History Main / PolishedPort

25th Nov '16 7:46:25 PM SolidSonicTH
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* Released at a time when the UsefulNotes/Xbox360 was celebrating its tenth year, ''VideoGame/RiseOfTheTombRaider'' pulls off a stellar port with textures and effects comparable to that of the UsefulNotes/XboxOne version. In 2015, the Xbox 360 was largely being cast to the wayside (evidenced by Activision's half-hearted "port" of ''VideoGame/CallOfDutyBlackOps3'' that didn't even include the single-player campaign and dropped the normally-smooth ''Call of Duty'' gameplay to a sluggish 30 FPS) so the level of love and effort put into ''Rise'' is pretty phenomenal (and on top of that, they even managed to somehow get such an impressive product onto a single DVD disc when games even older than it were having to ship on two for the Xbox 360).
13th Nov '16 12:59:48 PM Meyers07TheTroper
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** The PC port of the second and third game are increasingly better, while ME2 PC port was plagued by button prompts/tutorials not changing to mapped keys and mouse acceleration issues (that can only be fixed by modifying a game file with external tools), ME3 PC port fixes those two issues. On top of that the two ports was so well optimized that graphical settings are very little.
5th Nov '16 9:16:14 PM TheBuddy26
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** Capcom probably got the hint they screwed up ''bad'' when KOKO Capcom handled the Korean-only PC port of ''VideoGame/MegaManX7'', which is why ''VideoGame/MegaManX8''[='=]s PC port turned out much better than its predecessor. Unlike ''X7'', ''X8'' was far better programmed and available in multiple languages. It also has higher resolutions settings (up to 1280×1024 although hacks can make it higher), mouse support for menus, ''and'' supports gamepad (particularly [=DirectInput=] controllers).

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** Capcom probably got the hint they screwed up ''bad'' when KOKO Capcom handled the Korean-only PC port of ''VideoGame/MegaManX7'', which is why ''VideoGame/MegaManX8''[='=]s PC port turned out much better than its predecessor. Unlike ''X7'', ''X8'' was far better programmed and available in multiple languages. It also has higher resolutions settings (up to 1280×1024 although hacks can make it higher), mouse support for menus, ''and'' supports gamepad (particularly [=DirectInput=] controllers). Unfortunately, [[NoExportForYou this version never hit American shores.]]
28th Oct '16 3:44:36 AM morenohijazo
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* The initial Windows / Xbox 360 version of ''Videogame/AloneInTheDark2008'' was [[ExecutiveMeddling rushed out the door]] [[ObviousBeta in a notoriously buggy and unfinished state]]. The UsefulNotes/PlayStation3 update, subtitled ''Inferno'', while not without its flaws, was vastly improved and closer to what the developers envisioned.

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* The initial Windows / Xbox 360 version of ''Videogame/AloneInTheDark2008'' was [[ExecutiveMeddling rushed out the door]] [[ObviousBeta in a notoriously buggy and unfinished state]]. The UsefulNotes/PlayStation3 update, subtitled ''Inferno'', while fixed glitches from the other releases and even adds a few extra scenes. While not without its flaws, ''Inferno'' was vastly improved and closer to what the developers envisioned.
17th Oct '16 11:36:40 AM MyFinalEdits
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* Speaking of Japanese ports of text adventure games: When ''VideoGame/{{Enchanter}}'' got ported to Japan in early 1993, software development company [=SystemSoft=] reworked the game by adding a few improvements, such as the recognition of verb commands typed in kana or the Latin alphabet; the access of such verb commands by pressing corresponding buttons (the player still has to type the name of an object, though); the display of a list of objects in the environment after the player has typed in a command; and the addition of enhanced graphics and artistic background pictures in every location on which the text is super-imposed. The game was then released for the UsefulNotes/PC98 in March 1993 as ''Enchanter: [[TheForeignSubtitle Wakaki Madōshi no Shirén]]'' (''Enchanter: The Trial of the Young Sorcerer''). Compare the screenshots of [[http://www.mobygames.com/game/enchanter/screenshots the ports of the original]] to the screenshots of [[http://www.mobygames.com/game/pc98/enchanter-wakaki-madshi-no-shiren/screenshots its enhanced PC-98 remake]].

