The UI being 720p even in docked mode is weird, given that having separate UI and gameplay resolutions is very easy in UE4. I guess they just didn't bother to create 1080p UI assets, for some reason.
It has a lot of heavy effects playing in the screen even if the resolution is lower than "expected" (well most games on Switch has this "issues" because people expect more than what it was made to).I mean, with these visuals, one would expect higher resolution...
I know it's not technically a 2D game and that the sprites are basically 3d elements with a texture applied on it.. but come on.
That beautiful style at work man. Can't beat stylized graphics. So glad the days of grey realistic style for every game during the PS360 era are gone. Seriously felt like a time void of creativity when it came to art.
576p? For fucks sake. I fully expected this at 720p undocked and 1080p docked.
there won't be performance issues, and the UI is native res in both modes.. so parts of the image will still look crisp.. just not the rendered stuff.I only play it in handheld mode and I see no performance or visual issues. Its just a good game to play.
I honestly think the incredible artstyle makes it worth more.Still laughing at people who didn't think this was worth $US60.
Wow, it's not native 720p in portable mode. How did that happened?
As if native 720p is really an issue with this type of game.
Also, the fucking clickbait Fortnite engine title, smh.
But it is. 2D or pixel art titles are the one requiring even more attention to native res and upscaling methods.
Lol.
With framepacing issues, so not really. But that's a matter of perspective, i guess.
UE4. They can get some really neat visual effects with little effort on their end, but it's a heavyweight engine and brings in a lot of performance overhead with it.
Yeah I had to stop playing the demo in handheld because it looked badI wish this game was native resolution. I'm playing in handheld mode and it's just a bit too blurry for my liking.
Yes, it does even more. It's called pixel accurate. Pixel art hates upscaling unless it's nearest neighbour.
Great man, don't play the game and just go on forums to complain about it.
I'll be enjoying what will probably be the RPG of the year and won't let other shit like an exact resolution get in the way of what is a wonderful game.
I've already said my piece many times but watching this video is even more interesting when compared with the likes of Sonic Mania and Xenogears, and just makes me realize that beyond the marketing of the game: Octopath isn't following anything that wasn't already a beaten path graphically, that its inspiration is closer to PS1 JRPGs than SNES in terms of visuals (2D on 3D), and that its lighting and effects are actively harming the work the 2D artists has put into this game. When footage of Sonic Mania was shown compared to Octopath, it's just striking how much of a better-looking, cleaner game Sonic truly is.
Octopath looks like a game that tries to hide its 2D behind a veneer of 40 things. Sonic Mania is an absolutely gorgeous game that isn't afraid to stand tall with the look of its crisp, gorgeous sprites and 2D backgrounds. Honestly, this is the first time a game has given me a feeling of nausea while playing and I don't have any symptoms of a condition like motion sickness. It just looks absurdly bad and overwrought to me.
UE4 can be a demanding engine. Also why it only runs at 30fps.Wow, it's not native 720p in portable mode. How did that happened?
Let people assess the value of video games as they see fit. Who are you to judge?Still laughing at people who didn't think this was worth $US60.
I think it's more accurate to say it's emulating a 2D sprite game with light 3D elements, meant to give a 2D image depth. But in the higher resolution it occasionally becomes obvious where a polygonal object is and that it's a square mapped with a low-resolution texture. At those points it looks cheap.
It happens in handheld too, but less frequently.
People need someone to tell them what they should think and how they should feel. I didn't hear any complaints before*Puts game in*
Wow this looks beautiful
*Watches digital foundry video*
What an ugly game!
Lol, but wouldn't it be the same if he said did? Let people decide the value of a game themselves. I think it's ridiculous to think that this game isn't worth $60 but who am I to judge?Let people assess the value of video games as they see fit. Who are you to judge?
Edit: whoops, reading error on my part. I missed the key word "didn't."
My bad. Carry on.
Listen, I'm loving Octopath Traveler, but come the fuck on. How in the world does this game not achieve at least native res in both docked and handheld at a mere 30fps? I mean, how? HOW does that happen?
This game's very, very low-res sprites, low-res textures, and low-poly environments should allow for faultless 60fps at 1080p docked and 720p undocked no problem at all. Some depth of field blur and lighting effects thrown into the mix should not be anywhere near enough to make this game struggle on Switch's hardware.
This is some all-time shitty optimization here.
Listen, I'm loving Octopath Traveler, but come the fuck on. How in the world does this game not achieve at least native res in both docked and handheld at a mere 30fps? I mean, how? HOW does that happen?
This game's very, very low-res sprites, low-res textures, and low-poly environments should allow for faultless 60fps at 1080p docked and 720p undocked no problem at all. Some depth of field blur and lighting effects thrown into the mix should not be anywhere near enough to make this game struggle on Switch's hardware.
This is some all-time shitty optimization here.
Yeah, it definitely depends on your own preferences. Both games do an absolutely stellar job of art direction, but the approaches are extremely different. It's like say pitting Okami against Breath of the Wild.Again, this is highly subjective. In my eyes, OT looks much better. Sonic Mania looks good, but it's no contest in my opinion.
So the game is 720p docked and 576p handheld. That makes for a difference from native of 360ps in docked and 144ps in handheld. Add those together and we get a total difference of 504p
Now, considering more graphics = more value we can safely convert those 504ps into dimes, subtract that from the $60 asking price and get the game's real value of...
$9.60.
Seriously, Square Enix? You're charging $60 for a game that should be less than $10? Preorder cancelled.