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this post was submitted on 04 Jun 2024
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I can think of a few games franchises that wouldn't have trashed their reputation if they'd have had an internal rule like "if it doesn't play on 50% of the machines on Steam's hardware survey, it's not going out"
I think it's given us a big wave of "Return to pixelated tradition" style games. When you see 16-bit sprites in the teaser, you can feel reasonably confident your computer will run it.
I don't mind if indie devs try something experimental that melts your computer. Like beamNG needs a decent computer but the target audience kinda knows about that sort of stuff.
The problem is with games like cities skylines 2. Most people buying that game probably don't even know how much RAM they have, it shouldn't be unplayable on a mid range PC.
Im making a 3D game now, and the goal is to get it running on a gtx 660
And it plays at 5-15 fps like Rabi-Ribi.
Unless they use Unreal Engine and don't know what they are doing. It can be pixely and run like ass.
Octopath Traveler was the last UE based game that really ran well that I can remember.
Was that game any good? The mobile version had a Gacha mechanic that scared me off, but it otherwise looked like a really smooth SNES style JRPG.
I liked it. It's not particularly hard or deep but the mechanics are nice, battles and encounters don't overstay their welcome. The interwoven story was done quite nicely. I played it on PC. It runs great on Proton and Windows 7.
I haven't played the second one, but reviews consider it an improvement. Now that they removed Denuvo I might get it.