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* Speaking of Japanese ports of text adventure games: When ''VideoGame/{{Enchanter}}'' got ported to Japan in early 1993, software development company [=SystemSoft=] reworked the game by adding a few improvements, such as the recognition of verb commands typed in kana or the Latin alphabet; the access of such verb commands by pressing corresponding buttons (the player still has to type the name of an object, though); the display of a list of objects in the environment after the player has typed in a command; and the addition of enhanced graphics and artistic background pictures in every location on which the text is super-imposed. The game was then released for the UsefulNotes/PC98 in March 1993 as ''Enchanter: [[TheForeignSubtitle Wakaki Madōshi no Shirén]]'' (''Enchanter: The Trial of the Young Sorcerer''). Compare the screenshots of [[http://www.mobygames.com/game/enchanter/screenshots the ports of the original]] to the screenshots of [[http://www.mobygames.com/game/pc98/enchanter-wakaki-madshi-no-shiren/screenshots its enhanced PC-98 remake]].
16th Oct '16 8:15:46 PM Angeldeb82
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** Nintendo could've phoned it in with their inevitable port of ''VideoGame/TheLegendOfZeldaALinkToThePast'' to the [[UsefulNotes/GameBoyAdvance GBA]]. A good game on its own merit with controls modified to make up for the lack of two buttons. What did we get? Additional sounds, ''[[VideoGame/TheLegendOfZeldaFourSwords Four Swords]]'' multi-player mode and an extra quest and dungeon that are connected to said multi-player mode. Giving you the option to play with the original SNES palette was good too (in contrast to the brightened graphics ports to the GBA often use to compensate for the original model's unlit screen).

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** Nintendo could've phoned it in with their inevitable port of ''VideoGame/TheLegendOfZeldaALinkToThePast'' to the [[UsefulNotes/GameBoyAdvance GBA]].UsefulNotes/{{G|ameBoyAdvance}}BA. A good game on its own merit with controls modified to make up for the lack of two buttons. What did we get? Additional sounds, ''[[VideoGame/TheLegendOfZeldaFourSwords Four Swords]]'' multi-player mode and an extra quest and dungeon that are connected to said multi-player mode. Giving you the option to play with the original SNES palette was good too (in contrast to the brightened graphics ports to the GBA often use to compensate for the original model's unlit screen).



* The PC port of ''VideoGame/DevilMayCry4'': After the outsourced {{Porting Disaster}}s that were ''[[VideoGame/DevilMayCry3DantesAwakening DMC3]]'' and ''VideoGame/ResidentEvil4'', {{Capcom}} got the hint and handled the port of ''[=DMC4=]'' entirely in-house, developing it alongside the UsefulNotes/PlayStation3 and UsefulNotes/{{Xbox 360}} versions. So why the long gap between the console and PC releases? Because Capcom wanted to get it right, and that they did. Besides delivering a game that could run decently on older systems and awesomely on recent ones, they also added the surprisingly cathartic [[IdiosyncraticDifficultyLevels Legendary Dark Knight]] difficulty level, which is essentially the normal difficulty level with '''''[[ZergRush lots]]''''' of {{Mooks}}, made possible by the greater processing power high-end [=PCs=] have over consoles. Since then, Capcom have delivered a host of fantastic PC ports to their games, including ''VideoGame/StreetFighterIV'' (which includes addition visual tweaks as a PC-exclusive bonus) and ''VideoGame/ResidentEvil5'' (which comes certified for 3D vision, assuming you have the right peripherals). Unfortunately, "rampant piracy" (rather than sales of paying customers) of the PC version of ''SFIV'' meant that ''[[CapcomSequelStagnation Super Street Fighter IV]]'' only came out as part of the Arcade Edition release, and ''Resident Evil 5: Gold Edition'' took five years to come to PC.
* No matter which side of the controversy you put yourself at, one thing is clear: The guys at QLOC did ''one hell of a good job'' when working on the PC port of ''VideoGame/DMCDevilMayCry'' (the other consoles were made by Ninja Theory). The game truly shines in the graphic department when played on a PC, and there is also the fact that the game is actually playable and doable, even on higher difficulties, with keyboard and mouse, without control issues of any kind, very much not what you would expect of a spectacle fighting game.

