• Ever wanted an RSS feed of all your favorite gaming news sites? Go check out our new Gaming Headlines feed! Read more about it here.
Oct 25, 2017
6,123
Brooklyn, NY
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.
 

ethomaz

Banned
Oct 25, 2017
4,851
Santa Albertina
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.
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 don't like blurry IQ but it is fine docked and it is not something dealbreaker in portable too.
 

Aeana

Member
Oct 25, 2017
6,924
I had a feeling it might be 720p docked. I wonder if it might be beneficial to set the Switch to 720p when playing on my 4K TV so it only gets scaled once.
 

Deleted member 925

User requested account closure
Banned
Oct 25, 2017
3,711
As if native 720p is really an issue with this type of game.

Also, the fucking clickbait Fortnite engine title, smh.
 

Deleted member 11934

User requested account closure
Banned
Oct 27, 2017
1,045
The only thing I really hate is the camera moving in battle. The rest I don't mind at all. The game looks super great. 3D was overrated in the 90s.

I didn't notice all the lights are dynamically rendered. It's bollocks. And the resolution issue is not a problem at all: I have a PC for big expensive games. No need for nitpicking. I love having something different for a different console.
 
Apr 9, 2018
510
I've played almost 20 hours in portable mode and would not have guessed that it's sub native, the pixel art textures hide it well I guess.
 

Shifty1897

Member
Oct 28, 2017
702
The game's 2D HD style really shines when docked, but I admit I was a little disappointed when I tried it handheld and noticed the fuzziness and had difficulty seeing dungeon paths that somehow seem clear as day on my TV.

Still, loving the game. I geeked out last night when I found my first shrine.
 

Oregano

One Winged Slayer
Member
Oct 25, 2017
22,878
Game looks great. Genuinely didn't question the resolution at all.

Then again I went from playing Wolfenstein to OT so maybe it's just relative...
 

Plum

Member
May 31, 2018
17,278
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.
 

krossj

Member
Dec 4, 2017
371
Enjoying the game especially the variations and new ideas it adds to established turn based rpgs so its cool to see an article like this and hopefully Acquire and Square Enix talk more about the development process in the future at a gdc or something.
 

Deleted member 925

User requested account closure
Banned
Oct 25, 2017
3,711
User Warned: Off-Topic Commentary
But it is. 2D or pixel art titles are the one requiring even more attention to native res and upscaling methods.

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.
 

mugurumakensei

Elizabeth, I’m coming to join you!
Member
Oct 25, 2017
11,320
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.

Also, there's a ton of advanced graphical effects going on in the background. (highly detailed 3D animation with really good shaders)
 

Cloud-Hidden

Member
Oct 30, 2017
4,987
Beautiful, beautiful game. I've been playing for many hours and honestly had no idea about the resolution docked or in handheld. Doesn't matter. Let the whiners whine, and let those who actually own and play the game keep playing.

I'm happy that Octopath has already seen great success in the West and abroad. Square's gamble paid off big time, and I hope it leads to more projects like this one, with considerably larger budgets. The whole dev and production team deserve a lot of praise.

Great video from Digital Foundry as always.
 

jett

Community Resettler
Member
Oct 25, 2017
44,653
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.

I agree up to a point. I appreciate the intent here, but they went overboard with the visual effects. Like you said, it's like they're hiding their assets. Then again, I don't really the "tile art" in this game that much. The best looking aspect of the game for me are the monster sprites, which are nice, but filled with jittering artifacts during battle. It's kind of a flawed-looking game to me. This "aesthetic" could use another run with an improved, more sensible and subdued visual direction.

Wow, it's not native 720p in portable mode. How did that happened?
UE4 can be a demanding engine. Also why it only runs at 30fps.
 

Orioto

Member
Oct 26, 2017
4,716
Paris
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.

I didn't see one screen of the game where it wasn't super obvious actually.
 

logash

Member
Oct 27, 2017
4,722
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.
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?
 

LordOcidax

Banned
Oct 27, 2017
1,486
Before this article people didn't even know the resolution... Now... OMG the res is to low.... The framepacing in a almost stactic combat system is ruining the game... Lol.
 

ScOULaris

Member
Oct 25, 2017
9,580
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. I mean, shit. The enemy sprites during combat don't even have any frames of animation whatsoever! 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, with regard to UE4 on Switch.
 
OP
OP

Deleted member 2791

User requested account closure
Banned
Oct 25, 2017
19,054
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.

if you watch the video or read the article, you'll understand why
 

Deleted member 925

User requested account closure
Banned
Oct 25, 2017
3,711
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.

And maybe they'll be able to optimize it through updates, but come the fuck on, before this video did it really hamper your enjoyment of the game?
 

ThisIsMyDogKyle

Prophet of Truth - One Winged Slayer
Member
Oct 25, 2017
2,136
Yeah it was pretty clear at times that it was below 1080p, doesn't stop the game from being absolutely gorgeous though.
 

Deleted member 2145

User requested account closure
Banned
Oct 25, 2017
29,223
great video

Square absolutely nailed the look. they found the perfect balance of when to go retro and when to use modern techniques. like the pixel textures on the flags but the actual physics of it waving in the wind. take that vs. some of the smaller foliage in the foreground and background that's 2D and has like 2 different animation frames that it switches to every second or two to really send home that stop motion look. and the characters actually being a physical 2D cutout that moves around the world so they cast accurate shadows is so good. this game is a looker in motion. and the effects during battles are amazing. triggering each boost point feels really good with that burst of light each time (and the hd rumble) and then executing a boosted move, having that big explosion, and then having the enemy burst into smoke and fizzle away is really great.

can't praise the graphics and art style enough in this game, it's just perfect
 

Armite

Member
Mar 30, 2018
956
Again, this is highly subjective. In my eyes, OT looks much better. Sonic Mania looks good, but it's no contest in my opinion.
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.
 

Jonneh

Good Vibes Gaming
Verified
Oct 24, 2017
4,538
UK
Really interesting episode! A lot seems to be going on behind the scenes with Octopath
 

SuperSah

Banned
Oct 26, 2017
4,079
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.

I burst out laughing at work, thanks for that you'ce made my day :)