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#xxl

baku69
Ohh right
martyste
Yeah Menhir Rain skips were the first things we broke on XXL2.
failentin
yeah, though weirdly they were forgotten over time!
martyste
While I never posted leaderboard runs of XXL1 done on console, I did run XXL2 a few times on real PS2 hardware
martyste
at a time where PCSX2 was broken with advanced KAL games
martyste
Still sad XXL2 didn't make it to the Gamecube, would have been so pog
martyste
XXL2 was the least affected but you could still see briefly the broken bloom layer doing weird things being split in 4 chunks.
alatinn
Didn't like xxl2. Never understood where to go...
alatinn
I remember looping all areas 3 or 4 times before (randomly) finding you had to go backwards ...
failentin
someone didn't watch the cutscenes... x)
alatinn
I did
alatinn
They didn't help me
failentin
but they did show that a new path was unlocked in a previous area!
failentin
but I agree that having to backtrack at all is a flaw of the game
martyste
How come I finished the game in about a week at the age of 8 then x3
martyste
oh and this error affected Spyro aswell, and OG.
martyste
In 2014-2016 you had to choose between ugly glitched bloom or super super slow software renderer in Native.
martyste
altough ngl even on current accurate hardware rendered this shows the bloom was pushed a bit too hard for this specific game. oh and high res makes the very lowres of the bloom layer noticeable. XXL2/OG had either a higher res bloom or it was way more... quiet to notice.
martyste
Always too a bigger liking for XXL1, for not having any of these now dated fancies. Just plain old vertex colors like it's a 2000s N64 game.
martyste
One thing I'll salute however is XXL2/OG/Spyro's use of a *background 3D layer* to always render behind the main level, like Valve games do. This was a great replacement for the fog as the clip distance remains short.