![]() For example, Grand Theft Auto: Liberty City Stories featured huge cities and did not have unbearable load times. However, I still do not believe that many PSP games are being fully optimized. I fully understand the need to load everything before the race begins, and I would much rather wait for the full minute than have slowdown during the game. In addition, I found myself charging the PSP every three hours or less, likely due to the frequent loading. With six menu screens to deal with, it may take you 20 or 30 seconds just to get to the pre-race loading screen. Additionally, several additional seconds of loading times must be dealt with while navigating the menu screens. ATV: On the Edge is almost as bad, with one solid minute of loading time before every race. Not only did that game feature pre-race loading times well in excess of one minute, but restarting a race also meant that it would have to load the entire track from scratch. As far as I know, the all-time record for heinous PSP loading times still rests with Midnight Club 3: Dub Edition. Let's start with the bad news and then segue into the parade of goodness. ![]() However, as with many other big games for Sony's handheld, some of the thrill is lost to the obnoxious load times. Without a doubt, it is one of the best values available in the realm of portable gaming. On the Edge is a tremendous effort, packed with a shocking variety of game types, vehicles, gear, and tracks. ATV was developed by Rainbow Studios, who continue to have success with the genre. ATV: Unleashed), but very little of the magic was lost in translation. Yes, like many PSP titles, it is a port of a console game (last year's MX vs. ATV: On the Edge for the PlayStation Portable. Jump to this spring, which saw the release of MX vs. Of course, it was yet another quality off-road racer developed by Rainbow Studios. ATV Offroad Fury for the PlayStation 2 was an unexpected hit, and another great reason to buy Sony's new console. In early 2001, a new title hit the market that transferred the feeling of Motocross Madness to an entirely different off-road vehicle. No other motocross game, from Excitebike 64 to Jeremy McGrath's Supercross, could replicate that same feeling for me. ![]() Developed by relative newcomer Rainbow Studios, the game featured sharp visuals for its time and amusing ragdoll player physics that kept me glued to my monitor for months. Back in 1998, Microsoft's Motocross Madness for the PC was the epitome of motocross racing on any platform. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |