I've been bouncing around comparing Soul Calibur 2 (my favorite fighting game of all time) across various platforms, and in my purely subjective, unscientific opinion the emulation is absolutely fantastic!
I've been comparing SC2 on:
1.) NSO with a Pro Controller 2 (offline play only so far)
2.) GameCube connected via component cable to Retrotink 5x with Wavebird controller
3.) PS2 connected via component cable to Retrotink 5x with Logitech Wireless controller
Haven't had the chance to test the Xbox version of the game yet, but I'm having a BLAST with SC2 on NSO and I keep exclaiming out loud to my wife that it's "practically a remaster!'
I always prefer 60fps because I'm sensitive to motion and it looks and feels smoother to me, but I will happily take a stable 30 fps cap over a wibbly-wobbly 30-60fps unlocked framerate.
For example, I LOVED the Bakeru demo, but the constantly fluctuating unlocked framerate made me a bit queasy. Compare this to the rock-solid, locked 30fps (except for distant enemies, which didn't impact the player character) of Kirby and the Forgotten Land, which was excellent.
Personally I will grab this on PS5, but I'm glad they have made a good call to work within the Switch's limitations and provide a good experience!
@N64-ROX Hi! In GameDev, the two most precious resources are time and money. A developer can either put their time and money into both developing the game and managing the business side, or have a publisher support the business side so that the dev can focus more on making the game. This can save the developer some money and a considerable amount of time.
A publisher will most commonly support with distribution, business negotiations (including with platform holders like Nintendo and PlayStation), marketing, managing the press/public relations, quality assurance, etc.
The folks formerly of Annapurna seem to be very good at all of these, plus they seem to have a great eye for discovering new dev talent and interesting projects.
@HeadPirate Thank you for the context you gave. My anxiety generally leads me to a knee-jerk reaction that is very "doom and gloom", and you genuinely helped put things in perspective for me and brightened my day!
Comments 9
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Re: Video: Switch 2's GameCube Emulation Apparently Has Underlying Issues Nintendo "Desperately Needs To Fix"
I've been bouncing around comparing Soul Calibur 2 (my favorite fighting game of all time) across various platforms, and in my purely subjective, unscientific opinion the emulation is absolutely fantastic!
I've been comparing SC2 on:
1.) NSO with a Pro Controller 2 (offline play only so far)
2.) GameCube connected via component cable to Retrotink 5x with Wavebird controller
3.) PS2 connected via component cable to Retrotink 5x with Logitech Wireless controller
Haven't had the chance to test the Xbox version of the game yet, but I'm having a BLAST with SC2 on NSO and I keep exclaiming out loud to my wife that it's "practically a remaster!'
Re: Devolver Digital Confirms The Plucky Squire Won't Run At 60 FPS On Switch
I always prefer 60fps because I'm sensitive to motion and it looks and feels smoother to me, but I will happily take a stable 30 fps cap over a wibbly-wobbly 30-60fps unlocked framerate.
For example, I LOVED the Bakeru demo, but the constantly fluctuating unlocked framerate made me a bit queasy. Compare this to the rock-solid, locked 30fps (except for distant enemies, which didn't impact the player character) of Kirby and the Forgotten Land, which was excellent.
Personally I will grab this on PS5, but I'm glad they have made a good call to work within the Switch's limitations and provide a good experience!
Re: All Annapurna Interactive Staff Resign Following Failed Spin-Off Negotiations
@N64-ROX Hi! In GameDev, the two most precious resources are time and money. A developer can either put their time and money into both developing the game and managing the business side, or have a publisher support the business side so that the dev can focus more on making the game. This can save the developer some money and a considerable amount of time.
A publisher will most commonly support with distribution, business negotiations (including with platform holders like Nintendo and PlayStation), marketing, managing the press/public relations, quality assurance, etc.
The folks formerly of Annapurna seem to be very good at all of these, plus they seem to have a great eye for discovering new dev talent and interesting projects.
I hope this helps!
Re: All Annapurna Interactive Staff Resign Following Failed Spin-Off Negotiations
@HeadPirate Thank you for the context you gave. My anxiety generally leads me to a knee-jerk reaction that is very "doom and gloom", and you genuinely helped put things in perspective for me and brightened my day!
Happy Splatfest!