By the way, the Xbox version is noticeably blurred and quite ugly on many occasions.. It has higher textures here and there but many geometric details and lines are far sharper and just better rendered on the Switch! (just look at the bubbles in the duck's tank-suit-thing
Clearly they did a lot to improve the game! Very impressive!
@Malcrash I think Yooka Laylee is more charming than A Hat in Time. Really want to play that game as well though.. Been interested in that one as well since it's Kickstarter..
@SeriousSam Do you sometimes stop and think "maybe I shouldn't keep my caps lock on and go off on a rant"?
Like I said you went further than arguing it wouldn't be 60fps (which the other guy didn't claim, he only said "optimisation helps a ton" and "we shall see" which are very nuanced takes on the fact that optimisation can drastically improve how a game runs and that we'll have to wait and see how far they could take it.
You then doubled down referencing Rime's difficult optimisation process (not knowing the specifics of that situation and why it had such trouble – on all platforms, mind you) "guaranteeing" the game had to be lifted from a severely low framerate. Implying—correction: "guaranteeing" that that was what optimisation meant for this game.
That is what I replied on. Not your initial claim that the game wouldn't run at 60fps. You were beyond just that single statement at that point in the thread.
If you wanted to guarantee that it wouldn't run at 60fps, maybe you should have wrote that down instead of guaranteeing the game had to be lifted from 12fps and implying Rime was anywhere near a typical example of optimising a game for Switch.
Maybe it's you who should just admit you were wrong for saying that and that you overextended a bit for the sake of your argument. And maybe stop making a scene and calling people idiots, making a fool out of yourself in the process. Just calm down a bit, you're taking this a bit too extreme.. It isn't a big deal
@rjejr If they're individually sold I wouldn't count on it. But there might be themed bundles that are cheaper per game. Kind of like the NES and SNES classic consoles offer a bundle of games.
By the way, whether people already own a game for another platform isn't a factor that is currently considered.. You own them for the systems you got them for. You can play them there already. And you paid for that limited use. That's the bottom line. Every extension or benefit of past purchases towards new systems is purely a additional service as things are currently.
I agree, however, that it's time for game software to become more fluid when it comes to the platform they run on and that the industry should slowly star to enable cross platform purchases and cross platform saves.
Completely expected. This is typical skimming pricing strategy which every game does. It's completely normal. New releases begin high and lower their price after.
This is a new release on Switch and the development of this version has had it's own costs. So they need to make that money back. At the same time the digital versions on the other platforms are also still the same price (except for on PS4 in some but not all regions).
Retail is cutting in on their own margin making the physical versions of other platforms cheaper. They are further in the skimming timeline as it were. Expect a possible Switch physical version to start high just like the others did.
I totally understand people are not buying it for this price. That's the whole point of skimming. It'll drop in price over time until it's at the point you agree with the price.
@rjejr It's seems very likely that VC will be very different and probably completely rethought and revamped when Nintendo brings their classic library to Switch. It's not unlikely that the branding is going to change as well.
@NintenNinja16 I think they're still reviewing the situation and verifying what happened.. Once everything has been confirmed and the thief caught (which is pretty likely to happen), they can make more generous offers to remedy the inconvenience.
@Hughesy The Xenoblade Pro Controller isn't really pink, it's more like Ruby, referencing Pyra's colour scheme. Splatoon was pink (and green, referencing the main two thematic colours of the game)..
@SeriousSam You set the tone of your comment with the RIME comparison as a counter to the statement "optimisation helps a ton". That's your own self created context.
Like I said in my comment the comparison of the time they took to port the game is not a good reason to assume the two are at all comparable. RIME is a very particular case with a very specific set of optimisation difficulties.
You said "They will have optimised the other versions as much as possible too" Implying there was no significance to this being the most optimised version. Hence relegating "most optimised" to at least a half truth if not a lie.
It's foolish to say you "guarantee" as you know nothing about their porting process. That's why I quoted that specific word. It's obvious optimisation means the game will perform better than without (part of which is framerate, part of which are the number and complexity of other graphical elements).
