![okami ps2 disk okami ps2 disk](https://vgboxart.com/boxes/PS2/6054-okami.jpg)
#Okami ps2 disk Pc
Ultimately Okami is a fantastic Zelda-style adventure and a unique piece of gaming history so bringing it to PC is worthwhile, but it should be done "right" if you're going to sell a new product so that players get a great experience.Your IP address has been temporarily blocked due to a large number of HTTP requests. Originally, the 60 FPS mode did affect game physics making certain moves much more dangerous, but I believe there was a workaround for that added and I have to give the devs kudos for that. I can remember that Valkyria Chronicles (if you haven't purchased this and enjoy tactical-action RPGs, do so! Its a fantastic title) had some potential issues with 60 FPS but the devs were able to iron them out and give the PC users an in-game option for a 30 OR 60 max framerate. Its part of standing behind your products.
![okami ps2 disk okami ps2 disk](https://www.starboardgames.com.au/wp-content/uploads/2021/02/DSCN4174-1.jpg)
However, I do feel if they're going to bring a title to PC - even a PS3-ported title at a reasonably reduced price - they should fix the issues even if it is more costly to do so. I would normally purchase Okami HD if they did everything "right" from a technical perspective and I am glad they (before this issue was described) properly priced the game at $20. There are a number of reasons for this and thankfully it is getting better, but it is another reasons I do feel that focus on console as a primary platform tends to be harmful to development. Thankfully, these devs are getting better at it but it is still demonstrated with some frequency - see how the PC version of NIOH for instance did not offer an in-game resolution and graphics editing tool, nor allowed keyboard rebinding until after patching it in upon player outrage. It shows up in ports of many console titles where "PC centric features" aren't there yet, are buggy, or are outright missing too - even for more recent entries. Regarding this kind of programming, it is of particular note for consoles a couple generations back but quite frankly, it goes further - Japanese console-focused developers (as much as I love many of their games) seem to have a higher use of this kind of kludge. Its notable that using the Dolphin Wii emulator and framerate doubling hack doesn't mean the game runs smoothly and without error there are actually issues. Back in the PS2 era as others said console devs tied a lot of things to framerate and whatnot. However, I 'kinda" get it with this particular title - this was a PS2 title that was subsequently ported to the Wii, then ported again to PS3.so that's a lot of "kludge".
![okami ps2 disk okami ps2 disk](http://ipv6.vgboxart.com/boxes/PS3/14907-okami-2-old-full.jpg)
Yes I too am disappointed at the current status of the game being only 30FPS. On one hand, I'm rather glad that the developers have at least come out and stated this before launch - many beancounting types would have said "no, just be quiet until we get dat monies and then look surprised" so I have to at least give them credit for that. Its hardly a case of "they didn't check the feature box that they should have". The devs here were very transparent about their goals with this new port.
#Okami ps2 disk code
To sift and rework through all of that code to get 60fps functioning properly, and then to properly test it all, would be a huge project. If everything was running on the same core code for timing, doubling speed probably wouldn't break stuff). (which is probably true, since a general double speed hack in both PS2 and Wii emulators, breaks stuff.
![okami ps2 disk okami ps2 disk](https://www.wkd4496.net/wp-content/uploads/2014/11/IMG_20141112_111255-750x534.jpg)
And may even present self contained code environments for some scenes, separate from the core engine at large, to preserve accuracy after all of the porting between vastly different architectures. Its very likely that many parts of the game have several checks to ensure that timings of various game logics, are correct. Then, it was ported to PS3, which had a unique processor pipeline. With many assets still needing to be recreated from scratch. To get the base code in order to even start the Wiii port, it was reverse engineered, from a PS2 disc.