Comments 848

Re: Metal Gear Solid: Master Collection Vol. 1 Resolution & Frame Rate Chart Released

russell-marlow

@locky-mavo Konami seems to think so. Not defending their decision to see it that way, but we'll have to wait and see when the game releases and if it's truly possible to optimize the games since these are the HD versions and not the original PS2 games. Who knows if it's possible to optimize these games for handheld and that means more performance dips and battery usage. I'm trying to make sense of this situation, but maybe if the people who have legit complaints should ask Konami or any representatives why the MGS2-3 can't be at 60fps.

Re: Metal Gear Solid: Master Collection Vol. 1 Resolution & Frame Rate Chart Released

russell-marlow

@SwitchForce Yeah, but most of that userbase probably buys indie games and casual "cozy" games like Animal Crossing and such. I'm just trying to make sense of some of these decisions. Switch cartridges are kind of expensive to manufacture and some indie studios partner with other companies to pay for manufacturing costs of cartridge games like Limited Run that uses their FOMO marketing tactics of getting people to buy their products.

Re: Metal Gear Solid: Master Collection Vol. 1 Resolution & Frame Rate Chart Released

russell-marlow

@locky-mavo For MGS1, there's no reason to have it at 60fps since the framerate speed is tied to the speed of the cutscenes and graphic effects and there are no positive gameplay changes for having it run at 60.

I can understand the grievances for MGS2 and 3 tho, but I don't know, I chalk it all up to the Switch being in the same power scale as the Vita since it's also a portable handheld and I imagine that if it wasn't underpowered and if Konami had the source code to the games of the collection, then maybe they could be better optimized but I'm guessing the framerate is locked to 30 as to not cause worse dips in framerate to the Switch as opposed to the more powerful consoles/PC versions.

This is a port of a collection port that was released in 2012 with some slight enhancements here and there and we'll have to see the assessment of Digital Foundry to see if the collection is good or not. I'm not immediately casting judgement but I'm trying to make and sound and reasonable argument as to why this collection is going to be fine instead of hyping it up too be better than it appears too be.

I have been wanting anything Metal Gear related on Switch ever since Snake came back to Smash in 2018 and now that this collection is coming, I'm keeping my expectations tempered but also can't wait to get my hands on it.

Re: Metal Gear Solid: Master Collection Vol. 1 Resolution & Frame Rate Chart Released

russell-marlow

@SwitchForce Makes you wonder if Nintendo makes it easy for developers to not pay as much for physical cartridges compared to optical storage like disks?

At some point I can understand why some companies don't want to spend money on more expensive cartridges when selling a game not knowing whether or not the game would turn a profit on the Switch's consumer base. If it doesn't sell they know they'll end up wasting money on the physical media.

Re: Unity Apologies For Its 'Runtime Fee' Policy, Promises To Make 'Changes'

russell-marlow

John Riccitiello, the current CEO of Unity, needs too be voted out of being in the company and the gaming industry as a whole. He's been nothing but a cancerous leach ever since he's been with EA and ruined most of the industry by popularizing microtransaction gambling practices for being implemented in nearly every current triple A game.

I hope more lawsuits come out from nearly every big name publisher/developer in the industry so that they can put this b*tch in his place.

Re: Where To Pre-Order Mario vs. Donkey Kong On Switch

russell-marlow

If this game had a mode like stage maker like either Mario Maker 2 or being able to create dungeons like in the Link's Awakening remake, then it would probably be worth the price. But Nintendo is getting way too comfortable making these minimalistic fully priced remakes for games that were on a 20 year old handheld that you could probably buy for cheap nowadays.

Re: Early Tech Analysis Investigates Paper Mario Thousand-Year Door Switch FPS & Resolution

russell-marlow

@X68000 No way, having a lowered framerate is really going to mess with the reaction time when comes to enemies attacking you and you either have to counter or block, and the window of timing for that is more difficult to predict.

People get outraged whenever certain games don't hit 60fps on Switch because they think developers could optimize games better, but this is way more important than just an aesthetic choice, yet everyone has no issue with it despite this being a first party Nintendo game which was originally 60fps on Gamecube.

Re: Nintendo Direct September 2023: Time, Where To Watch, Our Predictions

russell-marlow

@FoxyDude They're not releasing another Star Fox game this late into the Switch's life cycle. Same thing happened for Star Fox Zero on Wii U and despite the signs that the Wii U's sales were not good at all they still thought it was a good idea to release it on a dying console despite the mixed reception of the game.

It would make a lot more sense to have a good Star Fox game that comes out on the Switch 2. Definitely more profitable.

Re: Poll: Mario & Sonic Face Off On Switch This October - Whose Corner Are You In?

russell-marlow

And I'll be the only one that's going to wait for both of these games to be on sale in the far future before I even consider spending $60 plus tax on 2.5D side scrolling games in 2023.

With something like Mario Maker 2 when it released, there was an infinite amount of creative content that could be made with a dedicated community despite it being $60 as well.

Both these games better have something worth spending that kind of money on.

Re: Review: Quake II - Another Truly Outstanding Remaster Of An FPS Icon

russell-marlow

@Alex79uk After playing the main campaign of Quake 2 remastered before any of the other expansions, I'd say it's on par with many of the modern day shooters everyone loves to rag on.

All brown-colored narrow corridors with many enemies placed everywhere. Towards the end they throw everything at the player without any consideration and the final boss is... meh.

I'd hardly consider this game a 10/10 even if it's dirt cheap, it's still a mostly primitive game that's been remastered. For the first Quake remaster, I can understand the high marks it gets because of the impact it had on gaming and the industry as a whole with how it innovated in many ways which is why I understand the 10/10 it got.

