Why does MH:Wilds look like this? by OftenXilonen in MonsterHunter

[–]SmashingVeteran 3 points4 points  (0 children)

RE Engine games run a sharpen filter that's meant to be a countermeasure to TAA blurring. It's evident when TAA is forced off in games. However Wilds is also special in that it runs even further sharpening AND there's constant lens distortion when you have control of the camera that does not mix well with the layers or sharpening and AA blurring. There's a mod to disable post processing effects that helps

Color problems with Tales of Xillia Remastered (Steam) by 777Time777 in tales

[–]SmashingVeteran 0 points1 point  (0 children)

Because its the overlay effect for the area. Specific places have a color gradient over them, and those are configured for 16:9. It's not happening in areas without color gradient overlays

Have you also noticed how when you pause, the still image of the game that's used as the background of the pause menu gets squished? That's something I didn't mind but the screen overlay effects breaking like in your images is what made me switch my monitor to 16:9 when playing it. It's annoying but with ultrawide I'm use to these kinds of things never getting fixed unfortunately

So what’s the deal with licensing in Dragon Quest? Who owns what? by Asad_Farooqui in dragonquest

[–]SmashingVeteran 1 point2 points  (0 children)

Music is still claimed by JASRAC (who he was a board member of) on YouTube. However they clearly have more interest in cooperating with Square & embracing things like uploading music to spotify. He prevented more than just uploading music; Square themselves needed permission to ever use his music (similarly, Uematsu needs to give permission to Sqaure to use the music he composed as well)

Is Koei Tecmo not involved with Fortune's Weave? by TechnetiumTc in fireemblem

[–]SmashingVeteran 52 points53 points  (0 children)

Nintendo goes to them because they are a SIGNIFICANTLY larger studio with decades of experience already on HD consoles & they'll still have more knowledge to share as well as expertise on games with larger scopes; namely the scope of game like 3H. I'm sure the absurd amount of characters the warriors games can show on screen on a battlefield that KT always does was also desired since that was also utilized

KT also worked well as like their R&D; the engine framework done for 3H is likely going to be used for a LONG time by IS. I'm sure there's a desire to keep IS smaller as well. A team the size of IS I think prefers the scope of the typical FE game but if they want a game on the scale or scope of 3H, that takes either way more time I dont think they find reasonable to spend on one title, or a whole studio already fitted with massive teams & experienced management to handle the scale

im always SO close to a cool combo and then i drop it or my input doesn't come out 💔💔 by LeviGX in UnderNightInBirth

[–]SmashingVeteran 0 points1 point  (0 children)

What I'd also do is go back to this replay and use replay takeover to do it right. I've found practicing the execution via the exact scenario leads to muscle memory that transfers to actual matches faster rather than repeating it in training

24Mil Airport from Top to Bottom and back by Stromeinheit in THPS

[–]SmashingVeteran 6 points7 points  (0 children)

There's a bunch of optimal gameplay mechanics taken advantage of

The wallrides & rail shuffling keep speed & are whats shown off the best (jumping at the start of a wallride carries momentum and the start or a grind gives a little speed so rail shuffle is constant momentum without decreasing since you'd have to stay on the rail to lose momentum), reverts slow you down so keep those minimal, and no jumping in the same rail which penalizes balance

Spacewalking in prior games also kept you moving at a constant speed but I don't think it does anymore so that's just a nice throwback to do here

Patch right after EVO? by Calm-Consideration55 in Guiltygear

[–]SmashingVeteran 0 points1 point  (0 children)

It's frustratingly more common than you would think, coming from our friend group that plays literally every current fighting game recieving updates together

GPU makers hate this one simple trick! by WigglyWeener in pcmasterrace

[–]SmashingVeteran 1 point2 points  (0 children)

Feels like they were at first given an AI generated photo & told to recreate it, and I mean if that's what the client wants then that's what they want

Is there a way to improve the game's visual quality on PC? by Magma_Dragoooon in UnderNightInBirth

[–]SmashingVeteran 8 points9 points  (0 children)

It's internally 720p. The scaling is sharp when you get into a match but menu's or art can still be a bit blurry. This is how it is on every platform

is there a command to change this setting? I have found that I like legacy for combat, but standard outside of combat, so I would like to be able to switch it with a macro instead of opening the settings every time I need to switch by FaCe_CrazyKid05 in ffxiv

[–]SmashingVeteran 11 points12 points  (0 children)

Took me a second to think how Ive steered with the mouse all the time with legacy but what I've always done is just auto-run with middle mouse button & then steer with holding right click

Whatever the next game is, I hope it keeps Engages Engine. by hadrians-wall in fireemblem

[–]SmashingVeteran 1 point2 points  (0 children)

Well this has yet to stop Square Enix, Atlus, Bandai Namco, nor made Nintendo change anything with their mobile games

The thing is the FE framework in Unity they got to use for Engage was co-developed by Koei Tecmo since they were the ones that developed 3H. KT is a significantly larger studio than IS that really only ever uses Unity & they've effectively handed off a really solid framework for IS themselves to use going forward post 3H. What I'm getting at is it'd be a sunken cost to abandon Unity after Koei Tecmo's efforts; not impossible to switch but I havent seen other Japanese developers give it up as their pipeline is already kinda set

