Yes, I'm still slightly salty about the train wreck that KSP 2 turned out to be.
KSP didn't deserve that.
I'm glad I figured this out before spending much time going down that path, but I still know people who did, they're the smartest people I know, and it always frustrates me to watch critics line up around the block to take a shit on them, blaming them for problems they didn't cause and snubbing them for accomplishments that they did.
These artists/engineers have accomplished absolutely amazing things and really pushed the limits. But somewhat ironically... gameplay/story is still king when it comes to 'games.
I will say, when a game does blend the two, they are usually highly applauded, it just rarely happens nowadays that a game has both very good graphics, and very good gameplay.
Bad writing and bad mechanics can absolutely ruin a game far beyond the ability of art to compensate -- but it's both absurd and cruel to blame this on art.
"often ... because they're at the expense of everything else,"
Which seems plausible although "often" may be harsh. Too high a proportion of your budget on art is rarely going to end up somewhere good, unless the art is the main point. There does seem to be a bit of a AAA arms race here, which isn't necessarily a net gain.
The art department can make the feedback better, the objectives clearer, the interaction easier, but fundamentally you can have a game without any art at all (see dwarf fortress, zork, etc.) and have it be a game, whereas a bunch of art assets by themselves don't a game make.
Nowadays it's all about marketing material and lying to people, so having good game art is prerequisite for great prerendered trailers that will drive preorders. But when you allocate all your budget to art, you don't end up with a game, you end up with false promises.
It seems like the reasonable response to a product you dont like is to not buy it and then ignore it. Why do people get fixated, angry, and shit on products they dont like.
If the promotion wasn't false advertising there would be no backlash and people would act rationally, as you say. Nobody hates on something they've never seen before unless somebody tells them to expect more than they'll get.
I still don't get buying a game primarily for the graphics without looking at representative gameplay. I thought it was generally understood that promos and ads would show the best.
KSP ended up being great, but it was a buggy, feature-incomplete mess at the beginning. When first entered early access, getting into space was one of two major accomplishments, the other being getting into orbit without the game crashing.
life, art .. is complex and you need to cultivate, nurture people caring about making beautiful complex subtle things.
A great game on the other hand cam have outdated graphics no problem. People will still love it.
Totk is your classic AAA game it just was programmed for older hardware.
>more detail doesn't make a game better
Have you played red dead redemption 2? The detail elevates the game to one of the greatest masterpieces of all time.
> Have you played red dead redemption 2? The detail elevates the game to one of the greatest masterpieces of all time.
Absolutely. Graphics do have their place, but most games don’t need to be that extreme level of detail. For one, I played RDR2 on a stock PS4 and the level of detail and immersion was incredible, despite the hardware already being underpowered by the time RDR2 was released. Ie you can achieve the level of immersion and masterpiece without pushing the limits of graphics.
And the most successful game ever is still minecraft.
Rockstar knows their community. They spent around $1 in marketing for every $1 spent on the development of the game itself, totalling around $500mil, and the game paid for itself opening weekend with over $700mil in sales.
The studio has managed to master this sort of high-fidelity development while fully recuperating all costs, and fostering an incredibly loyal fan base. (Personal data point; replayed every single Rockstar title last year)
You cannot criticize such a company for delivering high-fidelity projects and pushing the edge. (You can criticize their working environment, however)
And without such companies blazing ahead, we wouldn't be currently undergoing a revolutionary phase in tech history as we explore the power of massively-parallel, computationally-intensive AI algorithms.
But I am saying that it’s unnecessary for a deep immersive experience. I was equally immersed 20 years ago playing Gothic and Oblivion as I am playing recent games, graphically speaking. IMHO the differences only become apparent if you play the same game with different visuals, as you did playing RDR2 on PS4 and again on PC.
It’s also worth remembering that the vast majority of players also don’t have access to a maxed out PC.
The only control stuff I don't like is fabricating arrows, notching ammo, cooking food, etc. But that's not clunky, it's just time consuming. It's also optional, so I just don't bother.
Saints Row 4 is better than GTA 5, change my mind.
