Just because we didn't announce it until October, doesn't mean we started it in October," began Svensson. "As you can see from my original blog entry about how Okami came to be, we started this project with RAD last April. However, he has since restated that conversion developer Ready At Dawn is not being rushed, and Okami on Wii will be "done when it's ready". The website also says that the title will be available in the US in March, a date Capcom bigwig Christian Svensson said was "possible" last week. The PS2 original did not support these video modes. If you do things like that, I'm not buying any more of your games.Capcom has revealed that Okami will boast widescreen and progressive scan support on Wii.Ĭonfirmation comes by way of the Capcom Store, which listed the sought-after 16:9 and 480p additions on the product specifications for the game. It's even worse when developers are so far up their own ass that they create a 2D game and intentionally limit it to 30 FPS and a 4:3 aspect ratio because they believe it to be better for gameplay, going out of their way to break mods that unlock the aspect ratio, removing any trace of discussion from Steam, even though it caused zero issues whatsoever. Going from 90 FPS+ to 30 when you hit a cutscene is awful. Since you can see the game rendering just fine underneath the black bars for a moment as they fade in, and since they cap the framerate to 30 FPS, it's clear that it's being done because of Remedy's tv/movie aspirations, not because it was necessary - which makes it doubly annoying. If your cutscenes "break" when displayed wider than 16:9, do that if you must, but there should be an option somewhere to disable it. I am not advocating for developers to do this, as I hate it, but Quantum Break's solution was to cap cutscenes to 30 FPS and pillarbox them. Ultrawide displays may only have been around since 2009, but PCs have supported 4:3, 16:9, 16:10, and multi-monitor setups for many years before that. Eventually he had to implement a 60fps on/off toggle to work around some scripting issues.Īnd I don't care in the slightest if there are occasional glitches at higher FoVs or wider aspect ratios, if it's the difference between being able to play the game or not due to motion sickness.ĭevelopers need to stop using HFoV in games and limiting FoV (the second image demonstrates why that is), building them to run at a fixed framerate - whether that's 30 or 60, building them to only support one aspect ratio, and making other stupid design decisions like that. Again, look at the Little King's Story port and how Durante tried to fix 60fps mode there ( Link). ![]() Programming (especially with custom engines designed for old hardware) doesn't work like that. This isn't a case of "well, if it worked in one game, it should work in any game too". However, last time I played the game it still had few almost "impossible" QTE due to them being tied to framerate (during the escaping the boulder segments you had to mash buttons like a madman in order to survive), and various slowdowns when the PC couldn't provide smooth 60fps. Again, RE4 UHD (also ported by QLOC) also has in-game logic tied to framerate and QLOC managed to iron most of the issues (even though on release the 60fps mode still had plenty of bugs). This is an example of a bug that can be allowed in a fan mode, but one that would be a deal-breaker in an official release of the game.ĭunno about your other examples, but there's also a difference between a game that just had a 30fps cap on consoles and was ported as such on PC too because reasons, and games where various events and in-game calculations are tied to to the framerate. ![]() Someone in this thread mentioned, that when playing Dark Souls while using the 60fps mode, you can fall through the floor when you slide down the ladder.
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