But in the context you framed it the implication is that the game had a similar level of specifically framerate problems as RIME. In any case an arbitrary initial framerate is not something you can guarantee nor can you guarantee where they were aiming for during optimisation. It's a foolish choice of words in the context you set up yourself. (Despite suggesting the false dichotomy of either 30 or 60fps as the end goal and main reason of the optimisation.)
@Julien Nice, I'm also looking forward to Xenoblade tomorrow! Nice deal you got there! Got the CE myself. Can't wait until it arrives
About the Yooka Laylee kickstarter, I think they handled the Wii U cancellation pretty clumsy but I don't think they intentionally cancelled it because the console was near its end.
The console versions were stretch goals and the game was originally made for PC. They created the engine in Unity in order to be able to port it to consoles. It's likely they didn't fully know the particular limitations of Unity on Wii U and/or the Wii U itself when building the game engine or even when setting it as a stretch goal.
It's annoying they didn't provide specific details on the issues they were having, I really think that was a bad move inviting distrust. However I can also see why if they were afraid of backseat drivers trying to criticise their decision.
In any case it was badly handled and announced far too late.
Still, I personally believe them when they say it wasn't an option to keep trying for Wii U. That's a matter of trust really though..
To me it seemed that they tried to always give the Nintendo platforms the most attention. They even kept it in studio while they outsourced the other two ports.
I really think when it comes to the actual development of the game it's all been just unfortunate difficulties. And with most backers being Nintendo fans who chose Nintendo platforms (both times) it's a pretty stingy situation..
I'm not going to write off this studio yet for what could just as well be a string of bad luck and unforeseen troubles. I'm going to give them the benefit of the doubt for now, but they do need to prove themselves yet another time.
My personal enjoyment of the game itself will be the biggest factor in how I'm going to regard them in the future though.
P.S. Wow, this has become a pretty long comment.. Sorry for that! Happy gaming
@Julien I can see you are still quite mad about the Wii U version. I never intended to stir up that anger. I only mentioned the free to play thing in my first reply to you.
I am not going to try to change your opinion on all this. Even if I wanted that it would be wasted effort since you are obviously quite passionate and determined about it.
@Julien Ah, I see, yeah that option would have been nice.. They are most likely planning one.. While space is clearly not a huge deal in this case that would indeed be a show of good faith. Especially since other console versions got the option to upgrade as well..
Maybe a good thing to give feedback about in the kickstarter comments section.. I think I will actually do that myself as well. If enough people ask for this they might decide to do this if they have any concrete plans to make a physical version.
Still, there's no real reason to be mad about not getting something you weren't promised.
Anyway, I originally just wanted to make sure you got that they weren't serious about their future game plans..
@Julien The Wii U cancellation was badly handled. I completely agree. And refunds on pledges are always difficult but still.
But you have no right to a physical release on Switch at all, nor should you have expected it, nor is it reasonable to demand it. A physical release would delay the Switch release even further. Also, the game is about 5GB or even less on Switch so you won't have much trouble with the size of the digital download.
@SeriousSam Dude, play the game or wait for actual reactions before making stupid predictions. Taking a similar amount of time doesn't mean they faced the same problems as the RIME devs. That game has a completely different rendering and loading approach, (which was the exact source of the trouble). You "guarantee"? How foolish to say that.
Why do you automatically assume they are lying when they say this is the most optimised version? They had Team 17 work on those versions while they focused on the Switch.
@Julien Ehm, that last comment was a joke. You know, as well as: "Wait until you see how many customisable hats we’ve made for Trowzer…". They're joking about free-to-play, putting microtransactions in for custom hats for Trowzer. "Battle Royale meets Match-3"? You really think that's real??
Of course they won't say if they haven't announced the Switch game yet.. Seriously.. It's a bit harsh to use words like "refuses". Nintendo has a very carefully planned out announcement schedule.
