Bought this on PS5 as reviews recommended playing with 60fps, which the Switch version isn't capable of.
Only played the first level, and it's pretty good so far.
Only played the first level, and it's pretty good so far.
It hits 120fps if you have the right TV.Bought this on PS5 as reviews recommended playing with 60fps, which the Switch version isn't capable of.
Only played the first level, and it's pretty good so far.
This. It just feels like an afterthought, which is a shame in a game that so heavily emphasizes score and stylishness. Getting a time bonus which really round out the scoring system.That said, there's a couple key design choices I wish were made different: One being the end of level score tally that rewards you with concept art if you hit the target score. I wish this was more akin to DMC where the ranking is a function of both score and time - you can easily cheese the score tally by racking up a huge combo in an open area, then leisurely making your way through the rest of the stage after you hit the target. The game doesn't incentivise the player enough to maintain combos through large segments of the level.
I wish time attack mode had some sort ranked times + dev times to beat.This. It just feels like an afterthought, which is a shame in a game that so heavily emphasizes score and stylishness. Getting a time bonus which really round out the scoring system.
100%. Games like this need some sort of ranking system.I wish time attack mode had some sort ranked times + dev times to beat.
Very curious about this as wellTrying to decide which platform to buy this on. Does the PS5 version use adaptive triggers?
Penny's Big Breakaway v1.2 Patch Notes said:Today, we released a patch that fixes several issues. It also includes updates and improvements to existing functions. Please make sure to update your game to the latest version.
In lieu of the changes below,
we will be resetting the leaderboards for 4-2. This patch introduces a fix to a bug that existed on this level which allowed players to skip a large portion of the level.
We will continue to monitor the game for future fixes and patches, but in the meantime, thanks for playing Penny's Big Breakaway!
Penny has been practicing her performances! She will no longer…
- Get stuck on wall ledges and other objects.
- Infinitely fall to her death in the World's Edge boss encounter.
- Slide up slopes that aren't the ground.
- Get stuck in a temporary infinite skid.
- Get disconnected from YoYo during Whirl.
- Lose all momentum when starting a yoyo ride from a distance.
- Infinitely tumble.
- Lose all her velocity when transitioning from Dash to Ride after YoYo retraction.
- Get stuck at the end of a zipline when holding Ride or Throw until released.
Furthermore, YoYo has been training and will…
- Stop going through as many walls when thrown.
- Now accelerate more consistently while swinging in higher frame rates.
- Be correctly sized on the Zipline.
- Ledge Grab on more surfaces.
- Stop releasing Penny from Edge Grab too early.
We've also asked the denizens to do some repairs and upgrades in the world. Here's what they've been working on…
IMPROVEMENTS:
- Omitted video settings from cloud saves – they're only stored locally now!
- Added Fullscreen video option.
- From now on, we will reset the global cycle timer when restarting or dropping out
- Indicate all-time cleared Show Pieces/Dilemmas for a scene in Pause menu.
- Added a quick restart feature to Time Attack – Just hold the top face button!
- Made Gusto reset to max when dropping out in Time Attack.
- Game elements will behave more deterministically when you're navigating Time Attack (by using a consistent global random seed when restarting or dropping out).
- Reminded the denizens to not start the timer until Penny leaves Start Platform in Time Attack.
- Scrapbook photos will now be full screen when viewing in menu!
- Added the ability to delete Scrapbook unlock progress.
- Added Depth of Field video option.
- Tinkered with the Turnstile so Penny is consistently launched from the intended release point.
- Adjusted the Rolling Log to not cause tumble when impacting sloped surface.
REPAIRS:
- Repaired the Suction Pipe so that it will now always eject Penny with the intended motion.
- Politely asked the Peng Balloon to not cause a soft lock at the end of Pengoville 2 when falling on Penny after landing on the Busker Stage.
- Reminded the Scatter Birds that their shadows should not disappear for a frame before flying away.
- Turned around the Whirl Screw in the Final Act so that it screws in the correct direction.
- Fixed the HUD so it will no longer draw after transitioning offscreen.
- When opening pause menu the same frame Penny drops out, the stage will now play music properly.
- Fixed the water splash VFX.
- Fixed visual issues with the Fail Transition.
- Corrected the Cannon object so that it no longer points to invalid target object references.
