![]() Visual settings are essentially untouched, while resolution falls from 1600x900 to 960x540. Thankfully though, frame-rates are surprisingly consistent overall. It looks like Wreckfest is using double-buffered v-sync, so drops are very noticeable when they do occur. During gameplay, certain dense sections of track or lots of cars onscreen can sometimes cause brief performance drops, while replays are more troublesome and often hit 20fps for extended periods. Just like the last-gen releases, 30fps is the target frame-rate, and it's mostly achieved. Switch textures are downgraded - beyond recognition in some cases - while trees are more basic. Despite these cuts, Wreckfest holds up nicely and honestly the cuts here are pretty minimal relative to other recent Switch conversions we've seen - such as topically similar WRC 10. There seem to be some tweaks to post processing too, with motion blur entirely absent. Some other trackside details are moderately simplified as well, like the crowds, while car geometry has been streamlined with boxier fenders, filled-in exhausts and smoothed-out seams. It's only by looking more closely that the downgrades become visible - such as low quality textures and simpler foliage that don't receive lighting or cast self-shadows. In fact, at a glance, the Switch release looks similar to the last-gen console versions with all core rendering tech intact and a 1600x900 resolution that isn't far from the 1920x1080 used on Xbox One. Here's how Switch compares to the One S - at a glance, there's remarkably little in it. It's a slightly unusual feature set, which is perhaps explained by its initial development in 2012 by a smaller team on a custom engine, but it turns into a winning formula for Switch: conservative rendering tech plus a custom, tweakable engine. Cars are highly detailed, there's plenty of trackside geometry, and pop-in is minimal - but indirectly lit shots often look quite flat, car reflections are quite basic and anti-aliasing is absent. Technically speaking Wreckfest is a good-looking but not especially ambitious title, outside of its superb car damage model. Watch on YouTube The video version of our Wreckfest analysis gets into the nitty-gritty of each version. The damage system is backed by a solid handling model, with weighty-feeling vehicles that demand care when navigating corners - but some arcade characteristics that prevent mistakes from being too punishing. Crashes leave bits of fender and sheet metal strewn over the track, and often send pieces of concrete barriers or tire walls into the air as well. Vehicle damage is fully simulated here, with cars that realistically crumple and disintegrate as they collide. Wreckfest's claim to fame is its destruction. Just how well can this game scale from Nintendo's hybrid console all the way to PS5? Today, we'll be taking a look at Wreckfest across all console formats, with a particular emphasis on Switch. After debuting on PC in 2018, it's since crossed over to current and last-gen consoles - and this week, the Nintendo Switch. Made by Flatout dev Bugbear Entertainment, Wreckfest represents a long-awaited return to form for demolition derby games. Races are full-contact, with track designs that encourage massive shunts as cars criss-cross and shove other vehicles into barriers. Again, it's a really nice and thoughtful touch that lets you keep driving the cars you enjoy.Wreckfest is an all-out brawl of a racing game. Most of the really great war machines are B-Class by default, but you can boost them up to A-Class once you reach that level. Each car has three swappable engines, letting you promote or demote each chassis at will. Yet another massive change is that cars aren't locked into a single class anymore. It's a nice touch cars are expensive and this way your money goes a lot further. So after you've had your fun, you can strip the armour back off and turn your tank back into a race car. Makes things that much more fun.Īnother key difference is that armour is removable here. So you see a lot more rollovers and airborn shenanigens. Cars behave a lot more logically: a vehicle with a lot of mass will be very hard to stop, even by other large cars. They feel a little bit different to Flatout's derbies, thanks to better physics. ![]() ![]() Originally posted by NullaPax:I definately will as I did in Flatout, but I preffer the tracks
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