ZyroXZ2 said:
This is where we're going to have some disagreements lol... But civil discourse is always welcome! Super Mario Odyssey is out of the question to me as a competitor: it doesn't stand up to close scrutiny at all. And it shouldn't: it targets 60fps. It relies heavily on artstyle and animation which leads to your second one. While I also talked about Luigi's Mansion in my video about using an mClassic, Luigi's Mansion 3 WAS the best looking game on the Switch until Rise. Luigi's Mansion looks damned good, but not only doesn't even come close to the amount of on-screen action, but it also doesn't even touch the amount of alpha effects in use in Rise. Then, to top that off, Luigi's Mansion 3 relies on a static camera, isometric views, and half-frame rendering to keep its framerate up. A lot of people don't notice stuff like this, but I do. You can record and closely inspect footage, and you'll see it "ghosting" from the half frame rendering. Rise runs natively, while doing quite literally dozens upon dozens more things on-screen at once, all with alpha effects. This also leads into that last part... When it comes to end-game hunts, I don't think Digital Foundry gave everyone a good representation. I checked that video out a day or two ago after I uploaded my review for today, and while I didn't watch it minute-for-minute, he did not in any way show what most MH players will do in the endgame: hunt in full parties. It's a TOTALLY different ballgame with four people popping off hard on a monster while the monster is flailing about, and I guarantee when/if you see this, not only will you notice the framerate starts to dip, but you'll probably recognize why this is the best looking game on the Switch lol |
Games like Luigi's Mansion 3 do indeed rely more on things like highly stylized visuals which MH Rise doesn't have the luxury of, but I still feel they just didn't have as many rough spots.
Rise does look nice, especially stuff like the monsters, fur shading, and particle effects, I just feel like the environments were a little too low-poly or lacking fine detail in places. While I get that this was a necessary sacrifice to get a large and seamless open map running with this level of graphics on a mobile device from 2017, I still feel like games that don't have to make such sacrifices end up looking prettier as a result.
On the more aesthetically realistic side of things, games like Alien Isolation, Outlast II, FAST RMX, and The Vanishing of Ethan Carter look better on Switch in my book; again, I realize these games generally have the luxury of not having to render as many characters, particles, or open areas as Rise, but I'm talking solely about looks rather than complexity.