@snax007 that's not true. For example: In mechanics you need three axes to describe a force acting in 3D space. And you need to have 3 axes to describe a Torque (rotating force) acting in a 3D space (this is sensed in a gyrosensor), and these are not necessarily the same axes as the ones used to describe the force in 3D space: their coordinate system could be turned and or shifted any way possible. Because the two coordinate systems are not related to each other, they are two separate coordinate systems and thus 6 separate axes.
Now to describe the aim of an object in 3D space relative to a reference point, you'll need another 3 axes: Of course two to describe the horizontal plane (left right front and back), but also one axis for up and down.
The game pad sensors use three axes to describe the straight movement (or acceleration), three axes to describe the amount of rotation, and three axes to describe it's aim (or absolute rotation). None of these 9 axes are the same or necessarily in the same direction so it's a 9 axis controls.
You could even add 3 axes to describe the absolute position (for example relative to the tv) to describe where it is exactly.
@SkywardLink98 At Launch The Xbox 360 came in two versions: a 300 dollar version without storage (which can be compared with the 8GB version of wii U, which is - today - considered as no/minimal storage. And a 400 dollar 20 GB version. At the time of the Xbox launch, the cost of a regular 40 GB external drive was around $50 which makes the price of a 20 GB external drive ~25$. However because of the custom design but mostly insane pricing of it's proprietary drives you had to pay 100 bucks to get it (separately, the premium system included more extras for the $100 extra..). Today the price of storage has gone down but the used storage has gone up.. Where the maximum size of downloads then was around 1,5 GB (big demo's or patches), today the download size of the largest downloadable retail game for Wii U (ACIII) is 17 gigs. That's almost 12 times as much. 20GB*12 = 240 GB. A regular external 250 GB HDD costs about $35, Xbox 250 GB drive costs $70 (which is still twice as much but not as insane as the first one which was 4 times as much). If Nintendo would offer an extra 250 GB built-in hard drive with the system it would probably cost around $400 (which is the same as the Xbox 360 premium at launch) while making the system itself even bigger in size, making more sound and heating up faster requiring a bigger fan which would make even more noise. And it would cause the problem of a non-customizable amount of storage with too much or too little storage for a lot of customers.. all these compromises to put in more storage would have made the system less appealing to a lot of people. And beside that: It would have required Nintendo to develop new sku's purely to upgrade the storage capacity like MS and sony had to do over the years... So putting in only minimal storage for updates, patches, and small downloads, and providing support for large external HDDs was really the best choice for everyone.
With $100 you can crank your storage capacity all the way to the top with an 2TB external drive. And those who plan to buy only download-only games via the e-shop, don't have to pay more for storage they don't need. With 50 (which would make it as expensive as the xbox 360 at launch) you can buy a 320 GB drive or if your lucky a 500 GB.
It's sad that people cling so much to what they're used to that they see improvements as flaws..
Comments 74
Re: Video: Yooka Laylee Runs Surprisingly Well on Switch Compared to the Xbox One Version
By the way, the Xbox version is noticeably blurred and quite ugly on many occasions.. It has higher textures here and there but many geometric details and lines are far sharper and just better rendered on the Switch! (just look at the bubbles in the duck's tank-suit-thing
Clearly they did a lot to improve the game! Very impressive!
Re: Video: Yooka Laylee Runs Surprisingly Well on Switch Compared to the Xbox One Version
@ThanosReXXX Thanks for a great explanation why the Switch version starts at normal price first at launch!
Re: Video: Yooka Laylee Runs Surprisingly Well on Switch Compared to the Xbox One Version
@Malcrash I think Yooka Laylee is more charming than A Hat in Time. Really want to play that game as well though.. Been interested in that one as well since it's Kickstarter..
Re: Feature: Yooka-Laylee Jumps Onto Switch in December - We Learn All About It
@SeriousSam Do you sometimes stop and think "maybe I shouldn't keep my caps lock on and go off on a rant"?
Like I said you went further than arguing it wouldn't be 60fps (which the other guy didn't claim, he only said "optimisation helps a ton" and "we shall see" which are very nuanced takes on the fact that optimisation can drastically improve how a game runs and that we'll have to wait and see how far they could take it.
