I’ve contacted them in hopes for a patch but they still don’t reply. Also the shadows are incredible blocky when close up, like lego level of blockyness, I think the dev just wanted a quick cash with this version, it performs worse than WiiU and introduce new annoying graphical glitches
I bought it and while it doesn’t have the same scale as Daemon X Machina the framerate holds damn well, bear in mind that it’s a indie game within indie budget, it’s not a replacement for Daemon X Machina but it’s pretty good port with stable framerate and good image quality.
A few points: Pros: •Fast paced mecha action, some battles are really intense and dramatic. •Stable framerate, some minor dips but nothing that serious as DxM demo. •Great OST fits perfectly to the action. •Various locations, from landscapes, to space stations, futuristic cities, snow, open sea stages. •Graphically it shows some cool UE4 tech like ambient occlusion when looking directly to the sun, light reflection in cockpit mode, but don’t expect some graphical showcase, again it’s not at the same league as DxM, but overall a polished clean game.
Cons: •The mecha designs are ok, they are not ugly but definitely in the generic spectrum. •Some enemy ships mechas are not that detailed (low poly) it’s noticeable in the intro before a mission, during gameplay it’s not a problem because rarely will be close enough to a enemy. •In story mode you can’t select the frame (mecha) you like, instead you start with a preset one, you can’t upgrade your frame either (only in warfront mode) •The scale of the sandbox is kinda small, in some missions you will be notified to return to the battle area a few times, in other missions the area is just the right size. •There are not many options outside wipe out a enemy squadron, taking down a boss, or defending your base, structure, if the upgrade system was included into the story mode it would increase the gameplay options IMO.
To summarize it’s recommended for someone looking into a fast paced mecha game, with lots of explosions and on screen action, it’s visually pleasant during intense battles. It’s a fun game with good control handling, just bear in mind it’s not the same scale as DxM, it’s a great arcade like experience though, with excellent challenge.
@Megal0maniac yeah, Virtuos was responsible for the awful compressed audio in Dark Souls Remastered, while the game itself is a solid port the audio bring it down. Many media outlets Nintendo Life included neglected mentioning this glaring issue, it’s a shame that neither Bamco or Virtuous talk about it, even sound pack patch request via mail are simply ignored.
It wasn’t an issue with the game card space in Dark Souls Renastered case, I’m using an HQ audio pack from the PC version which is only 20% compressed and the file is 760mb (by comparison the audio files on Switch are 80% compressed) the Dark Souls Remastered game card is 8gb, the whole game is 3.9 it would fit twice, so yeah something went terrible wrong with this port in the audio department, which id worse Bamco neglects to gix it.
In that sense I’m quite disappointed with this interview, you have the chance to expose an issue with this previous port from this developer and help to avoid it happen again with their ports, Digital Foundry made an analysis of it.
So this time they have a bigger game card to work on, but still will be some kind of compression in place, honestly will wait until reviews pop-ups, hopefully NL take notice of this and put more attention in analyzing sound quality, after all ports should be the most near to the original experience and sound is part of it too.
Comments 3
Re: Review: Slender: The Arrival - A Bland And Bare Take On Slenderman Horror
The port is really rough just look at the warping terrain https://mobile.twitter.com/Cucholix/status/1143011739337818112
I’ve contacted them in hopes for a patch but they still don’t reply. Also the shadows are incredible blocky when close up, like lego level of blockyness, I think the dev just wanted a quick cash with this version, it performs worse than WiiU and introduce new annoying graphical glitches
Re: Project Nimbus: Complete Edition Takes The Mecha Action Fight To Daemon X Machina
I bought it and while it doesn’t have the same scale as Daemon X Machina the framerate holds damn well, bear in mind that it’s a indie game within indie budget, it’s not a replacement for Daemon X Machina but it’s pretty good port with stable framerate and good image quality.
A few points:
Pros:
•Fast paced mecha action, some battles are really intense and dramatic.
•Stable framerate, some minor dips but nothing that serious as DxM demo.
•Great OST fits perfectly to the action.
•Various locations, from landscapes, to space stations, futuristic cities, snow, open sea stages.
•Graphically it shows some cool UE4 tech like ambient occlusion when looking directly to the sun, light reflection in cockpit mode, but don’t expect some graphical showcase, again it’s not at the same league as DxM, but overall a polished clean game.
Cons:
•The mecha designs are ok, they are not ugly but definitely in the generic spectrum.
•Some enemy ships mechas are not that detailed (low poly) it’s noticeable in the intro before a mission, during gameplay it’s not a problem because rarely will be close enough to a enemy.
•In story mode you can’t select the frame (mecha) you like, instead you start with a preset one, you can’t upgrade your frame either (only in warfront mode)
•The scale of the sandbox is kinda small, in some missions you will be notified to return to the battle area a few times, in other missions the area is just the right size.
•There are not many options outside wipe out a enemy squadron, taking down a boss, or defending your base, structure, if the upgrade system was included into the story mode it would increase the gameplay options IMO.
To summarize it’s recommended for someone looking into a fast paced mecha game, with lots of explosions and on screen action, it’s visually pleasant during intense battles. It’s a fun game with good control handling, just bear in mind it’s not the same scale as DxM, it’s a great arcade like experience though, with excellent challenge.
Re: Feature: How Virtuos Solved The Technical Challenge Of Bringing The Final Fantasy Remasters To Switch
@Megal0maniac yeah, Virtuos was responsible for the awful compressed audio in Dark Souls Remastered, while the game itself is a solid port the audio bring it down. Many media outlets Nintendo Life included neglected mentioning this glaring issue, it’s a shame that neither Bamco or Virtuous talk about it, even sound pack patch request via mail are simply ignored.
It wasn’t an issue with the game card space in Dark Souls Renastered case, I’m using an HQ audio pack from the PC version which is only 20% compressed and the file is 760mb (by comparison the audio files on Switch are 80% compressed) the Dark Souls Remastered game card is 8gb, the whole game is 3.9 it would fit twice, so yeah something went terrible wrong with this port in the audio department, which id worse Bamco neglects to gix it.
In that sense I’m quite disappointed with this interview, you have the chance to expose an issue with this previous port from this developer and help to avoid it happen again with their ports, Digital Foundry made an analysis of it.
So this time they have a bigger game card to work on, but still will be some kind of compression in place, honestly will wait until reviews pop-ups, hopefully NL take notice of this and put more attention in analyzing sound quality, after all ports should be the most near to the original experience and sound is part of it too.