kevboard
Member
I'm really surprised the deck can't do steady 60 fps, I thought it did. Are you sure you don't have resolution scaling increased or something? The game is so lite on GPU usage. The only rare times I could sometimes see some drop, but it's extremely rare, only got it like 2 or 3 times in about 8 hours of gameplay, was when there was some smoke, like when stopping in specific places, and only for a very brief moment.
I have the lowest settings, no AA, 100% scale, lowest shadows, no motion blur.
it doesn't hold a perfect 60 when too much is happening.
could be more of a CPU issue, not a GPU one, not sure.
but given that the original game was designed around a 3 core CPU that had really weak multi threading, I could see this being the bottleneck here. (not even sure if 360 games actually made use of the multi threading...)
About the Werehog, the combat isn't Bayonetta, but I think it's not awful awful... it's just pointless, not fun, but it doesn't control badly. The main problem is that the Werehog levels are way too long, they should be at least 50% shorter. And the checkpoints for the werehog are badly made, for example you can have to go through 2 or 3 different wave / arenas of enemies, and then you try to do some platforming to get a moon a bit further, and you fall, you die, and you have to re do all the combats. This can be pretty tedious, it happened to me earlier today.
One big recommendation however is to turn off the battle music in the options (a new feature from this port). It really doesn't feel as awful without it. I know it's just the music and this might sound exagerated, but it makes a big difference. Because the combat feel more seamless with the explore, when you don't have the music switching to battle theme every time there's one enemy on screen. It's still tedious, but not as irritating.
I turned the battle music off yeah.
the combat feels stiff and lacks any dynamism. it's really just a chore every time

blocking feels clunky, dodging feels stiff and clunky...

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