less noticeable, but these transitions are STILL THERE in the Playstation Network version. PSN versions of games require hardly any loading, if any at all, since the entire game has been installed on your memory card, but due to the the fade animation you have still have to wait like everyone who bought a disk copy.



* ''VideoGame/LegendOfMana'' on [=PlayStation=] has some pretty noticeable load times for a PS1 game (about 2-5 seconds), which would happen every time you change screens or a story scene happened. These were very, very common occurrences.

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* ''VideoGame/LegendOfMana'' on [=PlayStation=] has some pretty noticeable load times for a PS1 [=PS1=] game (about 2-5 seconds), which would happen every time you change screens or a story scene happened. These were very, very common occurrences.
25th May '16 1:42:30 AM erforce
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* Criterion did their best to cut down on loading screens in ''VideoGame/BurnoutParadise'', and for the most part, they were successful, however, what the game has instead is Loads and Loads of Microloading, which is to say, every time you pause the game or check the map, there is a small but noticeable delay. This is not great for compulsive map checkers. However the ten-plus second delay going from car to car in the junkyard before it actually appears on screen is annoying as heck. This was ostensibly an attempt to combat ''VideoGame/{{Burnout}} Revenge''[='=]s loading times. At least on 360, it suffered from its own 30-45 second load screens each time you had to load a course, even if you restart a race.

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* Criterion did their best to cut down on loading screens in ''VideoGame/BurnoutParadise'', and for the most part, they were successful, however, what the game has instead is Loads and Loads of Microloading, which is to say, every time you pause the game or check the map, there is a small but noticeable delay. This is not great for compulsive map checkers. However the ten-plus second delay going from car to car in the junkyard before it actually appears on screen is annoying as heck. This was ostensibly an attempt to combat ''VideoGame/{{Burnout}} Revenge''[='=]s ''VideoGame/BurnoutRevenge''[='=]s loading times. At least on 360, it suffered from its own 30-45 second load screens each time you had to load a course, even if you restart a race.
22nd May '16 3:43:38 PM nombretomado
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** PSP has a option to speed up the loads time. Some games runs BETTER on the PSP. A good example is Bomberman Fantasy Race, who has SLOW load times on PS3 and very short load times on the PSP.

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** PSP has a option to speed up the loads time. Some games runs BETTER on the PSP. A good example is Bomberman Fantasy Race, who has SLOW load times on PS3 [=PS3=] and very short load times on the PSP.



* The initial PS3 version of ''VideoGame/{{Bayonetta}}'' was horrendous with loading, including the ''pause screen'' taking about five seconds to load. Fortunately, there's a title update out that allows users to install the game on the PS3's hard disk, putting the load times on par with the Xbox version. However, the update itself takes about an hour to install...
* ''VideoGame/FistOfTheNorthStarKensRage'' suffered noticeably [[PortingDisaster in its conversion from the PS3 to the Xbox 360]]: Going by [[http://www.youtube.com/watch?v=m9k03WEBSIc this comparison video]], the combined loading time it takes for the level (and in-between cutscenes and menus) to load off the DVD drive on a 360 is a whopping 44 seconds, and ''over a minute'' with the DLC (just under ten times the amount of loading for the PS3 version). The second game was so bad about this, that the developer quickly released a patch that ''significantly'' cut loading times down.

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* The initial PS3 [=PS3=] version of ''VideoGame/{{Bayonetta}}'' was horrendous with loading, including the ''pause screen'' taking about five seconds to load. Fortunately, there's a title update out that allows users to install the game on the PS3's [=PS3=]'s hard disk, putting the load times on par with the Xbox version. However, the update itself takes about an hour to install...
* ''VideoGame/FistOfTheNorthStarKensRage'' suffered noticeably [[PortingDisaster in its conversion from the PS3 to the Xbox 360]]: Going by [[http://www.youtube.com/watch?v=m9k03WEBSIc this comparison video]], the combined loading time it takes for the level (and in-between cutscenes and menus) to load off the DVD drive on a 360 is a whopping 44 seconds, and ''over a minute'' with the DLC (just under ten times the amount of loading for the PS3 [=PS3=] version). The second game was so bad about this, that the developer quickly released a patch that ''significantly'' cut loading times down.



* The [=PlayStation=] 2 version of ''VideoGame/SoldierOfFortune'', like many other aformentioned PC-to-console ports, divides the PC levels into sublevels with loading points.

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* The [=PlayStation=] 2 version of ''VideoGame/SoldierOfFortune'', like many other aformentioned aforementioned PC-to-console ports, divides the PC levels into sublevels with loading points.



* ''VideoGame/DukeNukemForever'' has colossal loading times on the Xbox 360 and PS3, presumably due to poor optimization. On PC's, though, the loading is relatively quick.

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* ''VideoGame/DukeNukemForever'' has colossal loading times on the Xbox 360 and PS3, [=PS3=], presumably due to poor optimization. On PC's, though, the loading is relatively quick.



* ''VideoGame/OdinSphere'' makes great use of large, beautifully hand-drawn sprites, but this causes stages to load slowly. The most annoying example is the Pooka Village - if one wants to visit both restaurants, one will have to wait through the loading screen for the village, the café, the village again, the restaurant, and the village one last time. And that's if one already has all the ingredients needed to make some food. This was alleviated in the European release of the game, which had very minimal load times. Playing on a backwards-compatible PS3 takes a huge chunk out too, as well as alleviating some of the slowdown during certain battles.

