This is why Bloodstained was very disappointing. Crazy that some thought Switch can't do better.
Day1.
Day1.
This and The Witcher 3 are showing that, given some good optimizations, game should run smooth with little (or some in TW3s case) compromises.This is why Bloodstained was very disappointing. Crazy that some thought Switch can't do better.
Day1.
What was the dlc? I played the game when it first came out but don't remember ever seeing dlc
some replies here are funny now:
Do you seriously think a game funded by Microsoft is coming to other consoles? lol
Haa ? I'll wait a bit. Hope it changes : /.
If I understand the machine translation right, it's out in Japan on Sept 28th, likely at 1AM Japan time which is 12PM ET/ 9AM PT on the 27th anyway. Can anyone verify please?
I'm so excited for this! Any chance we can see the home menu icon? Also, when might this be available to preload? And what's the file size? :3Amazing, we've received sooooooo many mails ever since the Switch released to put it on there, so it was really cool when we brought this up with Microsoft that they actually were open to it instead of just saying straight up no, which is what I kinda would've expected. So Kudos to Phil and crew who allowed us to please Nintendo and Ori fans this way :)
On a personal note, I grew up as a huge Nintendo fan (Like most of us), so it's just really satisfying to finally play a game Moon made on a Nintendo platform. We put in a ton of extra effort to make it run super nicely. The game looks really sweet on the handheld and we launch like a week or so after the Switch Lite releases, so I hope a lot of Switch Lite players will get to play Ori on the go.
For those asking about the game size - we have done quite some work on compression for Ori's continuous streaming so we expect the size to be under 4gb for this one.
This is why Bloodstained was very disappointing. Crazy that some thought Switch can't do better.
Day1.
Hey thomasmahler do you know if the achievement list will be a seperate listing that the one we currently have on Xbox/Windows (aka a stack)? Would like to unlock the achievements again :P
Bloodstained is a 2.5D game running on UE4, whereas Ori is a mostly 2D game (albeit with some 3D graphical effects) running on Unity. Doesn't make Bloodstained a good port, but it's an apples-to-oranges comparison.
Bloodstained is a 2.5D game running on UE4, whereas Ori is a mostly 2D game (albeit with some 3D graphical effects) running on Unity. Doesn't make Bloodstained a good port, but it's an apples-to-oranges comparison.
We thought that most folks would want to unlock the achievements again as they replay the game so the unlocked achievements on your Xbox/Windows Live account won't transfer over.
I always personally found it interesting how people perceive the technical complexity of 2d games over 3d games being that much easier.
We actually found that high quality multi layered 2d is just as hard if not harder to optimize than 3d for the same camera perspective. With 3d you have the GPUs and engines built to render in that way efficiently. You can rely on all kinds of built in optimizations and efficiencies, you have out of the box content creation pipelines.
With 2d all bets are off. There's no great "built in" support for it in any engine it and you have to re-invent the rendering stack in ways that allow you to handle the insane overdraw and memory bandwidth efficiently for rendering tons and tons of overlapping semitransparent parallaxing sprites. Especially if you want a lot of them to create the sense of 3d depth using stacked 2d sprites and you want to make the world animated on top of that. And then you want all of that to stream seamlessly without any loading times and fit in a small package... All of this is much harder than it seems :)
I appreciate and loved every aspect of this game, but, September is absolutely stacked and I already finished this game on Xbox One. If it's $15, I'm in day one. If it's $20 or more, it's going into my eShop wish list and I will wait for a sale. No disrespect to Thomas and his crew, I just have a ton of full-priced games swallowing up my gaming budget for the month.Any word on price? I need to know how much my wallet will cry next month.
We thought that most folks would want to unlock the achievements again as they replay the game so the unlocked achievements on your Xbox/Windows Live account won't transfer over. We will also have a nice little UI for achievements in the game so those that don't have Live would still be able to fully enjoy them.
I always personally found it interesting how people perceive the technical complexity of 2d games over 3d games being that much easier.
We actually found that high quality multi layered 2d is just as hard if not harder to optimize than 3d for the same camera perspective. With 3d you have the GPUs and engines built to render in that way efficiently. You can rely on all kinds of built in optimizations and efficiencies, you have out of the box content creation pipelines.
With 2d all bets are off. There's no great "built in" support for it in any engine it and you have to re-invent the rendering stack in ways that allow you to handle the insane overdraw and memory bandwidth efficiently for rendering tons and tons of overlapping semitransparent parallaxing sprites. Especially if you want a lot of them to create the sense of 3d depth using stacked 2d sprites and you want to make the world animated on top of that. And then you want all of that to stream seamlessly without any loading times and fit in a small package... All of this is much harder than it seems :)
We thought that most folks would want to unlock the achievements again as they replay the game so the unlocked achievements on your Xbox/Windows Live account won't transfer over. We will also have a nice little UI for achievements in the game so those that don't have Live would still be able to fully enjoy them.
