Comments 672

Re: Talking Point: Capcom, the Nintendo Switch and Gaming Business Realities

ballistic90

Capcom, for their credit, has been trying new things lately to try and "spruce up" their franchises, which I give them respect for. RE7 and Monster Hunter World look pretty nice. I'm thinking one of these new ways of thinking they have been doing include not locking their support down anywhere, and instead are doing a case by case analysis.

PC, Xbox One and PS4 (this includes their different models and whatnot) are very similar in hardware architecture, so it is extremely cheap to go multi platform there. Since Capcom is using their own engines (still common with Japanese developers), they will likely arrive at a different conclusion than most developers using Unity or UE4. However, if Capcom finds a way to bring their engines over to the Switch, they might start including Switch releases more.

Still, the Switch right this second represents a lower profit threshold, with currently a smaller market and the increased cost of flash cards over disc based media. However, that calculation will be in flux for a while, and even now, with proper marketing, Switch games can be lucrative.

Re: Nintendo Switch Has Sold 4.7 Million Units Worldwide

ballistic90

@SLIGEACH_EIRE The Switch is also getting a lot better software support since launch than the Wii U did. It's like, while they are trying to court third parties, they wanted to get as many high quality games out in the first year to justify the system.

And the Switch has yet to see its first holiday season. Hopefully they have some more consoles to sell.

Re: Oddworld Creator Lorne Lanning "Has No Faith" In Switch

ballistic90

@bcmikey nVidia made mention of the APIs at some point. As for the Digital Foundry assessment, they went over a stock chip that was mentioned for the Switch. They didn't actually run any performance tests on an actual unit at the time because none were available.

Alternatively, there was a screenshot about someone claiming to have run an unoptimised benchmark on a dev kit (a system with root access anyways), and the system ran a lot faster than expected, at maybe .9 Teraflops, with the benchmark not even detecting the 4th core on the processor. Now, yes, this is a shaky claim, but I never found anything definitive dismissing it either, so you might as well consider it as accurate as someone making an assessment on different hardware.

Re: Oddworld Creator Lorne Lanning "Has No Faith" In Switch

ballistic90

@impurekind not really. His comments are biased and NOT well researched. The Wii has had success from third parties, to the point they still release games on it. The Wii U suffered from large game droughts, confused consumers and a lackluster design philosophy (even the dev kits were difficult and not properly documented).

The Switch is definitely relying on Nintendo's first party games coming out each month and occasional big third party titles, and a bunch of indie games all over. My bet is that next year will show stronger third party support due to a promising install base. They still aren't doing a lot of advertising for third parties, but that's not something you are entitled to. That should be considered a bonus, not something to rely on.

And why should anyone get excited to get a half baked port months or years after the game came out on other consoles?

Re: Oddworld Creator Lorne Lanning "Has No Faith" In Switch

ballistic90

@bcmikey Porting depends on the engine you chose. Unreal Engine 4 has porting tools and full support for the Switch, so that is much easier. If you are using your own engine, you are going to have to change the way it interfaces with the hardware. I've heard nVidia has been offering support, but I've also seen them comment that the built in APIs are intuitive. Still not that easy to convert an existing game though.

In the interview the guy mentioned the lack of RAM on the Switch. It has 4 GBs of DDR4 RAM, 3.5 GB is available for games. That's pretty close to what the PS4 and Xbox One provide. I doubt that would be the issue.

Re: Rumour: Porting Steep to the Switch Is Posing a Steep Challenge

ballistic90

@Jessica286 third party success is always a different game on Nintendo systems. Third party games are the bread and butter of PlayStation and Xbox consoles, but can be considered an afterthought on Nintendo consoles. Often it creates the cycle of half ass ports with poor marketing that self justify the developers not bothering. It's not a death blow to Nintendo, but it means developers need to pay attention to make it work.

Re: Rumour: Porting Steep to the Switch Is Posing a Steep Challenge

ballistic90

@Jessica286 That's not the reason. The N64 was more capable than the PlayStation at 3D, and the GameCube was more powerful than the PS2. Nintendo used to have terrible policies towards third party developers and that was initially what drove them towards the PlayStation when that became available.

The Switch is not nearly as "underpowered" as people seem to think. Different processor architecture is a huge obstacle to porting (especially since PS4, Xbox One and PC all use the same processor type), but game engines that are built with full Switch support demonstrate reasonably close levels of capabilities.

Re: Rumour: Porting Steep to the Switch Is Posing a Steep Challenge

ballistic90

@Jessica286 power has nothing to do with it. The engine Ubisoft used is in house and likely was only intended to run on x86/64 Intel/AMD architecture. The PS4 and XBox One are identical to PCs in this fashion. The Switch uses ARM architecture, which is very different.

Seriously, if this was just a power issue, Ubisoft would just turn down the graphics settings. Unreal Engine 4 was designed to work on the Switch as well as PC architecture, and when porting games on that engine, not much has to be sacrificed.