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mashadar's neko-mimi slave
(08-05-2008, 10:28 AM)
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Importers Beware: Fatal Frame 4 BUGGED
#1
http://www.nintendo.co.jp/wii/r4zj/info/index.html
There's a report out now that that Fatal Frame 4 has several bugs. When a certain condition is triggered, the game can lock up. There are also Ghost entries in the database that remain blank, and an extra option unlocked after the game is cleared that is unselectable. Tecmo wtf!!!! Did someone forget to pay them their super incentives too? :( Edit: If anyone has the game here's what you need to do to avoid the game locking up. During "三ノ蝕 忘日" (it's a day/chapter in the game I believe) after you have obtained the 暗号のようなメモ (coded memo), if you open the door to the doctor's room on the 2nd floor of the hospital the game will lock up. To avoid this, after getting the memo go to the director's office in the first floor and enter the 3 digit code into the interphone first. Edit2: http://www.nicovideo.jp/watch/sm4179550 This video shows that there are a bunch of collision detection and/or invisible objects in the game. Looks pretty annoying and it's amazing how this got through testing. http://www.nicovideo.jp/watch/sm4181290 This video shows the game freeze issue.
Last edited by duckroll; 08-05-2008 at 11:31 AM.
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(08-05-2008, 10:30 AM)
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#3
Wow, this is real bad.
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mashadar's neko-mimi slave
(08-05-2008, 10:36 AM)
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#7
Okay, I'm going to put this in the OP in case anyone imported the game and wants to evade this problem. I'm not familiar with the game and the context of the scene, so I'm going to spoiler text it just in case.
During "三ノ蝕 忘日" (it's a day/chapter in the game I believe) after you have obtained the 暗号のようなメモ (coded memo), if you open the door to the doctor's room on the 2nd floor of the hospital the game will lock up. To avoid this, after getting the memo go to the director's office in the first floor and enter the 3 digit code into the interphone first. |
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mashadar's neko-mimi slave
(08-05-2008, 10:51 AM)
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#10
Originally Posted by Victrix:
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An blind dancing ho
(08-05-2008, 11:11 AM)
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#12
Originally Posted by duckroll:
offtopic , anyone know why Grasshopper developed this game and not the old team in Tecmo ? |
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listen to the madman
(08-05-2008, 11:15 AM)
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#15
There was a reliable crash bug in Forever Blue in Japan as well, and in terms of non-Nintendo published games, Age of Empires DS has a very common easy-to-trigger bug that actually renders your card permanently unplayable, and Taiko Drum Master DS 1 has a save-deleting crash bug.
Not exactly a good record for this stuff. |
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Member
(08-05-2008, 11:18 AM)
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#18
Originally Posted by Totobeni:
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mashadar's neko-mimi slave
(08-05-2008, 11:19 AM)
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#19
Originally Posted by Kyouji:
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(08-05-2008, 11:20 AM)
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#21
It's not bugged, it's haunted.
Let's just hope they fix up all these issues for the NA and PAL releases (maybe with a different control scheme too). |
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mashadar's neko-mimi slave
(08-05-2008, 11:30 AM)
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#22
Seems more serious than I thought.
http://www.nicovideo.jp/watch/sm4179550 This video shows that there are a bunch of collision detection and/or invisible objects in the game. Looks pretty annoying and it's amazing how this got through testing. http://www.nicovideo.jp/watch/sm4181290 This video shows the game freeze issue. |
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Member
(08-05-2008, 11:33 AM)
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#23
Originally Posted by Stumpokapow:
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mashadar's neko-mimi slave
(08-05-2008, 11:37 AM)
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#25
Originally Posted by Zefah:
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Banned
(08-05-2008, 11:40 AM)
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#26
Originally Posted by duckroll:
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60 fps 60 fps 60 fps 60 fps 30 fps 60 fps 60 fps
(08-05-2008, 01:43 PM)
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#30
Hmm, how odd.
I must say, I'm also disappointed in the visuals. The only real upgrade I'm seeing over the PS2 games is the usage of a perpixel flashlight. I'm glad I don't have a Japanese Wii, though, as I would have purchased this game right away. Seems like it needs a fix first. Those collision errors are horrible. I wonder if that door opening issue near the end of the one video is related to loading? The PS2 games used doors as loading points and I'd assume the same of the Wii version. It reminds me of the Metroid Prime series when one would shoot a door and have to wait for it to activate with it occasionally returning to its initial state (system couldn't load data fast enough). |
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Member
(08-05-2008, 01:56 PM)
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#31
Originally Posted by dark10x:
Even it isn't a huge upgarde of the PS2 versions, is easily one of the best looking third party games on Wii... I supose they can't release a patch to fix all this problems...,it sucks seems fucking annoying, but why they rushed the Q&A? they really needed to launch this game the sooner the better? |
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Member
(08-05-2008, 02:00 PM)
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#32
Originally Posted by dark10x:
No doubt I'll buy the game when it comes over here (it better!) but I am a perplexed as to why Tecmo went down that route. |
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(08-05-2008, 02:20 PM)
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#33
smh
Either Tecmo needs a better QA team, or they were seriously rushed to get this out of the door.
