Pretty sure they're using a program that is able to check native framerate despite both consoles being locked to 30
This is such a fucking bizarre situation. If it's capped at 30 which is what everyone is reporting, but this guys software shoed Switch 2 is running it close to 60 with drops, then its beyond weird they didn't unlock it for S2.
Then, there's the fact that the dev hasn't made any comments about the situation.
Hate this industry
They posted a video of the Switch 1 version and the channel also has a video of the Switch 2 version. The Switch 1 version has a very unstable frame rate, whereas the Switch 2 version is almost always at 60 fps, although there are still small drops that are not acceptable in a game like this. Hopefully, if they release a native Switch 2 version, it will be able to run at 60 fps without any drops.I actually assumed I watched the video all wrong last night on my phone while falling asleep because of what everybody is saying. But yeah, it's totally 60 with drops.
They posted a video of the Switch 1 version and the channel also has a video of the Switch 2 version. The Switch 1 version has a very unstable frame rate, whereas the Switch 2 version is almost always at 60 fps, although there are still small drops that are not acceptable in a game like this. Hopefully, if they release a native Switch 2 version, it will be able to run at 60 fps without any drops.
Wholeheartedly agree after getting the hang of the controls and flow of the game. It all feels natural and responsive, reminiscent of how deft and graceful Samus felt to control in Dread.I talk about 'game feel' a lot all the time, the kind of hard to define feeling of a game just being fun to control with great flow and pacing regardless if what you're doing is actually mechanically simple, and this is a 10/10 in that regard.
No CRT filter on Xbox either. You gotta figure it was rushed. KT really wanted this game out before NG4.I mean, you have got to be fookin' kidding me :
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They literally forgot to put vibration in, that, or they ran out of time.
Again, coupled with the 30fps on switch fact, this reeks of incompetence and also being rushed...
Edit : CRT filter is also missing on PS4/PS5 - is it the same on XSX/XSS ?
PS5 is not alone, I can report frame drops below 60 as well on One X; VRR cleans it up but definitely strange for obvious reasons.PS5 struggles at the pirate cave waterfall. It's going at half speed there. CRT filter isn't on PS5, which is strange.
Wholeheartedly agree after getting the hang of the controls and flow of the game. It all feels natural and responsive, reminiscent of how deft and graceful Samus felt to control in Dread.
No CRT filter on Xbox either. You gotta figure it was rushed. KT really wanted this game out before NG4.
PS5 is not alone, I can report frame drops below 60 as well on One X; VRR cleans it up but definitely strange for obvious reasons.
Goes without saying but Switch 1 & 2 absolutely need a 60fps patch. Zero excuse for 30fps here.
Zacfoldor Just confirming, no performance issues for you at all on Pro? I'll laugh my ass off if at launch a PS5 Pro is needed for a locked 60 on console.
Shoddy optimization aside, the game is still an utter treat to play.
Dare I say, The Game Kitchen cooked. I hope they can get a patch out sooner rather than later.
Thank you kindly againCrimsonTide for getting me in on the action!
Pro tip if you get stuck:
Step 1: Mute in-game music.
Step 2: Play this at a high volume.
Step 3: EVISCERATE
16 terraflop console that can't run this at a locked 60 ..jesusThe only thing I've seen so far is there is still a reduced frame rate during the waterfall section in the pirate cave, unfortunately even on Pro. Other than that it has seemed a locked 60 but I have not completed it yet. I should soon. Will report back if there are any other issues.
Probably a cpu thing though16 terraflop console that can't run this at a locked 60 ..jesus
Does Switch 2 enhance the performance of the Switch 1 version?
Just rolled the credits. None of the music stood out to me, but this song at the end is great. Even if I don't know what the hell she's saying.
Can I get your rating since we have similar game tastes?
When they merge she becomes a limited subweapon for Kenji. And her sections will be little time trials, some of which have really tight timing and your throws have to be accurate.Finished the first two lvls and I like it a lot, but I'm a bit disappointed in Kumori's gameplay cuz it's basically kunai spamming all the way and nothing else, which is a lot easier that Kenji's gameplay.
Like, I guess it's different and all that and there's variety, but still, I wish she had different weapon like Kusarigama or both Kunai (ranged) and Kusarigama (wide attacks for crowd control). Oh well, it is what it is I guess![]()
Finished the first two lvls and I like it a lot, but I'm a bit disappointed in Kumori's gameplay cuz it's basically kunai spamming all the way and nothing else, which is a lot easier that Kenji's gameplay.
Normal mode done in 6 hours, now onto hard for the true ending
Easier said than done. Hard mode is some crazy shit.
Btw the game looks 10x better with a proper CRT filter. I'm using CRT-Royale with ReShade and it's great. If you are on PC it's worth a try. Or you can play it directly on a real CRT.
Just finished it myself.
Unfortunately, this game has a split personality (no pun intended here) when it comes to it's gameplay loop. There are two ways to play this game. One way is a combination of these two games:
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The other way is more careful and methodical, like this game:
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Playing it either way will lead to the game attempting to punish you for it. For example, being more methodical will lead to enemies either respawning too fast or more enemies spawning from outside of the screen area, running towards you full-sprint. Nothing wrong with the idea, but it starts to feel like I'm grinding in an RPG with zero experience points. The first way, the faster way, has it's own shortcomings too. I think the game's over-reliance on the pogo stick-style mechanic of bouncing on enemies is part of what causes this problem.