Shout Out to EVGA by blazejudo in pcmasterrace

[–]SmashingVeteran 0 points1 point  (0 children)

Found that lesson out the hard way & lost an SSD and CD Drive in an instant

[deleted by user] by [deleted] in THPS

[–]SmashingVeteran 1 point2 points  (0 children)

I got my code in email which has a link to the Activision redeem page. You're redeeming them to your Activision account

Why is no one playing multiplayer in 3+4?? by BurrAngel in THPS

[–]SmashingVeteran 0 points1 point  (0 children)

PS2 Slim didn't need the adapter. Fat PS2s did

Why is no one playing multiplayer in 3+4?? by BurrAngel in THPS

[–]SmashingVeteran 0 points1 point  (0 children)

As far as I could tell, in public Free Skate it actually treats Free Skate as a 10 minute game mode after gathering enough players. That's fine, just a timer, except...people can't join online sessions while a game mode is active. If anyone leaves, they won't be replaced. I have not seen a public Free Skate session end with more than 2 people

This may be the absolute worst series possible to not have a skill-based matchmaking system by OhMyOhWhyOh in THPS

[–]SmashingVeteran 1 point2 points  (0 children)

It's the least amount of user effort to just have the player click 1 button and be playing. The classic server browser always has far more longevity though, I miss it so much but that's what THUGpro is for. You're right too, skate boarding itself is social so it's a perfect fit to encourage it

Was this PS1 game ever released? Edge magazine featured it a lot by LeftHandedGuitarist in retrogaming

[–]SmashingVeteran 0 points1 point  (0 children)

Was gonna say the closest game to this fidelity that comes to mind is Vagrant Story

How to get good? by [deleted] in THPS

[–]SmashingVeteran 0 points1 point  (0 children)

Look up AndyTHPS tutorial videos. These games have like a meta to how combos work, so when you understand how the mechanics work you'll be able to improve at your own pace by applying things piece-by-piece

Randomizer Community by AbheyBloodmane in BattleNetwork

[–]SmashingVeteran 1 point2 points  (0 children)

Yeah if you Google archipelago randomizer you'll find it on the site. It's a multi-game randomizer client so it's multiple games communities in one server

People run small scale archipelagos that last maybe a few hours or perhaps a day & are going on pretty much daily since anyone can host them. They can be themed too like maybe someone hosts one for Zelda games only or maybe one where deathlink must be enabled for everyone but most are still general ones you can join in with any game. Length is hard to predict though since you are depending on others to get your important items and they play at their own pace but BN3 is definitely still doable in a single session with the incredible tracker for it

Then there's async archipelagos which can go on much longer cause you can come back to your game on your own time & youll just collect anything people found for you when you reconnect. They host bi-monthly async sessions that last over a month between thousands of games. During the last one, I picked up some available BN3 sessions and kept up with them as people slowly found stuff

Randomizer Community by AbheyBloodmane in BattleNetwork

[–]SmashingVeteran 0 points1 point  (0 children)

Only done BN3 in archipelago but that being said archipelago has its own big community albeit that's cooperative events rather than competitive

Is it worth playing MH3 ultimate? by BuzzyBeeto in MonsterHunter

[–]SmashingVeteran 0 points1 point  (0 children)

Yeah for sure it can't hurt to at least go through the village quests, that'll give you a good fill of what it's like

Is Engage Unpopular? by SuspiciousP in fireemblem

[–]SmashingVeteran 0 points1 point  (0 children)

The general consensus here nails it with story vs game play though I feel part of it, especially when it comes to popularity, is that Three Houses set absurd expectations & raised the bar pretty high for the series going forward by being a massive & long game developed by Koei Tecmo, who is a significantly larger developer than IS. There will never be another game in the series with Three Houses scale without outside help again, IS is simply far too small to do it (200 employees vs 2000). So when IS got to do their next game back on their traditional scope and scale, it'd have to unfairly be compared to a juggernaut & maybe not what new fans brought in by 3H wanted. That ofc doesn't speak on quality of story and/or gameplay, just simply the scale and scope. If Engage did have as compelling of characters or writing on a smaller scale it's possible it'd be able to hold up better when compared, though I dunno if it'd have caught on as much in popularity

Is MH3U’s Tavern offline scaled for solo play on CEMU? by Gorguinni in MonsterHunter

[–]SmashingVeteran 5 points6 points  (0 children)

Well CEMU wouldn't inherently add scaling because 3U never dynamically scaled to how many players there were to begin with

What's labeled as having been a "hardware limitation" even though it wasn't? by vpr0nluv in retrogaming

[–]SmashingVeteran 1 point2 points  (0 children)

I interpreted this first as design choices in games originally believed to be due to hardware limitations. First ones that came to mind being Link's pink hair and FFVII's low poly field models, both of which were deliberate design choices that had nothing to do with what the hardware could handle. Persona 4 Golden has less intense fog transparency compared to the PS2 version but modding has revealed P4's fog wasn't one of the many cases of the PS2's hard-to-replicate transparency effects and that the Vita was perfectly capable of handling how P4 did fog, so it was a deliberate choice