I always personally found it interesting how people perceive the technical complexity of 2d games over 3d games being that much easier.
We actually found that high quality multi layered 2d is just as hard if not harder to optimize than 3d for the same camera perspective. With 3d you have the GPUs and engines built to render in that way efficiently. You can rely on all kinds of built in optimizations and efficiencies, you have out of the box content creation pipelines.
With 2d all bets are off. There's no great "built in" support for it in any engine it and you have to re-invent the rendering stack in ways that allow you to handle the insane overdraw and memory bandwidth efficiently for rendering tons and tons of overlapping semitransparent parallaxing sprites. Especially if you want a lot of them to create the sense of 3d depth using stacked 2d sprites and you want to make the world animated on top of that. And then you want all of that to stream seamlessly without any loading times and fit in a small package... All of this is much harder than it seems :)
I always personally found it interesting how people perceive the technical complexity of 2d games over 3d games being that much easier.
We actually found that high quality multi layered 2d is just as hard if not harder to optimize than 3d for the same camera perspective. With 3d you have the GPUs and engines built to render in that way efficiently. You can rely on all kinds of built in optimizations and efficiencies, you have out of the box content creation pipelines.
With 2d all bets are off. There's no great "built in" support for it in any engine it and you have to re-invent the rendering stack in ways that allow you to handle the insane overdraw and memory bandwidth efficiently for rendering tons and tons of overlapping semitransparent parallaxing sprites. Especially if you want a lot of them to create the sense of 3d depth using stacked 2d sprites and you want to make the world animated on top of that. And then you want all of that to stream seamlessly without any loading times and fit in a small package... All of this is much harder than it seems :)
We thought that most folks would want to unlock the achievements again as they replay the game so the unlocked achievements on your Xbox/Windows Live account won't transfer over. We will also have a nice little UI for achievements in the game so those that don't have Live would still be able to fully enjoy them.
Moon Studios is an independent video game development studio, founded in 2010 by Thomas Mahler (former Cinematic Artist at Blizzard Entertainment) and Gennadiy Korol (former Senior Graphics Engineer at Animation Lab). The company mainly focuses on highly refined gameplay mechanics within its products and prides itself on an excessive 'iterative polish' process. Moon Studios is a distributed development house: All team members are spread throughout the world, allowing Moon to work with the best and most talented people in the games industry. In 2011, Moon Studios became a Microsoft First Party Developer and is now working on Ori and the Will of the Wisps.
I'm just curious! :-OLook out Tom, that icon means the difference between success and failure! :P It MUST pass the Neiteio test! :P
I can second this.Great game. Second best 2D metroidvania of the gen, after Hollow Knight
So will the Achievements notification be more diagetic? Will I be able to turn them off? I dislike how system level Achievement notices can take me out of a game in the same way you get a "Battery low" notification if your controller is almost out of juice (and in the latter's case, it's justified as a way to tell you to either take a break and charge your battery or simply charge your controller while still playing).We thought that most folks would want to unlock the achievements again as they replay the game so the unlocked achievements on your Xbox/Windows Live account won't transfer over. We will also have a nice little UI for achievements in the game so those that don't have Live would still be able to fully enjoy them.
I'm glad there's still people out there who still appreciate the work that goes into these 2D games. Games like LabZero's Indivisible and even Team Cherry's Hollow Knight have a ton of work and love put into it that you can't just call these games a "cheap production that utilize retro aesthetics to overcome its visual shortcomings" that so many a "hardcore gamer" think of then they think of the term "indie". And even then, you have Yatch Club games Shovel Knight which are very pure to the 8-bit concept.I always personally found it interesting how people perceive the technical complexity of 2d games over 3d games being that much easier.
We actually found that high quality multi layered 2d is just as hard if not harder to optimize than 3d for the same camera perspective. With 3d you have the GPUs and engines built to render in that way efficiently. You can rely on all kinds of built in optimizations and efficiencies, you have out of the box content creation pipelines.
With 2d all bets are off. There's no great "built in" support for it in any engine it and you have to re-invent the rendering stack in ways that allow you to handle the insane overdraw and memory bandwidth efficiently for rendering tons and tons of overlapping semitransparent parallaxing sprites. Especially if you want a lot of them to create the sense of 3d depth using stacked 2d sprites and you want to make the world animated on top of that. And then you want all of that to stream seamlessly without any loading times and fit in a small package... All of this is much harder than it seems :)
I'm glad there's still people out there who still appreciate the work that goes into these 2D games. Games like LabZero's Indivisible and even Team Cherry's Hollow Knight have a ton of work and love put into it that you can't just call these games a "cheap production that utilize retro aesthetics to overcome its visual shortcomings" that so many a "hardcore gamer" think of then they think of the term "indie". And even then, you have Yatch Club games Shovel Knight which are very pure to the 8-bit concept.
Right now Tom is sitting at home, looking at the home menu icon, keeping it all to himself, depriving us of the glory :(