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My List of PS3 Bugs (Big, Detailed)

RavlenRavlen Registered User new member
edited January 2009 in Penny Arcade Games
Clearly there are a few buglists, but they are a bit mixed up and when I was looking for bugs for PS3 only, I often wasn't sure what platform people were talking about. So here's the list of Playstation 3 bugs I've found (FYI, I'm playing using a character from Episode 1, with 100% trophies and whatnot):

Broken Load/Save Bug:
Everyone knows this one (infinite spinning gear when loading). The twist is that this happened to me earlier than most, it happened while I was playing through the floors of the Apartment (just before the boss fight). Luckily, due to another bug I had a save backed up and could revert to that one. Unfortunately, this bug happened AGAIN and I'll have to revert to a previous save file (This time, my first save at the Fair, before any fights). Hothead has previously posted that it seems to be related to the number of dialog options chosen, which makes sense (I generally try to use all the options I can).

Slow Save Bug:
Haven't seen this one posted. Not sure what causes it, but occasionally I've had saves take much longer than usual. Normally it's just a few seconds to save the game, but 3-4 times the saving took more like 20-30 seconds. This worried me, which is why I had a backup save to recover from the first bug I listed. It does still save fine eventually though.

Mesmerize Bug:
To avoid spoilers, I'll just say that there is a boss (which I've fought twice due to the previous bug) which has a mesmerize attack. If he uses it while you are in your item list, the item list disappears from view (because you are mesmerized), BUT you are still in the item list! In fact, you can still move around the list (as indicated by the clicking noise as you move through the items), you can still select an item (more or less at random since you can't see), and use it (on an enemy or yourself, depending on what you got). Very strange. I only really noticed what was happening because I was trying to use a support character, but the icons wouldn't highlight (because I was still invisibly in the item list). Once I used the item I had picked at random, I could then go over and choose my support characters (while mesmerized). It makes the fight really confusing because I'm a big user of items, especially during boss fights, and it happened to me A LOT during that boss fight. The fight is more or less paused until you figure out that you are in the item list, because no one will attack until you choose something (or cancel out).

Animation Bug:
This has been posted, but when you go through the monkey fight animations, your hands are the only things visible. In the first animation, Gabe turns away from Tycho and a phantom hand appears on his shoulder (my character's hand, I assume). Later in the animation, Tycho walks away from Gabe, and two phantom hands hold Gabe back (again, I assume my character's hands). I assume my character should be standing behind Gabe both times. This has happened while wearing the default clothes, and also the bonus clothes you receive from a boss fight. (as witnessed in my two playthroughs due to the first bug above).

Settings Bug:
Previously posted... When you load up the game, it's always zoomed way out, so I have two inches of black bars all the way around the screen (37" LCD fed by HDMI at 720p). Easily remedied by correcting it in the settings (to MAX, FYI), and it says it has saved the settings. Clearly, it doesn't save. After reloading the game the settings are back to "black bars of ugly" and the zoom has to be fixed again.

Design Flaw relating to button assignments:
After playing both episodes for a fair amount of time when they both came out, I'm always amazed that the buttons are X for default accept, and O for default cancel/back. In every other PS3 and PSN game I've played, O is the default accept button. Switching between PA and the XMB is an exercise in irritation as I have to constantly remind myself where I am: "OK, I'm not in PA, so O is now the accept/choose button", "OK, I'm back in PA, X is now the accept/choose button. A good example of this causing problems is in fights: often in a close fight I might be in the process of making a choice when an enemy does something to cause me to change my mind. Maybe I'm about to do a special attack when the enemy perhaps uses weak sauce on me, or maybe buffs his/her own defense. My preferred option then would be to quickly cancel what I'm doing, switch to another character (someone not already charged for a special attack) and use an item like strength on me, or armor eater on the enemy. BUT, due to the default button switch, I instinctively press X without thinking, which causes my special attack to start (exactly what I didn't want to happen).

Often, in menus I'll hit O without thinking to choose something only to be bumped back to the previous screen, or I'll hit X to exit only to choose whatever thing happened to be selected. This is due to what has been ingrained into me by *every* other PS3 game I've ever played. PA is the only game I've come across that flips X and O.

This isn't a BUG, it's clearly by design (I'm guessing a holdover from the XBox version, or an attempt to align the buttons vertically, as the options are vertical on the screen). It wouldn't be so bad if it wasn't for the fact that every other game and the XMB uses the complete opposite button assignments. In a close fight when you are working more on reflex than conscious though is when this design flaw comes into effect. If I had designed it, I would have at *least* included a settings option to modify the button assignments. (of course, this forces possibly major art adjustments). Can't be fixed in PA2, but maybe the option can be included in PA3? PLEASE? I'm Begging!

