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[003] FlashSteps Current Version
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That is heavily debated in gaming circles. The original for [=GameCube=] benefits from using real time rendering of cutscenes using the native game engine, but the [=PS2=] version didn\'t have sufficient power for this so it had to have them prerendered, resulting in lesser quality. Conversely, the [=PS2=] version did introduce the interesting Seperate Ways side campaign (almost like a DLC before DLC campaigns were really a thing) which is well worth playing at least once. I played the [=PS4=] port and can\'t recall the quality of the cutscenes in the main campaign, but in Separate Ways they were very poor as displayed on a 55 inch [=4K=] TV. This makes me think pretty much every version after the [=PS2=] one was based on that version\'s codebase, therefore resulting in dubious cutscene quality, because they almost all include Seperate Ways. I can\'t speak to whether that\'s the case for the Oculus Quest 2 version (but probably not, if the cutscenes are in VR then they\'d have to be done in real time, and it doesn\'t have Seperate Ways), which has its own benefit of offering VR gameplay. The Wii version offers motion controls. There was one poor PC version, which got displaced by the superior PC \'\'Ultimate HD Edition\'\'. Beyond what I\'ve wrote, the YMMV page for the game gives a good overview under PolishedPort and PortingDisaster, and it also may come down to controller preferences to some extent.
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That is heavily debated in gaming circles. The original for [=GameCube=] benefits from using real time rendering of cutscenes using the native game engine, but the [=PS2=] version didn\\\'t have sufficient power for this so it had to have them prerendered, resulting in lesser quality. Conversely, the [=PS2=] version did introduce the interesting Separate Ways side campaign for Ada\\\'s story (almost like a DLC before DLC campaigns were really a thing) which is well worth playing at least once. I played the [=PS4=] port and can\\\'t recall the quality of the cutscenes in the main campaign, but in Separate Ways they were very poor as displayed on a 55 inch [=4K=] TV. This makes me think pretty much every version after the [=PS2=] one was based on that version\\\'s codebase, therefore resulting in dubious cutscene quality, because they almost all include Separate Ways. I can\\\'t speak to whether that\\\'s the case for the Oculus Quest 2 version (but probably not, if the cutscenes are in VR then they\\\'d have to be done in real time, and it doesn\\\'t have Separate Ways), which has its own benefit of offering VR gameplay (and compare and contrast versus the remake\\\'s VR implementation). The Wii version offers motion controls. There was one poor PC version, which got displaced by the superior PC \\\'\\\'Ultimate HD Edition\\\'\\\'. Beyond what I\\\'ve wrote, the YMMV page for the game gives a good overview under PolishedPort and PortingDisaster, and it also may come down to controller preferences to some extent.
Changed line(s) 1 from:
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That is heavily debated in gaming circles. The original for [=GameCube=] benefits from using real time rendering of cutscenes using the native game engine, but the [=PS2=] version didn\'t have sufficient power for this so it had to have them prerendered, resulting in lesser quality. Conversely, the [=PS2=] version did introduce the interesting Seperate Ways side campaign (almost like a DLC before DLC campaigns were really a thing) which is well worth playing at least once. I played the [=PS4=] port and can\'t recall the quality of the cutscenes in the main campaign, but in Separate Ways they were very poor as displayed on a 55 inch [=4K=] TV. This makes me think pretty much every version after the [=PS2=] one was based on that version\'s codebase, therefore resulting in dubious cutscene quality. I can\'t speak to whether that\'s the case for the Oculus Quest 2 version (but probably not, if the cutscenes are in VR then they\'d have to be done in real time), which has its own benefit of offering VR gameplay. The Wii version offers motion controls. There was one poor PC version, which got displaced by the superior PC HD version. Beyond what I\'ve wrote, the YMMV page for the game gives a good overview under PolishedPort and PortingDisaster, and it also may come down to controller preferences to some extent.
to:
That is heavily debated in gaming circles. The original for [=GameCube=] benefits from using real time rendering of cutscenes using the native game engine, but the [=PS2=] version didn\\\'t have sufficient power for this so it had to have them prerendered, resulting in lesser quality. Conversely, the [=PS2=] version did introduce the interesting Seperate Ways side campaign (almost like a DLC before DLC campaigns were really a thing) which is well worth playing at least once. I played the [=PS4=] port and can\\\'t recall the quality of the cutscenes in the main campaign, but in Separate Ways they were very poor as displayed on a 55 inch [=4K=] TV. This makes me think pretty much every version after the [=PS2=] one was based on that version\\\'s codebase, therefore resulting in dubious cutscene quality, because they almost all include Seperate Ways. I can\\\'t speak to whether that\\\'s the case for the Oculus Quest 2 version (but probably not, if the cutscenes are in VR then they\\\'d have to be done in real time, and it doesn\\\'t have Seperate Ways), which has its own benefit of offering VR gameplay. The Wii version offers motion controls. There was one poor PC version, which got displaced by the superior PC \\\'\\\'Ultimate HD Edition\\\'\\\'. Beyond what I\\\'ve wrote, the YMMV page for the game gives a good overview under PolishedPort and PortingDisaster, and it also may come down to controller preferences to some extent.
Changed line(s) 1 from:
n
That is heavily debated in gaming circles. The original for GameCube benefits from using real time rendering of cutscenes using the native game engine, but the [=PS2=] version didn\'t have sufficient power for this so it had to have them prerendered, resulting in lesser quality. Conversely, the PS2 version did implement the interesting Seperate Ways side campaign (almost like a DLC before DLC campaigns were really a thing) which is well worth playing. I played the [=PS4=] port and can\'t recall the quality of the cutscenes in the main campaign, but in Separate Ways they were very poor as displayed on a 55 inch [=4K=] TV. This makes me think pretty much every version after the [=PS2=] one was based on that version\'s codebase, therefore resulting in dubious cutscene quality. I can\'t speak to whether that\'s the case for the Oculus Quest 2 version (but probably not, if the cutscenes are in VR then they\'d have to be done in real time), which has its own benefit of offering VR gameplay. The Wii version offers motion controls. There was one poor PC version, which got displaced by the superior PC HD version. Beyond what I\'ve wrote, the YMMV page for the game gives a good overview under PolishedPort and PortingDisaster, and it also may come down to controller preferences to some extent.
to:
That is heavily debated in gaming circles. The original for [=GameCube=] benefits from using real time rendering of cutscenes using the native game engine, but the [=PS2=] version didn\\\'t have sufficient power for this so it had to have them prerendered, resulting in lesser quality. Conversely, the [=PS2=] version did introduce the interesting Seperate Ways side campaign (almost like a DLC before DLC campaigns were really a thing) which is well worth playing at least once. I played the [=PS4=] port and can\\\'t recall the quality of the cutscenes in the main campaign, but in Separate Ways they were very poor as displayed on a 55 inch [=4K=] TV. This makes me think pretty much every version after the [=PS2=] one was based on that version\\\'s codebase, therefore resulting in dubious cutscene quality. I can\\\'t speak to whether that\\\'s the case for the Oculus Quest 2 version (but probably not, if the cutscenes are in VR then they\\\'d have to be done in real time), which has its own benefit of offering VR gameplay. The Wii version offers motion controls. There was one poor PC version, which got displaced by the superior PC HD version. Beyond what I\\\'ve wrote, the YMMV page for the game gives a good overview under PolishedPort and PortingDisaster, and it also may come down to controller preferences to some extent.
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