![]() ![]() ![]() So it can definitely happen in a wide variety of games and most often those games are unreal engine based which I believe Returnal is as well. Wild hearts also has stuttering issue's, although the map is bigger here than the 2 other games I mentioned it's still not a fully fledged open world game but could be classified as more open. The more recent dead space remake also has issue's with assets loading in behind closed doors and is also a mostly closed corridor game. Callisto protocol(a mostly closed corridor game) had a tremendous amount of shader compilation stutter. I don't think this game will have that kind of optimization issues. The stuttering happens mostly in open world videogames, and it's mostly related to assets loading and shaders. Far too many games lately have been horrible. User Score 7.3 Mixed or average reviews based on 3866 Ratings Your Score 0 Summary: Returnal transforms roguelike gameplay into a third-person shooter where players fight to survive a hostile planet that changes with every death. I'll wait and see if this game actually has some decent performance before buying. So glad I purchased the PS5 reasoning - games like this. When fighting a boss the projectiles are so visually impressive. Every cycle (death) the game just keeps getting better and better. With the fast pace of this game, imagine if this had shader compilation stutter with the amount of particles flying around on screen from it's bullet hell nature? Yeah. The guns and melee weapons are fun to use Everything is upgradable in an alien way that works with human technology. If you’ve been putting off Returnal, congrats! Now is probably the time to give it a go, especially since the Steam version is launching day one at a $10 cheaper price point compared to the original PS5 debut.Originally posted by Kitoshi:This is pretty much why I am holding off on my purchase for now. I’m glad that Housemarque kept iterating with Returnal, addressed some concerns, and generally just lifted up the game after launch. It’s an incredibly atmospheric game, and maintains much of its uniqueness several years after launch. Alternatively, you can pour over every detail, lore log, and environmental nuance if you want to engage with it on that front. The story is presented in an interesting, cryptic way, but you can also mostly ignore it and just blast some aliens. Despite all of the artistic inspirations on show, Returnal is still very much a Housemarque game. One of the best parts of Returnal is how much choice you have in terms of interacting with so many facets of it. It immediately fueled me into clearing the first zone right away, like I never really stopped playing the PS5 version. In terms of technical achievements, Returnal is an impressive feat of software engineering that takes full advantage of the PlayStation 5 delivering what appears to be a dynamic 4k picture with. It’s a small conceit, but it’s extremely clever, especially as someone who typically avoids permanent curses in rougelike/roguelite games. The loop becomes the cornerstone of a mysterious, allegorical, at times terrifying narrative, capable of keeping you glued to DualSense from start to finish. The curse-like nature of malfunctions (where you get a benefit in exchange for a debuff) is brilliant, as you can cure said curse by completing a mini-objective. Metroidvania, roguelite and bullet hell mixed perfectly, and the result is fluid, rich and incredibly addictive action. From there you’re going on run after run, trying out new strategies, choosing whether or not to play around with the game’s “malfunction” risk/reward system, and getting a little bit closer to the end. The intro is short and sweet, and gets you in the thick of things in 15 minutes or less. Despite clearing the original, it was almost like revisiting a new game. It’s a lot, and Returnal PC heavily benefits from it (alongside of visual and mechanical fixes from prior patches). Then there’s the photo mode (which, again, was not in the launch version), as well as co-op support, and the Tower of Sisyphus challenge area. Those hindsight additions I mentioned earlier? The big one is the “Suspend Cycle,” which thankfully lets players actually save the game ( yeah, it was a whole thing). Graphically, it’s roughly inline with what Sony has offered in the past. ![]() While PS5 cross-play is notably missing, there’s support for Ultrawide at 21:9 and Super Ultrawide at 32:9 resolution settings, a DualSense control option, AMD FSR, and Nvidia DLSS. Let’s touch on what the PC version offers first. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |