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* The ''[[VideoGame/{{X}} X-Universe]]'' series, which normally load new sectors in roughly 30 seconds, can have several minute load times in sectors with heavy industry buildup by the player, leading most players to dump their factories in a sector they never visit except for additional expansion. ''Videogame/XRebirth'' has a longer initial loading time (but still reasonable) to get into the game and after alt-tabbing, but uses procedural loading to effectively instantly load new areas without a loading screen.

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* The ''[[VideoGame/{{X}} X-Universe]]'' series, which normally load new sectors in roughly 30 seconds, can have several minute load times in sectors with heavy industry buildup by the player, leading most players to dump their factories in a sector they never visit except for additional expansion. ''Videogame/XRebirth'' ''VideoGame/XRebirth'' has a longer initial loading time (but still reasonable) to get into the game and after alt-tabbing, but uses procedural loading to effectively instantly load new areas without a loading screen.



* ''VideoGame/FootballManager'', especially older versions, can take a considerable amount of time to load up a new game, and the more leagues you have enabled, the longer it takes. ''Championship Manager 01/02'', when played on contemporary hardware, could easily take several minutes to start a new game, and 10 seconds or more to simulate every result on particularly busy match days. Justified due to the sheer amount of leagues, teams, and players that the game includes: that initial ''CM01/02'' save file can be upwards of '''''100 MB''''', and that much data takes a long while to churn through, especially on early-2000s hardware.



* ''Let's Make a Soccer Team'' on the [=PS2=] had a uniquely immersive presentation, with full 3D environments for each of its menu screens, and events like buying or selling players taking place via cutscenes. The problem was that each of those environments or cutscenes needed to be loaded ''every time you accessed them'', most of the sub-menus ''also'' required loading when opened or closed, and this took about 2-5 seconds every single time, which ground the game's pace to a crawl. If you wanted to save your game after a match, for example, you'd have to sit through any post-match cutscenes (plus their load times), then get through three loading screens just to get to the save menu, then wait several seconds for it to actually save, then sit through ''another'' loading screen just to get back to the main menu.



** The HD version of ''VideoGame/MetalGearSolid2SonsOfLiberty'' has a tiny but noticeable loading before every codec conversation and because the game switches between codec and cutscene quite often, it can get annoying. This does carry on to the HD version of 3 but it isn't as noticeable.

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** The HD version of ''VideoGame/MetalGearSolid2SonsOfLiberty'' has a tiny but noticeable loading before every codec conversation and because the game switches between codec and cutscene quite often, it can get annoying. This does carry on to the HD version of 3 ''3'' but it isn't as noticeable.



** ''VideoGame/MetalGearSolid4GunsOfThePatriots'' has a combined ''twenty-one minutes'' of watching Snake smoke. And this doesn't include the load times between stages, either. Sony originally had a policy where 4 GB was the max install size, and Metal Gear Solid used all of it for each individual chapter which is why it ended up installing between chapters. Sony eventually relaxed that policy, and Konami followed up with a patch to allow you to install all of it, with the combined size ending up around 10 GB total.

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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. Sony originally had a policy where 4 GB was the max install size, and Metal ''Metal Gear Solid Solid'' used all of it for each individual chapter which is why it ended up installing between chapters. Sony eventually relaxed that policy, and Konami followed up with a patch to allow you to install all of it, with the combined size ending up around 10 GB total.
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* ''Garfield'' the 2004 game (unrelated to the live-action film of the same year), the [=PS2=] version (due to being printed on CD Instead of DVD) has too many long loading screens for each small rooms. You will frequently open doors & go through those screens that take roughly 10 seconds.

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* ''Garfield'' ''Franchise/{{Garfield}}'' the 2004 game (unrelated to the [[Film/{{Garfield}} live-action film of the same year), year]]), the [=PS2=] version (due to being printed on CD Instead of DVD) has too many long loading screens for each small rooms. You will frequently open doors & go through those screens that take roughly 10 seconds.

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* ''Garfield'' the 2004 game (unrelated to the live-action film of the same year), the [=PS2=] version (due to being printed on CD Instead of DVD) has too many long loading screens for each small rooms. You will frequently open doors & go through those screens that take roughly 10 seconds.



** The ''VideoGame/MetroidPrimeTrilogy'' games do this for travel between areas, but now individual rooms also have to be loaded. The games hide this well by loading the next room as you approach a door, and refusing to open it until the room is ready. This usually just takes a second, so it's not too annoying, but now and then a door will take forever to open, and leave you a sitting duck in the meantime. Also, the loading system was buggy in [[VideoGame/MetroidPrime the original American release of the first game]], liable to crash it if overtaxed. Some of the room loads in ''VideoGame/MetroidPrime3Corruption'' can leave you standing around for several seconds waiting for the door. This is almost always due to loading a scripted event, so you can usually tell when something's going down just by how long it takes the door to open. The load times greatly improve on the digital version of the ''Metroid Prime Trilogy'' compilation, making most doors open instantly after shooting them and load times via elevators take about 5 to 7 seconds at most. This is mostly due to the games being directly on the hard drive (Platform/WiiU) instead of having to load from a Platform/NintendoGameCube or Platform/{{Wii}} disc.

