"appropriate"
"So we fix our eyes not on what is seen, but on what is unseen, since what is seen is temporary, but what is unseen is eternal."
"appropriate"
"So we fix our eyes not on what is seen, but on what is unseen, since what is seen is temporary, but what is unseen is eternal."
Messages: 3875
Yea, as in it is a worthy sequel to ACiT, and of similar significance towards the overall plot established by the first 3 PS3 games.
EDIT: It's also fun, and looks nice.
Too bad it doesn't sound nice. 10 second sound lag is the very reason I was able to do this! http://www.youtube.com/watch?v=tAZtqpJci3Q
"So we fix our eyes not on what is seen, but on what is unseen, since what is seen is temporary, but what is unseen is eternal."
Messages: 3875
I can't say I actually experienced any glitches of any sort. And isn't the sound lag thing just those holo-diaries, or are there other serious audio problems that make ITN not worthy of being a core R&C game?
Yeah, in Thram, collecting horns autosaves like crazy, so you're playing the game while it's saving, which creates extreme lag. On Yerek, once you return to the island after getting the Grav Tether, the platforms explode, only to have the sound come up 5 seconds later–5 times as loud! The arena probably has the least amount of sound lag, but Silox has it's fair share. Blekkos are sound lag in the form of an enemy, and the vortex grenade almost never syncs up to it's throw. Lastly, dialogue is usually one of the laggiest things you'll ever hear: "You're halfway there, friend" could come up after you got 10+ horns, ect.
I really thought that without multiplayer, ITN wouldn't have sound lag, but instead it was actually worse than FFA.
"So we fix our eyes not on what is seen, but on what is unseen, since what is seen is temporary, but what is unseen is eternal."
Messages: 3875
Well it can't have been that bad if I never noticed it on my three or so runs of the game. It certainly doesn't sound like a good enough reason to push the game aside and disregard it as a part of the main series. If anything my only issue with the game was how poor Igliak looked after you get out of the museum.
Well it can't have been that bad if I never noticed it on my three or so runs of the game. It certainly doesn't sound like a good enough reason to push the game aside and disregard it as a part of the main series. If anything my only issue with the game was how poor Igliak looked after you get out of the museum.
You know, I don't think I've ever noticed any sound lag or major glitches either…
Messages: 3875
Well I suspect they might be the sort of thing that requires a good ear to pick up on, and the glitches would require a bit of trying to break the game (like pretty much ever other R&C game). Actually games like R&C1, 2, 3, and ToD were incredibly broken in this sense, because not only did they have exploitable glitches for going through/over any walls, these glitches were accessible almost anywhere in the game!
There indeed is a sound lag, but it's not really that much of an issue and the one in FFA is worse.
Messages: 29
Yeah, in Thram, collecting horns autosaves like crazy, so you're playing the game while it's saving, which creates extreme lag. On Yerek, once you return to the island after getting the Grav Tether, the platforms explode, only to have the sound come up 5 seconds later–5 times as loud! The arena probably has the least amount of sound lag, but Silox has it's fair share. Blekkos are sound lag in the form of an enemy, and the vortex grenade almost never syncs up to it's throw. Lastly, dialogue is usually one of the laggiest things you'll ever hear: "You're halfway there, friend" could come up after you got 10+ horns, ect.
I really thought that without multiplayer, ITN wouldn't have sound lag, but instead it was actually worse than FFA.
its true i play Q force - planet proteus VII. im select the weapon. And big lag im must reset playstation
Messages: 29
Yeah, in Thram, collecting horns autosaves like crazy, so you're playing the game while it's saving, which creates extreme lag. On Yerek, once you return to the island after getting the Grav Tether, the platforms explode, only to have the sound come up 5 seconds later–5 times as loud! The arena probably has the least amount of sound lag, but Silox has it's fair share. Blekkos are sound lag in the form of an enemy, and the vortex grenade almost never syncs up to it's throw. Lastly, dialogue is usually one of the laggiest things you'll ever hear: "You're halfway there, friend" could come up after you got 10+ horns, ect.
I really thought that without multiplayer, ITN wouldn't have sound lag, but instead it was actually worse than FFA.its true i play Q force - planet proteus VII. im select the weapon. And big lag im must reset playstation
sound lag is in multiplayer FFA
Messages: 29
Too bad it doesn't sound nice. 10 second sound lag is the very reason I was able to do this! http://www.youtube.com/watch?v=tAZtqpJci3Q
hmm.. its not good
Messages: 5964
The avatar-thing is getting a little weird.
Messages: 29
![]()
The avatar-thing is getting a little weird.
Messages: 2733
I already said in the "Ruin a Wish" thread that I'm still a new fan! That's why I missed lots of R&C games!
By the way, Ratchet_Natka, you better change your avatar ASAP, you can open the "Avatar" section if you'd like to use one of the site's official avatars