Secondly, in the second half of the game, it starts to funnel you more and more into taking either path, because the checkpoints are fewer and far between and the enemies are more and more armored (with some having moves that give them super armor). Also, before anyone says anything, my issue has nothing to do with difficulty. Difficult games are fine and I usually prefer hard modes anyway. My issue with this game is with the gameplay loop and it's design, and I think I simply prefer the NES Ninja Gaiden games over this, as odd as that may sound.
However, aside from this glaring issue, the boss fights were really fun, the game looks gorgeous and the levels were varied enough to keep things interesting. I wasn't a fan of the enemy types in the last 3rd of the game, nor the story twist regarding why you're fighting these enemies, but I guess that enemy type is sort of a Ninja Gaiden staple at this point. I was nearing a point where I started to feel like I wanted to get the game over with and thankfully it ended right before I fully felt that way.
I was hovering at a C+ for my rating of this game but I think I'll push it over to a B-
I hope, if they are successful enough to greenlight a sequel, that they use a different 'hook' for it's gameplay.
You can for sure play the game by bouncing around and skipping all enemies, but at that point you might as well not play at all. It's the equivalent of playing 3D action games using only the standard combo. You can do it, but why?Playing it either way will lead to the game attempting to punish you for it. For example, being more methodical will lead to enemies either respawning too fast or more enemies spawning from outside of the screen area, running towards you full-sprint. Nothing wrong with the idea, but it starts to feel like I'm grinding in an RPG with zero experience points. The first way, the faster way, has it's own shortcomings too. I think the game's over-reliance on the pogo stick-style mechanic of bouncing on enemies is part of what causes this problem.
I just wanted to clarify and say that for me this simply comes down to a taste issue. I don't like to do the whole 'better or worse' thing that people do with reviews and especially review scores like everyone was doing in the recent Edge Magazine thread by comparing every game that was scored above Ragebound, to it (I don't think the "better or worse" system is how Edge or any other review site works in general).Man, this feels like it was written by that Electric underground guy.
Jk
The NG's of yore are DEFINITELY not better though, they were always super mediocre to downright bad, it's just that we didn't know any better 30 years ago...
Because the game slowly funnels you down either direction. For some stages, I did just that, pogo stick-speed run style. For other stages, I decided to be more methodical and fight. Either way, the pogo stick mechanic slowly became a necessity to victory. To beat the final boss I mostly bounced on it's heart to avoid attacks with large hit areas while also doing chip damage to it with those bounces. I personally found it to be an odd fight.You can for sure play the game by bouncing around and skipping all enemies, but at that point you might as well not play at all. It's the equivalent of playing 3D action games using only the standard combo. You can do it, but why?
That way of playing is there mostly for speedrunning.
If the game doesn't punish you for skipping enemies why should you fight?You can for sure play the game by bouncing around and skipping all enemies, but at that point you might as well not play at all. It's the equivalent of playing 3D action games using only the standard combo. You can do it, but why?
That way of playing is there mostly for speedrunning.
The reward is playing the game.There needs to be a reason to fight. If not fighting doesn't have a negative result it should at least have a reward for fighting.
Are all games equal or could a game be made more rewarding?The reward is playing the game.
If the game doesn't punish you for skipping enemies why should you fight?
There needs to be a reason to fight. If not fighting doesn't have a negative result it should at least have a reward for fighting.
That is correct. If you play for grade and skip too many enemies the game punishes you by lowering your rank.If you only skip things to the point of absurdity, that would affect your rank at the end of the stage. So it is already a punishment, at least symbolically.
Just wanted to chime in again with helpful advice, for those who simply want an S-rank (and nothing more) this doesn't matter if you equip two red talismans (debuff talismans).If you decide to always skip enemies to the point of absurdity, that would affect your rank at the end of the stage. So it is already subject to punishment, at least symbolically.
That said, I think it's fine to skip through just a couple of chokepoints and play the rest of the stage normally. It's flexible enough to accommodate that approach .
Sure, it could be better, I'm not denying that. What I mean is that the fact that you can skip all enemies by bouncing is not a deal breaker or a fatal design flaw, since that is not how you engage with the game normally. That kind of freedom actually opens up new possibilities for speedrunning.Are all games equal or could a game be made more rewarding?
I did the same to defeat the final boss. I don't have a problem with that, the problem is that the window to perform the bounce is too generous, it should be way tighter imho.Because the game slowly funnels you down either direction. For some stages, I did just that, pogo stick-speed run style. For other stages, I decided to be more methodical and fight. Either way, the pogo stick mechanic slowly became a necessity to victory. To beat the final boss I mostly bounced on it's heart to avoid attacks with large hit areas while also doing chip damage to it with those bounces. I personally found it to be an odd fight.
The only thing I think they should change going forward is Kumori's design. It's clear that her ending is the canon ending, which means she might become a playable character in a future 3D Ninja Gaiden. The problem is that her character design just reminded me too much of Ayane.Glad I looked up the hard mode ending. The shortest of all of them.
All the endings were kinda crappy, which is sad since this franchise pioneered the narrative cutscene format on console.
Can't believe these bum devs haven't even commented about a possible patch that would at least unlock the framerate on Switch 2 ....
Can't believe these bum devs haven't even commented about a possible patch that would at least unlock the framerate on Switch 2 ....