curl-6 said:
Otter said:
I would call that regular optimisation, which goes unnoticed by the player. Some may notice it but I wouldn't expect it to impact their experience.
I haven't played DK yet and avoided video reviews but my understanding was that it drops through an entire boss battle and some specific gameplay sections? Is that wrong?ÂÂ
If it's a drop for a second or 2, in very rare moments that's fine.
I think that's quite a big difference if their are entire sections which would drop or constantly be dropping at very frequent intervals, as that very noticably impacts player experience. And I'm speaking from the perspective of a designer, having to make that compromise knowing it will leave a negative impression on users would cause some friction imo. Alternatively the devs could of seen themselves as being over ambitious and were just grateful S2 allow the kind of gameplay at all.
Typically internal devs are a strong reference point for a machines needs, so I'm curious whether there was back and forth.ÂÂ
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They're not major shortcomings, but they are all compromises that are noticeable to the trained eye; Odyssey looks great regardless, and the shortcuts they took were the right call, but it was pushing Switch 1 quite hard.
Bananza is 60fps the large majority of the time; there are occasional blips during normal gameplay, but they're uncommon and brief. The only sustained drops to 30fps I encountered are during the final phase of a specific boss, who you fight on two occasions. Depending on how quickly the player beats him, we're talking maybe 20-30 seconds or so at 30fps. These are rather jarring and unfortunate, but they do comprise only a very small percentage of the game as a whole.
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Yeah, what I'm trying to stress is that this is a very unfortunate outcome from a designers perspective.
If you compare it to Odyssey comprises, which one more negatively effected your experience? To me, they are very different weights of compromise from a user perspective.