I felt the actual game flowed better, GTA is all about playing in a sandbox and seeing all the various things you can do.
Saints Row is more of a straight up action game.
Aiming and shooting is far more precise in red dead. Combat controls are instantaneous. You fire your gun, the bullet comes out and goes in a straight line towards an enemy on every click. You can headshot an entire gang of people no issue in red dead if you used PC controls.
Dark souls has delay. Not precision at all. Every movement is unresponsive and the point of those games is to get used to the delays and imprecision. You rapidly press hit 3 times in dark souls your character hits maybe once. In red dead that's 3 shots with the pistol.
Rdr2 movement outside of combat is built for immersion. As in the delays are variable based realistically off the environment. The combat however is by far significantly more precise then any dark souls game and as a result is actually the easier game.
Often, you can't tell what is that you're supposed to be looking at in order to advance or understand a gameplay mechanic.
I want to play a game. If I wanted to watch a movie, I would buy or stream a movie.
It is impressive to make a great game with broad appeal. It isn't easy or trivial to do and companies that get it right should be recognized with good reputation and customers. I haven't heard other Studios whine and cry, but if they do it's not my problem so I don't care or mind if they do.
Nobody is forced to buy bad games, so I don't really understand the complaint there.
They have clearly poured a mountain of design and engineering effort into squeezing every last drop of graphic fidelity and art out of the Switch. It looks really really good. Some of that is having the wisdom to choose an art style that works well on the Switch—a little cel-shaded, not a ton of texture detail. But, also, they really are getting as much detail and graphic complexity as they possibly can out of that little machine.
This isn't some cheap 2D pixel art game that spent their whole budget on game mechanics. It's a AAA game that maxed out their budget along every single axis. They just happened to target hardware with lower specs.
Nintendo also clings closely to its roots as a toy manufacturer - their primary goal is to build games that are fun to play.
It shouldn't be surprising that their focus on creating beautiful, fun games resonates deeply with the wider populace. I do notice the framerate occasionally dip during complex scenes, but it's such a wonderfully designed game that I don't really care.
It just keeps selling though. Sales have dipped, but not so much that Nintendo is in any hurry.
How many units would the game have sold if Yuzu/Ryujinx didn’t exist? It’s even more jarring when you’re a paying consumer running the game at 720p20 and someone else can quite easily download switch games for “free” and play a much better 4K60 unofficial PC version.
Those videos are all over YouTube and have been for a couple of years now. I’d always assumed Nintendo was just trying to get TOTK out the door, give it time to sell, then announce the new system with a new Mario later in the year.
Also, their own quarterly reports and expectations confirm they aren't launching new hardware anytime soon.
They sold so many switches because of nostalgia and convenience/form factor reasons - switch is the only console in that form factor
Except in the case of this Zelda sequel you sort of are playing the exact same game you bought 5 years ago, and with little/no improvement to detail, for an even higher price (69.99)... While I've bought it and am enjoying it, its hardly some huge shift in any way (technical, gameplay or story) from BOTW, and virtually all the mechanics are identical. I still think it worthy of great reviews to be clear, but it is not some genre shaking release.
You have got to be kidding.
The ability to build machines by connecting basically anything to anything is a very impressive mechanic both from a gameplay perspective and from a technical perspective. The fact that they built this to run this nicely on an 8 year old tablet is frankly incredible.
The fact you can jump from the sky and dive to the underworld without pause is impressive as heck too.
Even the little ability to jump through a ceiling to travel upwards to the nearest place to stand is incredible, considering you can do it anywhere that has a ceiling in range. That mechanic is honestly mind blowing from a technical perspective imo.
Why? play the two games side by side - there is a truly enormous amount of gameplay and visual overlap.
> The ability to build machines by connecting basically anything to anything is a very impressive mechanic both from a gameplay perspective and from a technical perspective. The fact that they built this to run this nicely on an 8 year old tablet is frankly incredible.
Many reviews (and myself!) find this addition to be cool but shallow? Also, while cool, its not technically mega avant garde here- "Banjo Kazooie nuts and bolts" attempted similar thing back in 2008.