You then doubled down referencing Rime's difficult optimisation process (not knowing the specifics of that situation and why it had such trouble – on all platforms, mind you) "guaranteeing" the game had to be lifted from a severely low framerate. Implying—correction: "guaranteeing" that that was what optimisation meant for this game.
That is what I replied on. Not your initial claim that the game wouldn't run at 60fps. You were beyond just that single statement at that point in the thread.
If you wanted to guarantee that it wouldn't run at 60fps, maybe you should have wrote that down instead of guaranteeing the game had to be lifted from 12fps and implying Rime was anywhere near a typical example of optimising a game for Switch.
Maybe it's you who should just admit you were wrong for saying that and that you overextended a bit for the sake of your argument.
And maybe stop making a scene and calling people idiots, making a fool out of yourself in the process. Just calm down a bit, you're taking this a bit too extreme.. It isn't a big deal
Re: The Switch is Getting its First Game Boy Advance Port Soon
@rjejr If they're individually sold I wouldn't count on it. But there might be themed bundles that are cheaper per game. Kind of like the NES and SNES classic consoles offer a bundle of games.
By the way, whether people already own a game for another platform isn't a factor that is currently considered.. You own them for the systems you got them for. You can play them there already. And you paid for that limited use. That's the bottom line.
Every extension or benefit of past purchases towards new systems is purely a additional service as things are currently.
I agree, however, that it's time for game software to become more fluid when it comes to the platform they run on and that the industry should slowly star to enable cross platform purchases and cross platform saves.
Re: Yooka-Laylee's Nintendo Switch eShop Price Is Revealed
Completely expected. This is typical skimming pricing strategy which every game does. It's completely normal. New releases begin high and lower their price after.
This is a new release on Switch and the development of this version has had it's own costs. So they need to make that money back. At the same time the digital versions on the other platforms are also still the same price (except for on PS4 in some but not all regions).
Retail is cutting in on their own margin making the physical versions of other platforms cheaper. They are further in the skimming timeline as it were. Expect a possible Switch physical version to start high just like the others did.
I totally understand people are not buying it for this price. That's the whole point of skimming. It'll drop in price over time until it's at the point you agree with the price.
Re: The Switch is Getting its First Game Boy Advance Port Soon
@rjejr It's seems very likely that VC will be very different and probably completely rethought and revamped when Nintendo brings their classic library to Switch. It's not unlikely that the branding is going to change as well.
Re: Random: Mother Orders Nintendo Switch From Amazon, Gets Box Of Washing Powder Instead
@NintenNinja16 I think they're still reviewing the situation and verifying what happened.. Once everything has been confirmed and the thief caught (which is pretty likely to happen), they can make more generous offers to remedy the inconvenience.
Re: Deals: Upcoming Nintendo Switch Games And Accessories For December
@Hughesy Look up some comparisation videos
Re: Deals: Upcoming Nintendo Switch Games And Accessories For December
@Hughesy The Xenoblade Pro Controller isn't really pink, it's more like Ruby, referencing Pyra's colour scheme. Splatoon was pink (and green, referencing the main two thematic colours of the game)..
Re: Deals: Upcoming Nintendo Switch Games And Accessories For December
@BraveFencerZan If your pro controller's NFC scanner is broken it's still covered under warranty I think.. You should send it to Nintendo..
Re: Feature: Yooka-Laylee Jumps Onto Switch in December - We Learn All About It
@SeriousSam You set the tone of your comment with the RIME comparison as a counter to the statement "optimisation helps a ton". That's your own self created context.
Like I said in my comment the comparison of the time they took to port the game is not a good reason to assume the two are at all comparable. RIME is a very particular case with a very specific set of optimisation difficulties.
You said "They will have optimised the other versions as much as possible too" Implying there was no significance to this being the most optimised version. Hence relegating "most optimised" to at least a half truth if not a lie.
It's foolish to say you "guarantee" as you know nothing about their porting process. That's why I quoted that specific word. It's obvious optimisation means the game will perform better than without (part of which is framerate, part of which are the number and complexity of other graphical elements).