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* The PC port of ''VideoGame/DevilMayCry4'': After the outsourced {{Porting Disaster}}s that were ''[[VideoGame/DevilMayCry3DantesAwakening DMC3]]'' and ''VideoGame/ResidentEvil4'', {{Capcom}} Creator/{{Capcom}} got the hint and handled the port of ''[=DMC4=]'' entirely in-house, developing it alongside the UsefulNotes/PlayStation3 and UsefulNotes/{{Xbox 360}} versions. So why the long gap between the console and PC releases? Because Capcom wanted to get it right, and that they did. Besides delivering a game that could run decently on older systems and awesomely on recent ones, they also added the surprisingly cathartic [[IdiosyncraticDifficultyLevels Legendary Dark Knight]] difficulty level, which is essentially the normal difficulty level with '''''[[ZergRush lots]]''''' of {{Mooks}}, made possible by the greater processing power high-end [=PCs=] have over consoles. Since then, Capcom have delivered a host of fantastic PC ports to their games, including ''VideoGame/StreetFighterIV'' (which includes addition visual tweaks as a PC-exclusive bonus) and ''VideoGame/ResidentEvil5'' (which comes certified for 3D vision, assuming you have the right peripherals). Unfortunately, "rampant piracy" (rather than sales of paying customers) of the PC version of ''SFIV'' meant that ''[[CapcomSequelStagnation Super Street Fighter IV]]'' only came out as part of the Arcade Edition release, and ''Resident Evil 5: Gold Edition'' took five years to come to PC.
* No matter which side of the controversy you put yourself at, one thing is clear: The guys at QLOC did ''one hell of a good job'' when working on the PC port of ''VideoGame/DMCDevilMayCry'' ''VideoGame/DevilMayCry'' (the other consoles were made by Ninja Theory). The game truly shines in the graphic department when played on a PC, and there is also the fact that the game is actually playable and doable, even on higher difficulties, with keyboard and mouse, without control issues of any kind, very much not what you would expect of a spectacle fighting game.



* ''VideoGame/TheSecretOfMonkeyIsland'' was greatly improved on its CD-Rom release, with pictures of the items in the inventory rather than text, a more concise set of commands, and most importantly, came on one disc, rather than several floppies. The only drawback was that they removed the 'stump joke' which is one of the most popular jokes in the series.

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* ''VideoGame/TheSecretOfMonkeyIsland'' was greatly improved on its CD-Rom CD-ROM release, with pictures of the items in the inventory rather than text, a more concise set of commands, and most importantly, came on one disc, rather than several floppies. The only drawback was that they removed the 'stump joke' which is one of the most popular jokes in the series.


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* Speaking of Japanese ports of text adventure games: When ''VideoGame/{{Enchanter}}'' got ported to Japan in early 1993, software development company [=SystemSoft=] reworked the game by adding a few improvements, such as the recognition of verb commands typed in kana or the Latin alphabet; the access of such verb commands by pressing corresponding buttons (the player still has to type the name of an object, though); the display of a list of objects in the environment after the player has typed in a command; and the addition of enhanced graphics and artistic background pictures in every location on which the text is super-imposed. The game was then released for the UsefulNotes/PC98 in March 1993 as ''Enchanter: [[TheForeignSubtitle Wakaki Madōshi no Shirén]]'' (''Enchanter: The Trial of the Young Sorcerer''). Compare the screenshots of [[http://www.mobygames.com/game/enchanter/screenshots the ports of the original]] to the screenshots of [[http://www.mobygames.com/game/pc98/enchanter-wakaki-madshi-no-shiren/screenshots its enhanced PC-98 remake]].
15th Oct '16 4:25:06 PM Angeldeb82
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* As shown in [[http://blog.hardcoregaming101.net/2010/05/mystery-of-japanese-mystery-house.html this]] article, the Japanese PC version of Creator/{{Sierra}}'s first graphic adventure ''Mystery House'' kept the graphics as black-and-white line drawings but redrew them to look more professional. The same publisher released ''Softporn Adventure'' for the PC88 as ''Las Vegas'', with original graphics added.