- Whacked the side of the boombox so that the SFX issue after defeating Judge Rufus no longer occurs.
- Oiled the grease on the ball bearings so that vertical camera movement now always tracks at the correct speed (camera slack delta time scaling).
Happy to see this. The time attack improvements and the ledge grab being more consistent are huge for me.
That's placebo. Changing the TV settings in the Switch system menu does literally nothing to the gane.Downloaded the update on Switch - performance mode felt a little worse to me than the default at first due to the frequent framerate dips, but if you go into the Switch system settings and change your TV resolution to 720p, the game runs at a solid 60 FPS while docked.
That's placebo. Changing the TV settings in the Switch system menu does literally nothing to the gane.
I'm sorry, but this is just not how it works.Load into 1-1 with the TV Resolution set to 1080p and you can immediately see it's not running at 60 FPS, it'll hit that sometimes when there isn't much onscreen but the framerate is extremely inconsistent throughout the entire level. Change it to 720p and you won't find a single spot in the level that doesn't run at 60 FPS. Obviously this only works when docked and not while playing handheld, but it's absolutely not placebo.
I'm sorry, but this is just not how it works.
Changing the resolution in the Switch settings menu is not the same as changing the resolution in the options menu of a gane on PC. The game does not render in a different resolution on Switch with that, it doesn't make a game run better. It's literally not possible.
How do you know that it's "literally not possible"? Do you have access to a Nintendo Switch devkit? Do you know whether Nintendo's APIs let you read the resolution setting so that your game code can react to it? I'd say it probably does allow it. Whether devs choose to use that data for anything is another matter. Which is to say, Penny is probably the only game that bothers to do this. Or one of the very few if there are any other games at all.I'm sorry, but this is just not how it works.
Changing the resolution in the Switch settings menu is not the same as changing the resolution in the options menu of a gane on PC. The game does not render in a different resolution on Switch with that, it doesn't make a game run better. It's literally not possible.
The fact that you're arguing this when it's something you can easily see with your own two eyes makes me assume you don't actually have the Switch version and are just making assumptions, so I went ahead and recorded a video for you.
1-1 when the Switch settings are at 720p:
View: https://streamable.com/e995ah
1-1 when the Switch settings are at 1080p:
View: https://streamable.com/znhb9j
Count the frames if you want, you can see in the 1080p clip when it switches from 30 FPS to 60 FPS roughly 10 seconds in because the performance is variable, whereas in the 720p clip it's a consistent 60 FPS. This is easily repeatable and happens every time. I'm not going to claim I know why it does that or that it works for any other Switch game, but it obviously works for Penny.
The fact that you're arguing this when it's something you can easily see with your own two eyes makes me assume you don't actually have the Switch version, so I went ahead and recorded a video for you.
1-1 when the Switch settings are at 720p:
View: https://streamable.com/e995ah
1-1 when the Switch settings are at 1080p:
View: https://streamable.com/znhb9j
Count the frames if you want, you can see in the 1080p clip when it switches from 30 FPS to 60 FPS roughly 10 seconds in because the performance is variable, whereas in the 720p clip it's a consistent 60 FPS. This is easily repeatable and happens every time. I'm not going to claim I know why it does that or that it works for any other Switch game, but it obviously works for Penny.
I argued because there is no other game I know of doing this, so I didn't believe you. Performances can be very subjective and placebo is a thing after all.The fact that you're arguing this when it's something you can easily see with your own two eyes makes me assume you don't actually have the Switch version, so I went ahead and recorded a video for you.
I argued because there is no other game I know of doing this, so I didn't believe you. Performances can be very subjective and placebo is a thing after all.
Now you gave proof, it is facinating that a game is doing something with that console setting and I eat crow. Nothing to make a fuss about.
Weird why they don't put this into the game's option menu instead though.
It's really fascinating ... more games on Switch could use that feature ...No problem, I just wanted to make it clear that I wasn't talking nonsense. I saw a tweet from Christian Whitehead that said most of the game will run at 60 even without changing the resolution, it's just specifically Vanillatown and other levels with high geometric density that have drops. This workaround seems to fix that entirely so I also wonder why they didn't make it an option in-game. Hopefully it's something that'll come with the next patch.
PC as well. Demo out too.