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** The ''VideoGame/MetroidPrimeTrilogy'' games do this for travel between areas, but now individual rooms also have to be loaded. The games [[DynamicLoading hide this well by loading the next room as you approach a door, and refusing to open it until the room is ready.ready]]. This usually just takes a second, so it's not too annoying, but now and then a door will take forever to open, and leave you a sitting duck in the meantime. Also, the loading system was buggy in [[VideoGame/MetroidPrime the original American release of the first game]], liable to crash it if overtaxed. Some of the room loads in ''VideoGame/MetroidPrime3Corruption'' can leave you standing around for several seconds waiting for the door. This is almost always due to loading a scripted event, so you can usually tell when something's going down just by how long it takes the door to open. The load times greatly improve on the digital version of the ''Metroid Prime Trilogy'' compilation, making most doors open instantly after shooting them and load times via elevators take about 5 to 7 seconds at most. This is mostly due to the games being directly on the hard drive (Platform/WiiU) instead of having to load from a Platform/NintendoGameCube or Platform/{{Wii}} disc.
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*** Just to highlight how utterly ''absurd'' the loading times are, {{WebVideo/Lythero}} played through the entire game and started switching to playing ''[[{{VideoGame/SonicAdventure2}} Sonic Adventure 2]]'' during the loading screens. He spent so much time waiting for ''Sonic 06'' to load that ''he was able to finish the Hero Story!'' Yes, you read that right, this game's loading screens are so numerous and lengthy the total time from an entire playthrough of the game is longer than ''an entire story campaign from another Sonic game''.
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* ''VideoGame/MegaManX7'', the first game in the ''X'' series for the [=PlayStation=] 2 suffered from this. In many cases, the game takes more than 10 seconds to load. The most JustForFun/{{egregious}} example is in the final stage of the game during the BossRush. Step into a teleporter for a rematch with the Maverick? Loading screen. Defeated the Maverick? Loading screen. Pick another teleporter to fight another Maverick? Another loading screen. And so on, so forth.

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* ''VideoGame/MegaManX7'', the first game in the ''X'' series for the [=PlayStation=] 2 suffered from this. In many cases, the game takes more than 10 seconds to load. The most JustForFun/{{egregious}} example is in the final stage of the game during the BossRush. Step into a teleporter for a rematch with the Maverick? Loading screen. Defeated the Maverick? Loading screen. Pick another teleporter to fight another Maverick? Another loading screen. And so on, so forth. Fortunately, the loading screens were reduced to nearly a spit second on [[CompilationRerelease the Legacy Collection]] [[UpdatedRerelease Rerelease]].
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*** Just to highlight how utterly ''absurd'' the loading times are, {{WebVideo/Lythero}} played through the entire game and started switching to playing ''[[{{VideoGame/SonicAdventure2}} Sonic Adventure 2]]'' during the loading screens. He spent so much time waiting for ''Sonic 06'' to load that ''he was able to finish the Hero Story!'' Yes, you read that right, this game's loading screens are so numerous and lengthy the total time from an entire playthrough of the game is longer than ''an entire story campaign from another Sonic game''.
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* The 2009 ''VideoGame/BionicCommando'' game has so much loading that [[WebAnimation/ZeroPunctuation Yahtzee]] included some in his [[http://www.escapistmagazine.com/videos/view/zero-punctuation/759-Bionic-Commando review]].

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* The 2009 ''VideoGame/BionicCommando'' ''VideoGame/BionicCommando2009'' game has so much loading that [[WebAnimation/ZeroPunctuation Yahtzee]] included some in his [[http://www.escapistmagazine.com/videos/view/zero-punctuation/759-Bionic-Commando review]].
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* ''WesternAnimation/RazzberryJazzberryJam'': When Billie tries to visit her fansite in “Billie’s Biggest Fan”, all she gets for minutes on end is a screen with an hourglass on it.
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%% Above entry requires clarification, since it originally read "BlazBlue: EXTEND" and nothing else. Are we taking Continuum Shift Extend or Chronophantasma Extend?

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%% Above entry requires clarification, since it originally read "BlazBlue: "[=BlazBlue=]: EXTEND" and nothing else. Are we taking Continuum Shift Extend or Chronophantasma Extend?
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* ''VideoGame/MagicalPopn'' uses multiple fairly high-quality voice clips for the player character, which is something that only really became used on later consoles, with their faster loading and much more memory. Consequently, load times for this game are unusually long for an SNES title -- normal areas take around 5 seconds to load, while the title screen, with its long voice clip of the main character saying the game's title, takes upwards of 10 seconds. And there is a 9-second long clip of the main character's voice actress talking about the game, accessible only in the Sound Test menu, ''which makes the game freeze'' as it loads and plays. The game even has a little chime just for this clip that tells the player that the clip is done playing and the game has unfrozen! Compare this to ''VideoGame/StarFox'', which uses a similarly-long audio clip for a dialogue between the Star Fox crew after the defeat of Andross; this game doesn't have any perceptible loading times, even for this audio clip. Presumably ''Magical Pop'n''[='=]s long loading times are caused by the game having to decompress the large amount of data ''without'' a dedicated decompressor chip.

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* ''VideoGame/MagicalPopn'' uses multiple fairly high-quality voice clips for the player character, which is something that only really became used on later consoles, with their faster loading and much more memory. Consequently, load times for this game are unusually long for an SNES title -- normal areas take around 5 seconds to load, while the title screen, with its long voice clip of the main character saying the game's title, takes upwards of 10 seconds. And there is a 9-second long clip of the main character's voice actress talking about the game, accessible only in the Sound Test menu, ''which makes the game freeze'' as it loads and plays. The game even has a little chime just for this clip that tells the player that the clip is done playing and the game has unfrozen! Compare this to ''VideoGame/StarFox'', ''VideoGame/StarFox1'', which uses a similarly-long audio clip for a dialogue between the Star Fox crew after the defeat of Andross; this game doesn't have any perceptible loading times, even for this audio clip. Presumably ''Magical Pop'n''[='=]s long loading times are caused by the game having to decompress the large amount of data ''without'' a dedicated decompressor chip.

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