It’s so crazy seeing the comments on Kotaku on this versus the comments from within the app & games industry, it’s like the complete opposite opinions
It’s so crazy seeing the comments on Kotaku on this versus the comments from within the app & games industry, it’s like the complete opposite opinions
As stated by others: it’s not fairly simple at all and Microsoft have specifically discussed about how difficult it was to implement for the Halo remasters - and still maintain frame-rate.
True for the artists working on the game published in 2011. But for this 2021 port? The modder had next-to-zero involvement on what tubes of paint are used, they’re 10 years too late and not employed by Nintendo to make that decision: it came across as a weird thing to highlight in an article.
It just came across as a very bizarre thing to highlight to me, when it’s baked right into the textures and has next to zero impact on the technical feasibility of porting the model into Breath of the Wild
extremely specific color palette included
A couple of my OST favourites:
First thing I noticed was the sizes seem/feel off compared to the original style.
There are some legitimate technical challenges (regarding profile synchronisation, where applicable), but these are small compared to the legal & corporate issues which certainly dominate the issue.
X-axis.
A correct response would be “we are reviewing our guidelines and policies when it comes to outsourcing external entities for our public relations” or whatever yadadada.
The initial DS4 (which I have) had the LED on the back which reflects right off your television. Very annoying.
My favourite review of this game so far is from the Metro:
Depends on the type of game. We’ve had this topic brought up before in another context: indie developers realising story-focused games cannot make a reasonable profit this day-and-age due to streaming providing 99% of the game’s experience (linear, story focused). The experience is bought by 1 person, then streamed to…
If you look at exactly what he said, he’s not wrong, but he doesn’t need to say it. There’s a reason why game studios don’t say this or enforce it (unless you’re Nintendo, who has tried to enforce this on YouTube) and that’s because of the symbiotic relationship it has - which has organically formed, there’s no legal…
I’ve not played Banjo Kazooie, regardless that can be excused as placeholder, in the same way that Crash Team Racing started off development with a recreation of Diddy Kong Racing’s Crescent Island track
7:06 it’s more obvious that projected texture is being used for the blob shadow as it goes up the wall. There’s probably a few hundred graphical tell-tales that you can pull from the video that this isn’t a real N64 game, the shadows is the most obvious.
You know it’s fake the moment the shadow of the character goes up the front of the PC at 6:36 and you see it’s a projected texture, something the N64 couldn’t do.
It is purely being used as a storage device, all the data read from it needs to transfer to system memory, get decompressed, then re-uploaded. This is not efficient use of GPU memory, ideally the game assets would be in GPU native formats and they could just be immediately referenced, but this is essentially treating…
Noooooooo in my opinion this is a mistake, in their minds they were “done” with the first game, they need to ride the wave and tread new grounds with the sequel, a sequel gives them a license to experiment more and improve in other areas.
You just reminded me that someone actually already made an N64 emulator graphics experiment that demonstrates what the game could look like on PS1