Originally Posted by Dascu:
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60 fps 60 fps 60 fps 60 fps 30 fps 60 fps 60 fps
(08-05-2008, 02:23 PM)
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#34
Originally Posted by _Alkaline_:
I hope they at least offer a Wii-mote based flashlight or something. :P |
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(08-05-2008, 02:32 PM)
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#35
Le sigh.
Just what is it with Nintendo consoles and third party devs... Are they required to donate live brain matter with every lotcheck? Does development hardware emit poisonous gasses? Is the documentation written in Sanskrit? Does QA involve virgin sacrifices and ceremonial self-mutilation? Honestly, I'm really starting to wonder. And I'm starting to strongly suspect that it's more of a fault at Nintendos side. Maybe the IDE or toolchain is insufficient, maybe the support is inadequate, maybe the APIs are unstable, or maybe its an attitude problem ... dunno really. It just feels like stuff like this happens far too consistently. Anyway: How could these bugs pass QA? Haven't tried the game yet, but the controls sound pretty awful too... How did Nintendo of all publishers let that slip by? How discouraging.
Originally Posted by dark10x:
Twist wiimote left = aim left Twist wimote right = aim right Tilting Wiimote back = aim up Tilting Wiimote forwards = aim down No pointer usage. Twisting, as in doorknob usage movement.
Last edited by CTLance; 08-05-2008 at 02:37 PM.
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rising from soot, not ashes
(08-05-2008, 02:41 PM)
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#38
Originally Posted by CTLance:
Twisting? Oh, no... Man, I was looking forward to this game too. |
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(08-05-2008, 02:44 PM)
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#39
It's not a bug, it's a feature.
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just gonna rub one out
in the next few minutes (08-05-2008, 02:47 PM)
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#40
the collision detection video is a bit unfair as the person playing is basically walking into objects to get stuck. still if you're only slightly running into something the game should slide you around the object instead of getting stuck.
im not sure what was with the stair parts... im guessing japanese pervert panty shots? never noticed the chicks shirt is transparent before either. |
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60 fps 60 fps 60 fps 60 fps 30 fps 60 fps 60 fps
(08-05-2008, 02:55 PM)
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#41
Originally Posted by crowphoenix:
The Wii-mote actually makes great sense for a game like this, but it sounds as if they've completely missed its potential. |
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Member
(08-05-2008, 03:01 PM)
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#43
Originally Posted by duckroll:
I'm sure Nintendo is not happy about this. Not that it should've gotten past their own internal testing in the first place? |
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(08-05-2008, 03:10 PM)
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#44
Originally Posted by duckroll:
Quote:
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(08-05-2008, 03:17 PM)
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#47
Originally Posted by hirokazu:
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Member
(08-05-2008, 03:41 PM)
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#49
Originally Posted by Mithos Yggdrasill:
Oh, wait, no they haven't, they've been highly polished pieces of software, as has pretty much everything else the company has put out this generation, casual or otherwise. |
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Member
(08-05-2008, 03:46 PM)
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#50
Originally Posted by big_z:
While the controls aren't perfect they do work. What people aren't pointing out is that you use the analog stick to turn left and right which also moves your flashlight holding arm left and right. It's not as if you're stuck twisting the Wiimote in weird angles to look around. The doorknob twisting motion is largely useless in practice as you can only use it when walking and it's limited to a slow 45 degree pan from centre. You still have to hold a button (Z) to run which still seems weird to me but it's been like that the whole series. Holding Z while pushing the analog stick in camera mode speeds up the panning motion. When a ghostie is in range it'll also serve as a lock on. The crash bug is definately an inexcusable QA issue. But like the GH3 mono fiasco, shit happens right? Here's hoping for some disc amending action in Japan. Since they're already aware of the issue I doubt it'll make it through to the EU/NA release. I'm up to chapter 7 atm without crashing. I'm one of those OCD gotta check everything players so I did the code thing first on chapter 3. Other than the control differences you're not doing much different from the previous games with a lot of the same game mechanics in place. They did work on more ways to creep you out though :D Earns it's place as a fully fledged FF sequel in my mind despite the lack of polish in places. |