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* ''VideoGame/OdinSphere'' makes great use of large, beautifully hand-drawn sprites, but this causes stages to load slowly. The most annoying example is the Pooka Village - if one wants to visit both restaurants, one will have to wait through the loading screen for the village, the café, the village again, the restaurant, and the village one last time. And that's if one already has all the ingredients needed to make some food. This was alleviated in the European release of the game, which had very minimal load times. Playing on a backwards-compatible PS3 [=PS3=] takes a huge chunk out too, as well as alleviating some of the slowdown during certain battles.



* PS3 Photography Sim game ''Afrika'' takes almost 2 minutes to load and save its '''370 megabyte''' save file. It almost makes you glad save points are rare in that game.

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* PS3 [=PS3=] Photography Sim game ''Afrika'' takes almost 2 minutes to load and save its '''370 megabyte''' save file. It almost makes you glad save points are rare in that game.



** ''VideoGame/MetalGearSolid4GunsOfThePatriots'' has a combined ''twenty-one minutes'' of watching Snake smoke. And this doesn't include the load times between stages, either. Once it's subverted, though - when the game starts loading [[spoiler: a completely different game]]. With a patch, you can install the entire game but although you no longer have to install each act separately, the hard drive space taken is almost 10GB. Though this is probably why the game initially only let you install each act separately since initial ps3 models only had 40GB of hard drive space max and even with the patch, the game still gives you the option to install separately if you want.

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** ''VideoGame/MetalGearSolid4GunsOfThePatriots'' has a combined ''twenty-one minutes'' of watching Snake smoke. And this doesn't include the load times between stages, either. Once it's subverted, though - when the game starts loading [[spoiler: a completely different game]]. With a patch, you can install the entire game but although you no longer have to install each act separately, the hard drive space taken is almost 10GB. Though this is probably why the game initially only let you install each act separately since initial ps3 [=PS3=] models only had 40GB of hard drive space max and even with the patch, the game still gives you the option to install separately if you want.



** Again became relevant with the releases of ''Outbreak'' and ''File #2''. With a PS2 HDD, one could shorten the loading times considerably so Capcom forced HDD players to play at DVD speeds when they were in mixed rooms. However, when PS3 users using backwards compatibility played with PS2 users, they could easily load the next rooms faster and so often took all the quality items before the PS2 players could even enter the room.

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** Again became relevant with the releases of ''Outbreak'' and ''File #2''. With a PS2 HDD, one could shorten the loading times considerably so Capcom forced HDD players to play at DVD speeds when they were in mixed rooms. However, when PS3 [=PS3=] users using backwards compatibility played with PS2 users, they could easily load the next rooms faster and so often took all the quality items before the PS2 players could even enter the room.



* ''VideoGame/PlaystationHome'', the PS3's virtual-world, ProductPlacement-heavy timewaster is made up of a lot of small areas. Each of them has to be loaded individually, taking 30 seconds to a minute even if it's already cached to your hard drive. This is followed by Loads and Loads of DynamicLoading as peoples avatars download and pop-in and videos on screens ([[ProductPlacement invariably also ads]]) buffer for playback.

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* ''VideoGame/PlaystationHome'', the PS3's [=PS3=]'s virtual-world, ProductPlacement-heavy timewaster is made up of a lot of small areas. Each of them has to be loaded individually, taking 30 seconds to a minute even if it's already cached to your hard drive. This is followed by Loads and Loads of DynamicLoading as peoples avatars download and pop-in and videos on screens ([[ProductPlacement invariably also ads]]) buffer for playback.



* The UsefulNotes/PlayStation3 inherited this feature, with some games requiring an install time of 20 minutes or more the first time you play them. In this case, it's because the Blu-Ray discs are very data heavy (more specifically, the PS3's Blu-ray Disc drive operates at approximately 9 MB/s, while the Xbox 360's DVD drive reaches 15.85 MB/s, seriously compromising performance of multiplatform titles on the former, and furthermore, game developers have declared that the 360 drive's data transfer speed is already low for their needs...), and therefore take longer to access. In an effort to prevent long loading sections, the games are installed to the hard drive, or pre-loaded. Then games like Uncharted 2 come along and just blow that out of the water (it doesn't install at all, and has no loading time after you start playing).

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* The UsefulNotes/PlayStation3 inherited this feature, with some games requiring an install time of 20 minutes or more the first time you play them. In this case, it's because the Blu-Ray discs are very data heavy (more specifically, the PS3's [=PS3=]'s Blu-ray Disc drive operates at approximately 9 MB/s, while the Xbox 360's DVD drive reaches 15.85 MB/s, seriously compromising performance of multiplatform titles on the former, and furthermore, game developers have declared that the 360 drive's data transfer speed is already low for their needs...), and therefore take longer to access. In an effort to prevent long loading sections, the games are installed to the hard drive, or pre-loaded. Then games like Uncharted 2 come along and just blow that out of the water (it doesn't install at all, and has no loading time after you start playing).
20th May '16 1:31:30 PM CynicalBastardo
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Added DiffLines:

** This problem goes as far back as ''Smackdown 2: Know Your Role'' for the original PS1. The loading screens for thirty second cutscenes were over a minute long, sometimes even longer.
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