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* As shown in [[http://blog.hardcoregaming101.net/2010/05/mystery-of-japanese-mystery-house.html this]] article, the Japanese PC version of Creator/{{Sierra}}'s first graphic adventure ''Mystery House'' kept the graphics as black-and-white line drawings but redrew them to look more professional. The same publisher released ''Softporn Adventure'' ''[[VideoGame/LeisureSuitLarry Softporn Adventure]]'' for the PC88 UsefulNotes/PC88 as ''Las Vegas'', with original graphics added.
12th Oct '16 5:13:51 PM Ferot_Dreadnaught
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Porting a game from one platform to the other generally carries a lot of preconceptions, and not entirely without reason. These days, gamers are accustomed to seeing [[TheyJustDidntCare poor porting jobs]] done by lazy developers looking to make a quick buck without taking the time to iron out the issues with the new versions.

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Porting a game from one platform to the other generally carries a lot of preconceptions, and not entirely without reason. These days, gamers are accustomed to seeing [[TheyJustDidntCare poor porting jobs]] jobs done by lazy developers looking to make a quick buck without taking the time to iron out the issues with the new versions.



* The HD Edition of ''[[VideoGame/ZoneOfTheEnders Zone of the Enders: The 2nd Runner]]'' for the [=PlayStation=] 3 was [[PortingDisaster the opposite of this]] up until Konami and Hexa Drive released the version 2.0 patch to undo the damage done by High Voltage Software (a lesson they didn't learn from the ''[[Franchise/SilentHill Silent Hill HD Collection]]''). After the patch, it runs on a much smoother frame-rate with completely re-vamped the visuals for 1080p. The version of ''The 2nd Runner'' that was used in the HD Collection is also the never-released-to-the-States Special Edition, which featured more missions, new cut-scenes and battle sequences for the main story, extra difficulty levels, and new VR tutorials for the sub-weapons. Unfortunately, [[TheyJustDidntCare Xbox 360 owners are left in the dirt]].

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* The HD Edition of ''[[VideoGame/ZoneOfTheEnders Zone of the Enders: The 2nd Runner]]'' for the [=PlayStation=] 3 was [[PortingDisaster the opposite of this]] up until Konami and Hexa Drive released the version 2.0 patch to undo the damage done by High Voltage Software (a lesson they didn't learn from the ''[[Franchise/SilentHill Silent Hill HD Collection]]''). After the patch, it runs on a much smoother frame-rate with completely re-vamped the visuals for 1080p. The version of ''The 2nd Runner'' that was used in the HD Collection is also the never-released-to-the-States Special Edition, which featured more missions, new cut-scenes and battle sequences for the main story, extra difficulty levels, and new VR tutorials for the sub-weapons. Unfortunately, [[TheyJustDidntCare Xbox 360 owners are left in the dirt]].dirt.
1st Sep '16 5:41:47 AM KingLyger
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* The DS version of ''VideoGame/ChronoTrigger'' adds some new weapons, NewGamePlus sidequests, and an extra BonusBoss, which ties the game in with ''Videogame/ChronoCross''. It also keeps the anime-style cutscenes from the [=PlayStation=] port and polishes some game mechanics, taking away certain game-breaking equipment, adding the ability to exchange party members (not just switch their order in the party like before) outside the End of Time, and polishing the translation as well. Oddly, besides the anime cutscenes (which can be accessed at any time after they're first seen, along with the game's soundtrack), the graphics remained intact from the original, but why fix something that's already fantastic? It was also finally [[RemadeForTheExport released in Europe]].

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* The DS version of ''VideoGame/ChronoTrigger'' adds some new weapons, NewGamePlus sidequests, and an extra BonusBoss, which ties the game in with ''Videogame/ChronoCross''. It also keeps the anime-style cutscenes from the [=PlayStation=] port and polishes some game mechanics, taking away certain game-breaking equipment, adding the ability to exchange party members (not just switch their order in the party like before) outside the End of Time, and polishing the Time. The translation as well. Oddly, besides the anime cutscenes (which can be accessed at any time after they're first seen, along with the game's soundtrack), the graphics remained intact was also redone from the original, but why fix something that's already fantastic? its original Japanese, which removed some {{Woosleyism}}s and inaccuracies. It was also finally [[RemadeForTheExport released in Europe]].Europe]]!
22nd Aug '16 12:49:30 AM RAMChYLD
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* The Genesis port of VideoGame/SnowBros by Creator/{{Tangen}}. It not only introduced a password system, but also cutscenes, new music and even an additional 20 levels where you play as the princess that the bros were trying to save!
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