I don't think this game deserves the same and I think
@77PJOReilly has been wearing those rose-tinted nostalgia glasses for boomer shooters. Which is why I never see him give higher marks to more different games.

Re: Hands On: Metal Gear Solid Master Collection Vol. 1 Could Be So Much More, But Isn't

russell-marlow

@Astral-Grain Oh my god, can there be some transparency when addressing ports of certain games because whenever Nightdive releases a remaster of old games everyone starts going, "Why is every port of game not like this? wE DeSeRve bETteR."

And they literally don't consider other factors like who's making it in their spare time or if they have the full source code, which is the only way possible to make a game run at higher framerates and possibly 4K resolution.

Re: Hands On: Metal Gear Solid Master Collection Vol. 1 Could Be So Much More, But Isn't

russell-marlow

@carlos82 @Astral-Grain I don't man, Japanese game companies tend to do things differently compared to Western game developers I guess when it comes to porting games or enhancing them.

Nintendo with their code intact would give us serviceable ports and enhancements of the Mario 3D All-stars games, while American-based developers, such as Nightdive, will go above and beyond, sometimes reverse engineering older games, to have them running really well on console and PC with a bunch of options and enhancements.

But that doesn't mean we should judge all ports of games with those same types of expectations since Nightdive is a studio that does this all out of passion and they have a top-notch team doing this in their free time. Compare this to a Japanese developer that has to have another team deal with what they can to port these games over without messing around with too much as to preserve the game as it originally was with some bonus content thrown in to make worthwhile to the consumer.

If you look at some of the older MGS games and MGS1 specifically, then that game's original framerate was locked at 30fps because the framerate is tied to the performance of the cutscenes. There's a video I just saw that shows what happens when the framerate is unlocked to 60fps and it speeds up the cutscenes in the process https://www.youtube.com/watch?v=0qQBQKmP_HQ&ab_channel=Ocelot

Yeah, I don't want to hear, "B-but, but... Y no 60fps??"
There's why. I don't want to hear no ignorant comments.

As for MGS2 and 3, MGS2 was sometimes inconsistent and ran at 60fps in certain areas, in others it was at 30fps like in the outside area of the tanker where it was raining. The PS Vita version was also locked at 30fps for both games. So I'm not sure if the framerate could be better or if it's just because of the Switch version. But from what I can see, it seems the Switch version is being treated like the Vita version and I don't know if they could make it better or if it makes much of a difference.

Either way, "Muh, 60fps." doesn't really mean anything when 2/3's of the games where originally made with the locked 30fps in mind.

And you could argue the PS3/Xbox 360 versions of the HD collection had it at 60fps, well we'll have to see the other ports on console and PC of the Master Collection to see if they have a better framerate or visuals then Switch. Because as of now, Switch version is being treated like the PS Vita version.

Edit: Also, if they don't have the source code fully intact then they can't make further enhancements like going from 720p to 1080p or more.

Re: Hands On: Metal Gear Solid Master Collection Vol. 1 Could Be So Much More, But Isn't

russell-marlow

@Astral-Grain Honestly, before saying anything, could it at least be brought up about the possibility that some devs have the full source code and can make great ports of games if they have the resources to do so?

I wouldn't exactly call it lazy if they lack said code to make the game look and run the best. Not entirely defending Konami, but I feel like it's worth clarifying before passing judgement.

Re: Hands On: Metal Gear Solid Master Collection Vol. 1 Could Be So Much More, But Isn't

russell-marlow

@carlos82 Nintendo always keep the source code for their games, which is why they can enhance the games if they want to. Meanwhile, Konami isn't exactly the type to keep code for their older games, which is why we ended up getting the Silent Hill HD collection that many people dislike because it was cobbled together with any type of code they could find and stitch it all together to release a product. That's probably not the same situation for the MGS collection since the ports are still good, but that's still wait for what reviewers have to say before passing judgement.

Re: Hands On: Metal Gear Solid Master Collection Vol. 1 Could Be So Much More, But Isn't

russell-marlow

@RudyC3 Don't forget this collection is a port of the HD collection. I'm assuming they never kept the original source code for the games, so that's probably why the framerate is limited to 30, specifically for Switch now as we know. I don't necessarily see a problem with this unless it hinders gameplay. But I'm more curious about the other versions, specifically the console and PC versions.

Re: Best Switch Ports - The Most Impressive Ports On Nintendo Switch

russell-marlow

@CharlieGirl Wait, who promised Red Dead Redemption would have gyro controls?

There are other ports like the Resident Evil games on the Eshop that don't have Gyro control and they're good ports as is.

I'm not entirely defending Rockstar's decisions on how they decided to port the game over, it could've been better. But they never promised anything and I don't see how something trivial like gyro aiming would make or break this port.

Re: Review: Red Dead Redemption - A Fine But No-Frills Switch Port, For A Fistful Of Dollars

russell-marlow

@Hwatt And if they had attempted to do more, then it would be another GTA Definitive Edition situation. Rockstar, unfortunately, will price it up because they know they can get away with it. Everyone recognizes their brand and they will use that to their advantage.

As far as enhancements go, I'm not even sure if they could upscale this game to make it look better. Maybe that depends if Rockstar still has the source code.

Re: Review: Red Dead Redemption - A Fine But No-Frills Switch Port, For A Fistful Of Dollars

russell-marlow

@Hwatt Quake 2 is a much older game that even the base game before the remaster was dirt cheap. Not to mention, the game is way smaller in scope, not exactly an open world game, and the source code has been available for a long time while also has been on PC since it's launch. Not fair to compare the two games, honestly. Seeing as how there's a huge difference between both of them.