![]() ![]() I'm nuts about this kinda stuff, like when going from playing Sekiro on the PC to the TV-I can barely stand it. James: The animations are so fluid that I oddly don't notice the fps discrepancies between the usually 100+ I hit on PC and the 30-ish Rise hits in docked mode. World really hammered my PC, but I'm hopeful I'll be able to play Rise at a full 144 fps. And look at it this way, Morgan-even if Rise isn't as dense and detailed on PC as World was, that should make it much easier to run. ![]() As Mollie points out, though, Rise does have a really nice aesthetic, which I'd prefer to another game that looks exactly like World. Wes: It's hard to predict what the PC version is going to look like right now, but sure, it's probably not going to have World's level of detail. Morgan: But… but foliage density! Dynamic shadows! Raytracing! World will always be the prettier sister, but Rise is too damn fun to give a crap. Rise's stripped-down visuals feel in line with the more streamlined experience the game offers, and really isn't as big a deal as I thought it would be. I think even if they just do a few tweaks on PC it will still look grand. Sure, Rise isn't as visually dense as World, but Capcom has done a bang-up job of still making each area look great, and I'm loving the Japanese folklore influence on the entire game, especially in places like Kamura Village and the Shrine Ruins. Mollie Taylor: I was honestly a little worried about the visual downgrade from World to Rise, but once I got my hands on the game I didn't care anymore. The "flat and empty" quality that James mentions is exactly what takes me out of the moment and makes it feel less like a "hunt." I've also heard that Rise makes it even easier than World to track down targets (which was already pretty easy with Scoutflies), so maybe the pursuit is no longer an important part of Monster Hunter. Though, World's environmental density is more than just eye candy. ![]()
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