Nostalgia is a hell of a drug
Comment on Legend of Zelda: Ocarina of Time Remake Trailer
RightHandOfIkaros@lemmy.world 2 weeks ago
“This will be graphics in 2013.”
Nintendo really is stuck in 2013, huh? Wonder when they’ll get to the UE5 Slop trend… 2040s maybe?
SCmSTR@lemmy.blahaj.zone 2 weeks ago
Uruanna@lemmy.world 2 weeks ago
No dawg, you did that because the hardware required a load screen there.
Have you heard of Breath of the Wild? The hardware does not require a loading screen there. There is a load screen because they separated the maps, so they do have to load the new assets between each screen transition, but splitting the map is the choice they made. They didn’t have to split the map, they could have made one big open world-style map (except for the dungeons) and they chose not to, that’s what they’re talking about.
ryven@lemmy.dbzer0.com 2 weeks ago
I can’t remember which game it was now, but I’ve definitely played some indie game that has fake load screens because I remember someone modded them out and asked the dev why they existed, and the response was that the dev found the instant transition between scenes jarring. It’s not crazy to think Big N would do the same thing.
RightHandOfIkaros@lemmy.world 2 weeks ago
Transitions and a minor less-than-a-second pause are one thing. That’s not what I am talking about.
The triforce animation instantly tells me that’s a 4+ second loading screen. Nobody puts those in for stylistic choice. Even Resident Evil 1 style door transition screens are significantly faster than in the original RE when they show up in modern indie games. RE1 had them because of a hardware limitation, and the creatives decided to hide them with the door animation. Modern developers aren’t usually so creative and they just shove a tiny animated sprite in the bottom corner, as seen here with the animated triforce.