Design Flaw: Save Files
Again, this to me isn't a bug, but a design choice. Perhaps to make the game go faster? In any case, the inability to have more than one save file for one playthrough is what made the other save bug a game breaker. Generally, when I play through any RPG style game, I'll usually have 1-2 other save files for the same game that I cycle through. After major accomplishments, I'll have kind of a major save file. After a few fights, I would make a "minor" save on a different slot. If I found I made a big mistake or wanted to do something in a different order, I can go back to my major save file and start over from that point. If I got unlucky and got pasted in a fight, I would just reload my minor save and continue from there. As it is, my only PA options are to reload my one save file, or completely restart the whole game. When a save file gets borked by the save bug, I could revert to my last working save, instead of restarting. Currently, I'm doing this manually, and it takes a while and really slows the game down. Every now and then I save and completely quit the game. I load up again, and make sure that THIS save file loads properly. If it does, I quit the game again and backup the save file to the HD, then copy it to a different PS3 account. I then go back to the game and continue playing. If I make a save and the load test fails, I then go back to the other account and copy the working save file over, and start over from that point.

Is having more than one save file for a single playthrough a bad thing?

Overall, the game is very playable, and other than the X/O assignment and the multiple save file issues, everything seems to be improved since episode 1 (especially the ability to use shoulder buttons to flip through selectable items in range, that one was a big one for me). Hopefully the bugs get fixed soon!

Ravlen

Ravlen on

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    ronzoronzo Registered User regular
    edited December 2008
    um, as far as the button assignment thing goes, I'm fairly sure all US PS3's use X by default for confirming, and circle for cancel. as i understand it, JAP/PAL regions have this flipped.

    ronzo on
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    VylenVylen Registered User regular
    edited December 2008
    ronzo wrote: »
    um, as far as the button assignment thing goes, I'm fairly sure all US PS3's use X by default for confirming, and circle for cancel. as i understand it, JAP/PAL regions have this flipped.
    Just my 2 cents. PAL (at least in Australia) systems use X for confirmations.

    Reason for the flipping around in Japan (actually, its more like we flipped it around) is since culturally, over there, O means correct/right and X means wrong.

    If you want things to be confusing for yourself, and you have a PSP, download some japanese game demo's, the key mapping is like that. Can be annoying and it's easy to mess up when you're not thinking about it. (so many times have i set up a game and end up undoing it all by pressing X instead of O)

    In Ravlen's case, im curious as to what country he's from since, apart from Japan, I don't know of any other place that uses O for confirmations. But it also makes me wonder why we use X for confirmation... hmmmm - maybe cause "X marks the spot" -> correct ? heh

    Vylen on
    PSN: Vylen
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    halkunhalkun Registered User regular
    edited December 2008
    "X to hit"
    "OK to Cancel"

    That's why.

    halkun on
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    RavlenRavlen Registered User new member
    edited January 2009
    Well, you hit the nail on the head. I had no idea that the X/O buttons were flipped in other countries. Yes, I am in Japan (I'm Canadian, but I've been in JP for 3 years now, not leaving anytime soon either). This is also my first Playstation of any era, so I was not accustomed to anything before I got the PS3. I will have to go through my games now and see how they are configured, I thought they were all set to O...

    The reason I assumed O was the default in all countries wasn't due to X or O, but to the location on the controller. The O is on the far right, so I figured that would be the logical default accept, so the Japanese system made a lot of sense to me.

    Still I wish it was customizable :)

    Ravlen

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    apotheosapotheos Registered User, ClubPA regular
    edited January 2009
    I noticed that Metal Gear Solid games have a backwards feeling accept/cancel layout.

    I guess this is why.

    apotheos on


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    astronautcowboy3astronautcowboy3 Registered User regular
    edited January 2009
    Vylen wrote: »
    Reason for the flipping around in Japan (actually, its more like we flipped it around) is since culturally, over there, O means correct/right and X means wrong.

    This is absolutely true. On my students' attendance cards for cleaning time, O means present and nothing means absent. So I figured it was no big deal if I marked them down with an X (after all, blank means absent so presumably any mark is okay). One day a student saw me do it and flipped out, thinking I had vengefully marked him absent because I didn't like him or something.

    I remember my American PS2 being X as accept, etc. This game certainly has taken some getting used to, but I'm figuring it out.

    astronautcowboy3 on
    The JRPG Club: Video game reviews, vocabulary lists and other resources for Japanese learners.
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    SpiderMikeSpiderMike Registered User regular
    edited January 2009
    Cant say I noticed anything wrong while playing. I think the idea of bugs and errors is that they hinder gameplay to the point where it interrupts gameplay and I played grom beginning to end without a hitch, so I'd say it's more of a personal list of errors the OP has found, and scrutinise he must have done in order to find them.

    SpiderMike on
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    JestaJesta Registered User new member
    edited January 2009
    Anyone else having problems on an SDTV? Black and white etc? Cant be only me :/

    Jesta on
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