I tried the Diofield Chronicle demo.
This is super frustrating.
- Apparently someone actually tried with the PC version, since it supports up to 8k resolution. But for some unfathomable reason it seems to use a pre-populated, fixed list of resolutions to offer, rather than simply querying what the system supports.
This is an UE4 game, the pre-populated list is too large for anyone to tell me that they tested all those resolutions in detail and don't want to ship "untested" ones (Note: this was always a laughable argument; just listing it for completeness since I heard it before), and as far as I can see any arbitrary resolution is supported in borderless mode anyway.
- This is doubly annoying since the real use case for fullscreen (rather than borderless) mode would be DLDSR: the game has "3" AA options: FXAA, TAA and "MSAA". The latter is exceedingly surprising in what looks like a standard UE4 renderer. So of course I tried it immediately. I'm as suprised as you are to report that it does absolutely nothing. I always wonder how this stuff happens. How can anyone get a setting through all the effort it takes to release it (menu localization etc.) and it does absolutely nothing? Who is the graphics engineer who decides on what to put in the menu and signs off on this? How do they not do the bare minimum to check/understand what they are doing?
Anyway, FXAA predictably shimmers like shit, so the only actual option is TAA. And of course TAA is great AA and makes for a very stable image, but it's blurry AF. And of course the game doesn't have a built-in render resolution slider that goes above 100%, even though UE4 gives you that basically for free, so you'd like to use DLDSR, but then you can't do that comfortably because of the whole resolution list clusterfuck. Whew.
- Talking about UE4: unsurprisingly the trademark UE4 shader compilation stutter is there. I won't even blame S-E too much about this. Sure, you can and should fix this as a game devloper if you decide to use UE, but at this point this is really a case of "Get your shit together Epic".
- Then the next surprise: a raytracing setting! What does it do? Hard to say, of course none of the settings have meaningful explanations. What it certainly does is get the GPU power from 120W to 330W in the same scene, that's the most noticeable change. Second most noticeable is that reflections flicker like an anthill, even with TAA. Only with side-to-side screenshot comparisons is it then possible to see that they are, in fact, better in terms of realistically reflecting the scene geometry.
- That's it regarding graphics, but the frustration doesn't quite stop there. Despite them trying to label it as something different, the core gameplay of this is basically an RTS. That's a genre which has a few decades of control and UX refinement on PC, and for good reason. So what do they do? They put a common action on pressing shift while putting the mouse cursor in a specific place. Note: not holding shift while clicking. Pressing shift to perform the action.
- That action is enqueuing orders, by the way. Initially I was once again positively surprised that this is in the game, but also once again there are baffling decisions that follows a good idea. Here, it's that (i) your queue is only exactly 3 actions deep and (ii) there is only a subset of actions which can be queued. Just why? You went to the effort of programming this system. It's 90% of the way there, implementation wise. Why arbitrarily limit it?
Now all of this would suck regardless of the quality of the game. And it's also
far from the worst PC port I've seen. But that's the very reason it's so frustrating: the game seems
good: the gameplay seems interesting, the VA is good, the graphics show their budget but are charming enough. And even more than that:
someone actually tried with the PC port. It supports framerates up to 144, and the mouse/keyboard controls, while clearly not designed by someone who is familiar with how RTS work, are also not just completely phoned in controller mappings. There are even extra hotkeys for directly selecting units that make use of the extra key real estate of a keyboard, and mouse buttons 4 and 5 have useful default mappings -- not something which can be said for most JRPG PC ports.
That's what makes it so frustrating: people tried, and it's
not bad, but it could be so much
better if they got someone to work on it for just a few weeks who actually understands how PC games (in terms of graphics options) and the RTS genre (in terms of PC controls) actually function in the 2020s. Or the 2010s for that matter.
Yes, this was a rant. I'd tweetlonger if I knew how -- I'd love for someone at S-E to actually read this and reflect on their actions
. Feel free to tweet it for me, or put some BGM and an interpretive dance and make a tiktok, or whatever kids do these days to get the attention of a company.