But in the context you framed it the implication is that the game had a similar level of specifically framerate problems as RIME. In any case an arbitrary initial framerate is not something you can guarantee nor can you guarantee where they were aiming for during optimisation. It's a foolish choice of words in the context you set up yourself. (Despite suggesting the false dichotomy of either 30 or 60fps as the end goal and main reason of the optimisation.)
Re: Feature: Yooka-Laylee Jumps Onto Switch in December - We Learn All About It
@Julien Nice, I'm also looking forward to Xenoblade tomorrow! Nice deal you got there! Got the CE myself. Can't wait until it arrives
About the Yooka Laylee kickstarter, I think they handled the Wii U cancellation pretty clumsy but I don't think they intentionally cancelled it because the console was near its end.
The console versions were stretch goals and the game was originally made for PC. They created the engine in Unity in order to be able to port it to consoles. It's likely they didn't fully know the particular limitations of Unity on Wii U and/or the Wii U itself when building the game engine or even when setting it as a stretch goal.
It's annoying they didn't provide specific details on the issues they were having, I really think that was a bad move inviting distrust. However I can also see why if they were afraid of backseat drivers trying to criticise their decision.
In any case it was badly handled and announced far too late.
Still, I personally believe them when they say it wasn't an option to keep trying for Wii U. That's a matter of trust really though..
To me it seemed that they tried to always give the Nintendo platforms the most attention. They even kept it in studio while they outsourced the other two ports.
I really think when it comes to the actual development of the game it's all been just unfortunate difficulties. And with most backers being Nintendo fans who chose Nintendo platforms (both times) it's a pretty stingy situation..
I'm not going to write off this studio yet for what could just as well be a string of bad luck and unforeseen troubles. I'm going to give them the benefit of the doubt for now, but they do need to prove themselves yet another time.
My personal enjoyment of the game itself will be the biggest factor in how I'm going to regard them in the future though.
P.S. Wow, this has become a pretty long comment.. Sorry for that! Happy gaming
Re: Feature: Yooka-Laylee Jumps Onto Switch in December - We Learn All About It
@Julien I can see you are still quite mad about the Wii U version. I never intended to stir up that anger. I only mentioned the free to play thing in my first reply to you.
I am not going to try to change your opinion on all this. Even if I wanted that it would be wasted effort since you are obviously quite passionate and determined about it.
Have fun playing your games
Re: Feature: Yooka-Laylee Jumps Onto Switch in December - We Learn All About It
@Julien Ah, I see, yeah that option would have been nice.. They are most likely planning one.. While space is clearly not a huge deal in this case that would indeed be a show of good faith. Especially since other console versions got the option to upgrade as well..
Maybe a good thing to give feedback about in the kickstarter comments section.. I think I will actually do that myself as well. If enough people ask for this they might decide to do this if they have any concrete plans to make a physical version.
Still, there's no real reason to be mad about not getting something you weren't promised.
Anyway, I originally just wanted to make sure you got that they weren't serious about their future game plans..
Re: Feature: Yooka-Laylee Jumps Onto Switch in December - We Learn All About It
@Julien The Wii U cancellation was badly handled. I completely agree. And refunds on pledges are always difficult but still.
But you have no right to a physical release on Switch at all, nor should you have expected it, nor is it reasonable to demand it.
A physical release would delay the Switch release even further. Also, the game is about 5GB or even less on Switch so you won't have much trouble with the size of the digital download.
Re: Feature: Yooka-Laylee Jumps Onto Switch in December - We Learn All About It
@SeriousSam Dude, play the game or wait for actual reactions before making stupid predictions. Taking a similar amount of time doesn't mean they faced the same problems as the RIME devs. That game has a completely different rendering and loading approach, (which was the exact source of the trouble).
You "guarantee"? How foolish to say that.
Why do you automatically assume they are lying when they say this is the most optimised version? They had Team 17 work on those versions while they focused on the Switch.
Re: Feature: Yooka-Laylee Jumps Onto Switch in December - We Learn All About It
@Julien Ehm, that last comment was a joke. You know, as well as: "Wait until you see how many customisable hats we’ve made for Trowzer…".
