True, it (HoL) did get some good/high reviews/marks, like it, but also lack of marketing to say like the common/casual gamer, because indie and maybe the humor put some off….this on the other hand has a pedigree dev (of FF15) behind it and massive marketing.Good to hear . FWIW, High on Life was also rated just as bad but viral marketing and Gamepass helped it.
Still on the fence on this title.
I know you could button remap with the dual sense edge… or maybe do it at the system level?I'll wait for a deep sale on this one. I've already seen reviews mention complaints about the controls that mirrored my own with the demo.
And I don't know if button remapping is available for this title, but placing the magic parkour button as the "O" button means its difficult to near impossible to manage the camera with the right analog stick. And that means combat will become a fight against the controls instead of the on-screen enemies. No thanks, I'll check this out after its discounted.
Ouch, I guess we have to wait for the PS5 pro to experience this game in its final form that the devs hoped the ps5 could make possible.DF analysis notes:
loading is instantaneous, 4 seconds start a new game, .50 seconds to load saves
animation in gameplay is very smooth as is secondary animation
hair is cards controlled by curves
foliage bends to Frey moving through it
particles are gpu accelerated and sells the impact of the animation
volume clouds and fog is high quality
character models are very high quality
lighting is a step backward from FF15
uses a probe-based GI system, but this isn't the problem
indirect lighting is poor and glowy
directly lit areas are overly bloomy
AO is poor despite all the AMD sponsorship
FF15 has better AO, with its VXAO
AO is not baked
few shadow casting lights
areas that should be shadowed are glowing as if they're lit somehow
no real-time ToD, so it could be compared to Assassin's Creed Unity, which has baked lighting, but to much superior effect
ray traced shadows are good, but distant rasterized shadows aren't existant
distant objects don't exist
the BVH is only filled with very close objects, leading to a harsh cut-off where the inferior raster shadow map show up
environment dressing is poorly integrated
buildings don't feel like they're properly placed in the environment from a lighting standpoint
cutscenes can have texture issues, weird fade to blacks, and awkward second tier cutscenes
slow walking scenes? how about NO WALKING SCENES!?
dynamic res with FSR2
1440p in performance mode
2160p in quality and RT mode
internal res can be as low as 50% of the listed
performance mode has poor IQ (like Matrix Awakens on Series S)
John's preferred mode is the RT mode in 120hz mode (40fps)
performance (60hz) can dip below 60fps to the mid 40s in some areas
quality mode (60hz) drops below 30fps in the same areas
RT mode (60hz) has less dips in this area
performance mode (120hz) allows for vrr to save those bad areas
quality (120hz) dips too low for vrr in these bad areas
the Project Athia reveal trailer looked better than the final game