In Digimon World: Data Squad, battles take place through random encounters on the field. It’s better to be bored by “nothing” than it is to be bored by “something.” And that’s exactly what this game will do: bore you. I dare say it, but at the least the loading times bore me in the sense that they are essentially nothing. Sitting through these load times is torture. Most PlayStation One games even do better than this. Even an early-era PlayStation 2 game could do better than this. Is this acceptable for a PlayStation 2 game in 2007? Absolutely not. Wait times when changing from one screen to another on the field was generally 3 (three) seconds. 50 seconds) takes place to load the audio. Before each and every piece of voice-acted dialogue, a pause (somewhere between. The load time from ending a battle to returning to the field is approximately 5 (five) seconds. Keep in mind, these are for short, underwhelming battle animations. The average battle animation (and subsequent “return the camera to panning around the battlefield”) averaged 8 (eight) seconds. When transitioning from field to battle, the time spent waiting for the opportunity to press any buttons came to 12 ( twelve) seconds. I put both the preview test disc and the retail copy of the game in three different PlayStation 2 consoles and one PlayStation 3. So let’s talk about Digimon World: Data Squad. So here’s a question for you: six years after a console’s release, how long do you expect load times to be? If your answer is “virtually zero,” you’d be right. The game features cel-shaded graphics, voice acting, and simple in-game animations (on field and in battle). Released in Japan in late 2006, the latest in a series of Digimon console titles. Contrast that with Digimon World: Data Squad. It was one of the first games for the PlayStation 2, from a small third-party developer, and it was transitioned from PlayStation One. The results were disastrous: programming errors, awful loading times, weird graphics… it was terrible.īut at least they had an excuse. That company is “From Software.” From Software began their development of Evergrace for PlayStation One, but then ported it over so it could be a near-launch title for PlayStation 2. That game is Evergrace.Įvergrace was made by a small-time developer, known for the Armored Core series and a bunch of mediocre RPGs. Before I review it though, I’m going to talk about a completely different game. Pokemon Sun (Pokemon Co.This is a review of the latest console Digimon title. Next, here’s the Top 1000 Software for the full year:Ġ01./000. As for the Wii U, sales did collapse, but that’s not a surprise to anyone as Nintendo purposefully kept stocks low throughout most of the year. Sales did drop last year, but at least the drop was somewhat limited for such an old platform (about 400 000 units). To the surprise of no one, the Nintendo 3DS was the most successful platform with 14 780 505 units sold… that’s almost 50% of total software sales! This does show how weak the Japanese dedicated game market is, with only one truly healthy platform, one moderately successful platfom, and two failures.Īs for Hardware sales, the Nintendo 3DS dominated them once again, but the PlayStation 4 wasn’t that far behind. Sony Interactive Entertainment – 1.366.861 ġ8. If we add The Pokémon Company’s sales, then we get a 27.18% market share, which is really significant: that means over 1/4 of total Software sales are either from Nintendo or a very close partner.ĭue to much lower sales than expected for Yo-kai Watch 3, Level-5’s market share dropped sharply in 2016… but it’s nothing compared to the expected drop for 2017.Ġ6. Let’s start with the Top 20 of publishers, and unsurprisingly, Nintendo was #1 by a wide margin with 5 208 950 units sold and a 16.19% market share. And by plenty, we actually mean a ton: the Top 1000 Software (yes, one thousand!), Hardware sales, top publishers, and more. Thanks to the latest Media Create White Book, we have plenty of sales data for the Japanese market in 2016.
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