They're joking about free-to-play, putting microtransactions in for custom hats for Trowzer.
"Battle Royale meets Match-3"? You really think that's real??
Re: Nintendo Refuses To Confirm If Animal Crossing: Pocket Camp Will Connect To Console Outings
Of course they won't say if they haven't announced the Switch game yet.. Seriously.. It's a bit harsh to use words like "refuses".
Nintendo has a very carefully planned out announcement schedule.
Re: Square Enix Still Investigating The Possibility Of A Full Final Fantasy XV Experience On Switch
@NEStalgia Dude Splatoon eats your gaming time like it's nothing! I have a huge backlog but Splatoon 2 is constantly interfering!
Re: Square Enix Still Investigating The Possibility Of A Full Final Fantasy XV Experience On Switch
@Anti-Matter I would buy all of three! Including FFVII!
Re: Wii U GamePad Offers Nine-Axis Controls
@snax007 that's not true. For example: In mechanics you need three axes to describe a force acting in 3D space. And you need to have 3 axes to describe a Torque (rotating force) acting in a 3D space (this is sensed in a gyrosensor), and these are not necessarily the same axes as the ones used to describe the force in 3D space: their coordinate system could be turned and or shifted any way possible. Because the two coordinate systems are not related to each other, they are two separate coordinate systems and thus 6 separate axes.
Now to describe the aim of an object in 3D space relative to a reference point, you'll need another 3 axes: Of course two to describe the horizontal plane (left right front and back), but also one axis for up and down.
The game pad sensors use three axes to describe the straight movement (or acceleration), three axes to describe the amount of rotation, and three axes to describe it's aim (or absolute rotation). None of these 9 axes are the same or necessarily in the same direction so it's a 9 axis controls.
You could even add 3 axes to describe the absolute position (for example relative to the tv) to describe where it is exactly.
Re: Wii U Can be Used as a Portable Home Console
@MadAussieBloke going to the toilet on the train while your wii u is in your bag at your seat connected to the outlet? awesome epicness!
Re: Wii U External Hard Drive Usage Outlined by Satoru Iwata
@SkywardLink98 At Launch The Xbox 360 came in two versions: a 300 dollar version without storage (which can be compared with the 8GB version of wii U, which is - today - considered as no/minimal storage. And a 400 dollar 20 GB version.
At the time of the Xbox launch, the cost of a regular 40 GB external drive was around $50 which makes the price of a 20 GB external drive ~25$. However because of the custom design but mostly insane pricing of it's proprietary drives you had to pay 100 bucks to get it (separately, the premium system included more extras for the $100 extra..).
Today the price of storage has gone down but the used storage has gone up.. Where the maximum size of downloads then was around 1,5 GB (big demo's or patches), today the download size of the largest downloadable retail game for Wii U (ACIII) is 17 gigs. That's almost 12 times as much. 20GB*12 = 240 GB.
A regular external 250 GB HDD costs about $35, Xbox 250 GB drive costs $70 (which is still twice as much but not as insane as the first one which was 4 times as much).
If Nintendo would offer an extra 250 GB built-in hard drive with the system it would probably cost around $400 (which is the same as the Xbox 360 premium at launch) while making the system itself even bigger in size, making more sound and heating up faster requiring a bigger fan which would make even more noise. And it would cause the problem of a non-customizable amount of storage with too much or too little storage for a lot of customers.. all these compromises to put in more storage would have made the system less appealing to a lot of people. And beside that: It would have required Nintendo to develop new sku's purely to upgrade the storage capacity like MS and sony had to do over the years...
So putting in only minimal storage for updates, patches, and small downloads, and providing support for large external HDDs was really the best choice for everyone.
With $100 you can crank your storage capacity all the way to the top with an 2TB external drive. And those who plan to buy only download-only games via the e-shop, don't have to pay more for storage they don't need.
With 50 (which would make it as expensive as the xbox 360 at launch) you can buy a 320 GB drive or if your lucky a 500 GB.
It's sad that people cling so much to what they're used to that they see improvements as flaws..