> https://en.wikipedia.org/wiki/Banjo-Kazooie:_Nuts_%26_Bolts
> Even the little ability to jump through a ceiling to travel upwards to the nearest place to stand is incredible, considering you can do it anywhere that has a ceiling in range. That mechanic is honestly mind blowing from a technical perspective imo.
I found this to be the least impressive of all Link's new abilities personally, and fail to see it in terms of being some unreal technical breakthrough? It's literally just a jump through the surface directly above the player's head.
Implementing Jumping through one-way platforms is easy.
Implementing Jumping through anything, no matter how deep, and detecting the first safe place for him to stand, as well as having the ability to back out at any time to return to your original position, especially in a huge open world game like this? I'd say it's pretty technically impressive. Especially how fast it loads when showing the little upwards swimming animation.
You can use this ability in the underground in some places to pop up anywhere on the overworld. From the bottom of the world to the highest mountain. It's way more impressive than just jumping through things.
> Many reviews (and myself!) find this addition to be cool but shallow? Also, while cool, its not technically mega avant garde here- "Banjo Kazooie nuts and bolts" attempted similar thing back in 2008.
I never said it was some unique thing no one has ever done before. But it's definitely not shallow, you only have to look for videos showing the crazy things people are building to see how it's mechanically super deep. I never played Banjo Kazooie but Im guessing it didn't have nearly the level of physics simulation, or the number of parts that are usable, or anywhere near the size of world that Zelda has. That's why it is technically impressive. Not just the mechanic, but the context that the mechanic is in.
Its 2023, if this blows you away wait until you see what else even 8 year old computers can do...
> But it's definitely not shallow, you only have to look for videos showing the crazy things people are building to see how it's mechanically super deep.
Building things for the sake of building is not really adding depth to the "game" as such, the mechanic contributes very little to the gameplay of the game. Indeed, you can almost completely avoid it save for a handful of mandatory sections. IMO, the best mechanics add depth to the gameplay and make the whole game richer, which this feature doesn't really do, its a very ancillary feature to the game.
FWIW, the part list on nuts and bolts was pretty good, and had great physics while being a core conceit of the game.
Like what? Another generic Sony open world game? If this sort of thing was so easy, why don't other AAA studios make anything remotely as interesting?
> which this feature doesn't really do, its a very ancillary feature to the game
This is honestly not even close to true. I'm not even sure you're playing the same game as me.
You can't solve 90% of the puzzles in this game without engaging heavily with the new mechanic. Hell, there's honestly large parts of the world you cannot traverse without it either. You can't reach large parts of the Sky without it for instance.
I genuinely don't know how you could play this game and come away thinking it doesn't do anything very interesting mechanically or technically.
And the whole thing about Kazooie having done it before, keep in mind that game was a giant failure. It wasn’t fun. Nintendo managed to make building vehicles and contraptions fun!
> It wasn’t fun.
Banjo is sitting pretty sweet on a metacritic score of 79, so some folks certainly did like it.
So the new Zelda game being similar to the N-1 Zelda game is exactly what they do. I remember defeating similar enemies in the original Zelda game, finding shrines to build health up, wandering a forest looking for hidden stuff. Its fun but the game concepts haven't changed much.
Absolute realism is a tedious goal.
Also realistic graphic != good graphics, we need more stylized graphics like these recent 2 Zelda titles! It's a shame we already lost the great graphics of the 3ds era Pokemon (which I think is peak cell shading aesthetics) to a generic 3d look of recent titles.
It's true that gameplay trumps all, and it definitely didn't push me off the (excellent) game, but the Switch hardware really _substantially_ impacts the experience.
AAA studios whine and cry about how expensive games are to make (completely glossing over the fact that they are 100x as profitable as they were in the 90s because videogames are no longer niche) but nobody asked them to! Linus Tech Tips water cooling a 4090 isn't the normal consumer! Most consumers want to have fun when they pay $70 for a game, not play the exact game they bought a decade ago with more detailed scenes, and more detail doesn't make a game better