Alkibiádēs said:
So what's so complex about Crash Bandicoot's graphics then? Extremely linear level design, fixed camera and 30 fps. Not a lot of voice acting either, yet its size is humongous compared to Nintendo's HD platformers. A Hat in Time takes up 5 GB yet Wind Waker HD only takes up half that space (a very similar looking game I might add). Sonic & Sega All Stars Racing Transformed takes up around the same amount of space as Mario Kart 8 Deluxe yet it only has 20 tracks compared to the latter's 48 tracks. |
The biggest difference is texture quality, as I said in my first response to you. Nintendo games famously use really vibrant colors on really simple textures. Odyssey also has pretty low poly models and almost no AA. Which is why even in the 1080p screenshot I posted the game has a lot of jagged edges.
Compared to Odyssey Crash has a much higher level of detail, which is most easily seen in the plants, and in Crash himself (who actually has a fur shader). The lighting is way more advanced and reacts to different objects dynamically and there are actual light shafts present in the game. The game also features a way more robust level of AA. Add to that the fact that it's pixel count is more than 2.5 times that of Odyssey and I don't think it's hard to see where the extra size comes from.
A Hat In Time hasn't even been officially announced for the Switch yet. Comparing a game made by at most a few dozen people that's designed to support super high resolutions and levels of AA to an up-resed version of a GameCube game made by one of the largest video game companies in the world is apples and oranges.
Bet with Adamblaziken:
I bet that on launch the Nintendo Switch will have no built in in-game voice chat. He bets that it will. The winner gets six months of avatar control over the other user.







