@Dezzy In theory, yes, it should be able to run the game better than the Wii U. Now, it's undoubtedly underclocked when in handheld mode, the question is, how much? Probably enough to run the same games but in a lower resolution. So while you may be playing the Wii U version in 1080p, the Switch version may have better AA and a greater render distance, but the handheld will run that game in 720p and the TV experience will be in 1080p.
Do we have confirmation for any of this or are you speculating?
@Dezzy Speculating, but more of an educated guess really. The screen is 720p, so the system won't need nearly as much power to render the games in handheld mode, meaning that the CPU/GPU can be underclocked to save battery life. It's an easy solution to a problem that will most definitely be an issue with a powerful handheld system. I don't think we know for sure what's inside the Switch, and even if we do, there's no way to tell for sure what the system is capable of until we can test it ourselves, but I do think that in general it will be more powerful than the Wii U. Rumours have reaffirmed that, and it's also in line with the speculated Nvidia chips that are supposed to be in the Switch.
@TheLZdragon Twilight Princess — the most feature-rich Zelda game — was developed in less than four years following Wind Waker's early 2003 release. I want them to prioritize making Zelda games, not procrastinate for two years upon each release and rush them out at the end of that 5 year period, suffering many changes and setbacks along the way, like Skyward Sword.
The onus is entirely on Nintendo: If they don't want criticism for their loose release dates, they shouldn't have teased the game in 2013, announced the game in 2014, and claimed the release date would be in 2015.
Anyway, "feature-rich" means a specific thing. That there are the most and most diverse kinds of buttons to press at almost any given moment.
Whether or not you're playing favorites, it's pretty hard to argue that any Zelda had more items, abilities, and interactable objects that Twilight Princess.
So Majora's Mask's actually more than one year dev time is completely irrelevant to this equasion, even moreso when you consider how it didn't create its base mechanics, but rather borrowed from Ocarina. I wouldn't rank the masks as different mechanics except for a fee, as most are sinply dialogue triggers.
Anyway, "feature-rich" means a specific thing. That there are the most and most diverse kinds of buttons to press at almost any given moment.
Whether or not you're playing favorites, it's pretty hard to argue that any Zelda had more items, abilities, and interactable objects that Twilight Princess.
So Majora's Mask's actually more than one year dev time is completely irrelevant to this equasion, even moreso when you consider how it didn't create its base mechanics, but rather borrowed from Ocarina. I wouldn't rank the masks as different mechanics except for a fee, as most are sinply dialogue triggers.
Well, now you're just slapping your own definitions on things. I think most of everyone else would agree that things like minigames, open-worldness, high resolution, quirky characters, and pretty much anything positive about a game can be considered a feature. If something's "feature-rich," that just means its got a lot of cool things about it; maybe things that can be listed individually.
Anyway, I'm just trying to come up with a quantitative measure for EAD 3's development progress, since someone brought it up. Why is "things with interaction" such a bad metric for that?
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