Henshin Engine Kickstarter moves Dreamcast port to first stretch goal

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mazonemayu
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Re: Henshin Engine Kickstarter moves Dreamcast port to first stretch goal

Post#41 » Sat Jun 08, 2019 1:30 pm

sgmx wrote: a better audio nothing really seems to differ from the PCE version


They never promised it to be different ;)
We are SEGA generation.

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Anthony817
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Re: Henshin Engine Kickstarter moves Dreamcast port to first stretch goal

Post#42 » Sat Jun 08, 2019 6:58 pm

Yeah I recall in a video the creator uploaded where he spoke about the only improvements being better audio quality for the DC release. Oh and 480p VGA.
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sgmx
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Re: Henshin Engine Kickstarter moves Dreamcast port to first stretch goal

Post#43 » Sun Jun 09, 2019 8:02 am

Ok so I was a bit too optimistic :(

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mazonemayu
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Re: Henshin Engine Kickstarter moves Dreamcast port to first stretch goal

Post#44 » Sun Jun 09, 2019 8:11 am

sgmx wrote:Ok so I was a bit too optimistic :(


But fear not, the DC version is the best one, as it has the better audio, and better colour ( specially obvious during the cut scenes)
We are SEGA generation.

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Nico0020
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Re: Henshin Engine Kickstarter moves Dreamcast port to first stretch goal

Post#45 » Sun Jun 09, 2019 12:42 pm

sgmx wrote:I received mine yesterday, a bit disappointed to be frank I was expecting more from the game, the hitbox is a bit weird, from the pause you can’t return to the main menu (you have to switch off the console and launch the game again). Besides a better audio nothing really seems to differ from the PCE version


After watching videos of the PCengine version, I was completely underwhelmed. I'll still reserve final judgement until I play it though. TBH I only backed this one cause the original DC stretch goal was so close. Wont be doing that again in the future.

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DCGX
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Re: Henshin Engine Kickstarter moves Dreamcast port to first stretch goal

Post#46 » Sun Jun 09, 2019 3:35 pm

I really don't like games that simply pause with no menu.

I'm still waiting on mine. I did the same, Nico, and after 'Intrepid Izzy,' but because of 'Elysian Shadows' and 'Saber Rider,' I don't back Kickstarters anymore. Well, video game Kickstarters. I did back the Dreamcast and SEGA arcade books, but that creator works closely with SEGA and actually delivers.

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mazonemayu
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Re: Henshin Engine Kickstarter moves Dreamcast port to first stretch goal

Post#47 » Sun Jun 09, 2019 6:18 pm

DCGX wrote:I really don't like games that simply pause with no menu.
so you basically don’t play anything prior to the 32 bit generation then? :lol: ;)
We are SEGA generation.

sgmx
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Re: Henshin Engine Kickstarter moves Dreamcast port to first stretch goal

Post#48 » Mon Jun 10, 2019 8:07 am

mazonemayu wrote:
DCGX wrote:I really don't like games that simply pause with no menu.
so you basically don’t play anything prior to the 32 bit generation then? :lol: ;)


That’s true :)
However this pause button was at least often used to change your speed, select a weapon, check a map etc..
Here absolute nothing , pointless, unless you need a pee/poo pause :)

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mazonemayu
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Re: Henshin Engine Kickstarter moves Dreamcast port to first stretch goal

Post#49 » Mon Jun 10, 2019 1:49 pm

Only natural, it IS a pc engine game after all :lol:
We are SEGA generation.

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DCGX
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Re: Henshin Engine Kickstarter moves Dreamcast port to first stretch goal

Post#50 » Mon Jun 10, 2019 6:59 pm

mazonemayu wrote:
DCGX wrote:I really don't like games that simply pause with no menu.
so you basically don’t play anything prior to the 32 bit generation then? :lol: ;)


Honestly, not too often. But that was 20-30 years ago, and pause menus have evolved (and there's more memory to work with). So when this happens now, in newer games, it's not so much a callback as it is lazy.

I recently purchased and played Spawn on DC for the first time, and that pause is just paused. You have to reset the system to get back to any sort of menu and that's primarily a multiplayer game.

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