Thread #12410494
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What are the worst retro PC ports?
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>>12410494
does anyone remember when pcsx2 made you mount the iso using shit like poweriso or daemontools so you could play the game? i remember trying to play re4 like that on pc before the 'ultimate hd' version came to steam in like 2013
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>>12410628
>>12410630
anyone still complaining about the OG PC port of RE4 is 100% a faggot parroting shit he heard on reddit and did not even play it
for the last 15 years or more no one played the PC port in it's original shitty state, the patched version completely replaced it you won't even find the unptached version on the vast majority of pirate sites
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>>12410685
>anyone complaining about the original shitty pc port is a faggot because it was patched
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I was playing this version last nightfor a YouTube video I'm makingand picrel is the probably the first time I've failed a Resi 4 QTE in like 15 years. You'd think "5+6" means you've gotta press that on the keyboard, but no. All the prompts have completely arbitrary bindings, like "3" is the Enter key and shit like that. It's a complete disaster.
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The complete lack of lighting reminds me of the interiors in San Andreas.
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>>12410494
>THIS
Idk if it's retro since it's 2007 and PS3 and Xbox360, but the PC port was really bad, I still played this game I got it in a magazine with Demos and installed the game played and found it both fun to play as a GOW clone but wow if the input commands were really bad.
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You're all faggots, you don't even know.
In the 80s nearly every DOS port was dogshit. There was zero effort put into them. Until EGA got affordable PC games were made for 4 color CGA and internal beeper - they looked and sounded better on fucking C64, ZX and Coleco. "Tower Toppler", "Barbarian", "Metal Gear", "Tapper" come to mind from the top of my head.
When EGA came out, it was still common to shovelware PC ports, because the platform was not seen as fit for gaming.
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>>12410494
>pic unrelated
http://re4hd.com
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>>12412532
They made for some "standard" controller from that era with numbers instead of xbox-like layout, they were that shitty. So devs said real yakuza use controller and left everything as is for keyboard. But there was a mod that replaced those numbers with actual button icons
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>>12410776
>>12412649
Welcome to the world of DInput and why - even for its flaws - XInput unfucked using a controller on the PC.
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>>12412649
>english in cyrillic
so that's where he got the idea
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DMC3 had a PC port that famously ran like complete fucking garbage. Something to do with the sound engine lagging every time it tried to load a new sound file or something, I dunno.
Some people used to put up with it anyway just because you could mod that version of the game pretty easily, but I don't think anyone cares anymore.
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>>12410628
>but it runs on any e-waste with windows xp
lmao
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>>12414004
DMC3 OG port ruined and killed my keyboard
>>12414020
Anon, Alone in the dark and Flashback 2: Fade to Black had the same controls, same goes to Men in Black and Tomb Raider games.
ur just a fag.
>>12414019
Surprisingly the PC port of SSF2T by Eurocom was good as the soundtrack.
https://www.youtube.com/watch?v=m_9s5gbr-U4
Even the damn world warrior theme for PC was stupidly supreme
Arcade https://www.youtube.com/watch?v=7Aeg4ANodjI
PC https://www.youtube.com/watch?v=QHCME-NkKGc
The problem was that capcom lacked tard wranglers courtesy of Inafune's primadona attacks over every fucking project and he cockriding on sony's microdick so hard thank to the yens infused into capcom that they forgot everything else.
Then you have Megaman X3 Port on PC that is stupidly good, when 4 and 5 are meh.
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>>12410494
The PC port of Sonic Adventure DX is an unplayable mess without mods. Even the GCN version was already in many ways a downgrade, but SEGA outclassed themselves and somehow made the PC version even shittier.
If it isn't obvious, picrel is supposed to take place during nighttime.
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>>12416501
>>12419213
this game?
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>>12410494
Just close your eyes and pick one from 6th gen to PC. DMC3. Silent Hill 4. MGS2. Call of Cthulhu. GTA:VC and its fucked up 60fps mode and other beta-tier glitches. All the PS2 GTA games with their lack of post-processing.
SH2 and 3, while flawed, were masterful ports compared to picrel and the above.
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>>12416501
>>12420748
The PC version of Silver was the original. It was ported to Dreamcast after.
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>>12410494
Battle Area Toshinden, its runs horribly slow on the pc's of the time and they removed a lot of detail in the backgrounds. The Saturn version has more detail.
>>12417580
I've been able to play it but it never felt right. Even on the intro and menu the frame rate doesn't look right. Its still playable and nice to play it in high rez. Crazy Taxi which may have been ported the same way doesn't even have analog controls but there is a patch for it.
>>12420773
For me it was just a couple of bits where you had to turn on 30 fps but I liked the much longer view distance you could do with a patch.
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>>12410808
Shit, even well into the VGA era, you had a lot of subpart ports. Not as many or as shitty as what came before, as there were now actual options for good sound and the graphics could actually look nice and detailed, but clearly it was still sort of the afterthought platform for ports. That only changed once the PC got its own killer app must-have games, making it a legitimate platform from which ports to other systems were made.
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>>12421237
>Battle Area Toshinden, its runs horribly slow on the pc's of the time and they removed a lot of detail in the backgrounds. The Saturn version has more detail.
Yeah, but it could run on a 486 without a GPU. Pretty impressive for the time.
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>>12410735
>>12411781
>>12412676
concession accepted
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>>12412649
This was a weirdly common feature of Capcom ports of the era. RE4, DMC3, Chaos Legion, and even Megaman Legends all did this shit with the DirectInput button numbers that never ever matched a single controller anyone has ever seen.
The worst part is the horrible button rebinding where for some reason like half the keys on your keyboard can't be bound to any action, so you're limited to whatever the devs felt like allowing.
Older PS1-era ports like Bust-A-Move 3, Raystorm and Dino Crisis made you bind the buttons based on their PlayStation buttons, so instead of you binding Enter to the Action Button, you were binding it to X or Square and it was up to you to know what the PS1 buttons actually did.
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>>12410696
>zoomers making youtube videos on retro vidya
very sad
Before Xbox every PC controller had unmarked buttons. They would just be called 1 2 3 4 5 6 etc when you configure your controller in-game, and there was no standard layout, it could be anything with however many buttons.
Here's a Thrustmaster I had as a teen.
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Not only is a different game as a whole, but also very shitty and linear, I'd know, i grew up with this shit
https://www.youtube.com/watch?v=pOU6HVSL6a8
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>>12410494
I forgot most of them but there were several DOS ports of platformers that were unbeatable because of impossible jumps. I think Superfrog and one of the Mega Man games
>>12425757
AM2 ports like Virtua Cop and VF2 were pretty good
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>>12424801
Anybody know if they ever patched that softlock in the tutorial mission of Manhunt? Wouldn't be surprised if it never got fixed given Rockstar's track record with ports of their earlier games. Crazy they were allowed to even be sold in the state that they were in, honestly,
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>>12425037
some games did have native support for specific gamepads
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>>12412649
The real thing looks even stupider
https://www.elecom.co.jp/news/200704/jc-ub12gn/index.html
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>>12411767
By "12 years" do you mean before or after the current Steam release, and if after, why the fuck?
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>>12428539
The classic controls have huge amounts of negative acceleration. The modern controls have positive acceleration, but the amount of acceleration is less than the classic has in negative.
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>>12428545
seem to recall that port also launched with a bug in mercenaries that caused enemies to just stop spawning
specifically i had a bad problem getting max rank on the castle stage i would run around in circles with 30 enemies to go and could go a full 30 seconds without seeing a soul
was probably a framerate thing