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User Info: JoveHack

JoveHack
6 years ago#1
KunichiMinamino posted...
Also, you really don't know what goes into making a collection. It's more then just porting the information over. The team who did it was was also quite small. The two who run the Ratchet and Clank developer commentary channel on YouTube do a really nice time to explain many of the glitches and why they might have happened. It's similar to Jak and Daxter where the game was sort of pieced together with different hacks to achieve desired effects while utilizing the full capability of the ps2 engine. However some of these "hacks" are broken when ported over, hence why certain glitches occur.

Look. I'm not great at explaining this, but if you're at all interested in hearing about how the HD collection works, or about how Ratchet and Clank was put together in general. Check out the channel.
http://www.youtube.com/user/uselesspodcasts/featured


Thanks! That's some awesome commentary, especially on GC, which I'm watching right now.

Developer Commentary: Ratchet and Clank 2 - Ep 3 - Part 1/2
http://www.youtube.com/watch?v=nn_B_m-bKeg&list=UUNSvmpQDiy_QIFrqpDw9tBA

It's great to hear the Mike Stout criticizing his design from when he was a junior developer. "You can't even see the pad!" and "That door doesn't even look like the previous door!" that you have to blow up with a tractor bomb.

He's down to one sliver of life left, but there are no nano-tech spheres in the room he's in "because he didn't think they were needed." He dies, of course.

Then the slingshot bombs on the floating nodes, how it's "so hard core." I was thinking that was great, myself. Nice circular grid pattern to calibrate your shots and that's it. Thought it was pretty simple with that aid.

He said he'd have fired himself, if he (now) was his boss back then.

They talk about how they dropped hover boarding/biking and space combat because it was high cost for the reward. I guess they tried replacing all that with the hovership combat, but that's no real substitute for multiple space battles, and two different race tracks.

And may spherical worlds. Were there any spherical worlds in UYA?

Plus it's great to hear them talk about the game while playing it. Like the best Let's Play ever.
Jove the Sleep Depraved
http://primal.wikia.com

User Info: falconesque

falconesque
6 years ago#2
JoveHack posted...
Were there any spherical worlds in UYA?

Not so much as in GC, but yes. Obani Gemini, Mission 31–32. The "Get to the belt" skill point might ring a bell.
Guides and other contributions: http://www.esque.com/slr/gamefaqs/
FFX, FFXII, KH, KH Re:CoM, KH2, Okage: Shadow King, Secret Agent Clank

User Info: JoveHack

JoveHack
6 years ago#3
falconesque posted...
JoveHack posted...
Were there any spherical worlds in UYA?

Not so much as in GC, but yes. Obani Gemini, Mission 31–32. The "Get to the belt" skill point might ring a bell.


Oh, yeah. I remember now.

The first one was better, with the music and atmosphere. The second Obami moon didn't have as much of the feel of a small planet. Broken up into too many small areas. If it wasn't for the downward curving gun shots you might not even notice.
Jove the Sleep Depraved
http://primal.wikia.com
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