![]() ![]() ![]() ![]() So what happened when it was released ? well, not being proficient with the Unreal Engine 3 meant the game came out a buggy mess, and on top of that, it also was very poorly optimized, to the point it played like a slideshow, you could literally count each frame as it went by during combat, and that was on a console.īut to save time and cut into the heart of the issue really, it is that Kawazu back in the day didn't like making games that handheld players in anyway, so barely any tutorials were given to the player, then you add to that the fact that this game has one of the most complex and deep gaming mechanics not only in the series, but in the genre in general, and you can see why so many people just couldn't get into the game. This alone is spelled disaster for the game's future, and then you add to it that it's a SaGa (Kawazu) game that confusingly wasn't called SaGa, it was the first time they used the Unreal Engine 3 to make a JRPG, a JRPG on the Xbox360, and that the game was meant to appeal to both Japanese and Western audience at the same time, and it's a mystery it didn't do worse. Oooh boy, where to start ? well I guess we should start from before it was made, the game (allegedly) was going to be another SaGa title from Kawazu, but with an actual big budget this time, and it would be the first SquareEnix game that will be release in Japan and in the West at the same time. ![]()
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