Quality, or lack of thereof
According to Nintendo’s website, the screen of a Nintendo Switch is a “ Multi-touch capacitive touch screen / 7.0 inch OLED screen / 1280x720 “
What does that has to do with anything? Not much actually but it has to do with the quality of detail you are able to grasp and that the screen is able to put in for your enjoyment, a smaller screen always means that the pixels are closer to each other, so you might be able to camouflage certain details or lacking areas of your engine, this was specially true in older generations as we all know the age old tale about Silent Hill having fog because it was a way to fool players into not realizing the short render distance, and similar ideas and mechanics have been put into place for that reason, to camouflage the defects in the visual presentation of a game.
There are several mobile games, one of them being Genshin Impact, that need patches when brought over to PC so the resolution isn’t all blurry, pixels aren’t too wide and the game overally doesn’t looks like ass; older console ports such as Bayonetta, when released on PC received texture revamps to up the quality of the textures as it was now to be seen in screens that were much much bigger, with much much more resolution than what the PS3 and XBOX 360 were able to produce (Which, for the record, is 1080p and i), and as a result, the game looks visually pleasing and while in some areas you can see the ammount of time that has passed since its release, that is only in very specific moments, the graphical qality of the game still holds up today when put in the “good enough” quality, you know, is not ARMA III nor Forza Horizon 5, but is also not Dwarf Fortress nor Minecraft, it looks good.
My question here, and the point of this post, is
Why Sonic Team thought it was anywhere near acceptable to release a barebones Switch port of a game on all systems? And, inb4 “ThE gAme HaS GrPHiCooL DiFFeReNCEs BeTWeEn ReLeAsEs”, yes it does, I don’t mean things literally up to the last detail, but why the PC users have to suffer those overly stretched textures? Blurry-looking pre-rendered cutscenes, a laughable render distance, a particle count of “maybe”, why this game must lack normals and bumps on almost every single texture? Why the materials look like default unity assets? Why the density objects must be a poorly cropped PNG?
And if you think I am joking
That screenshot is my own, of my own playhtru of Sonic Frontiers, running at maximum everything.
Honestly, what the fuck is that, it looks like I am playing a PS3 game and not a game released in 2022. This game looks worse than games released more than a decade ago, which isn’t a problem by itself, but it also runs like one, which could be problem but my problem with all that is that this game is so adamantly focused on selling you the fantasy that this is a “next gen looking game” that it almost feels like an april’s fools joke that came in early.
Just look at that, again, another screenshot of mine, not even 200M away from the character and everything is already so skim in detail.
Is sonic team so incopetent that they can’t even develop a game for each of their planned releases, or was it another case of their so called “time constraints” despite having 4+1 years to finish the game and their “budget issues” despite no official budged numbers been released or mayhaps it was due to their “small development team” which doubles the numbers of other AAA games dev teams
I really don’t know the reason why, but I really can’t see someone that would see this and say “This is acceptable, this is good enough, this is a proper product that should represent my brand”
Again, why are we, all the players, forced to play a Switch port of a game instead of a properly developed game?