Classic II: Dominique’s Curse will release on all platforms on Tuesday June 11th!

Launch Time: 8:00am PDT | UTC 15:00 | 16:00 BST | 17:00 CEST | 23:00 HKT | 00:00 JST (12th) | 00:00 KST (12th)

This all new premium DLC mode features the retro gameplay of Classic Mode with a larger map, more enemies and new storyline that begins where Ritual of the Night ends.

  • @Bonesince1997
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    46 months ago

    The Switch version of this game still has significant slow down at times. It was annoying enough to want to play on another console.

    • @devfuuu
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      6 months ago

      It was the first time I experienced a game on a console breaking so much on intensive animated scenes. But it’s still a fun game.

      And also first time I’ve caught such weird bugs like having 2 familiars at the same time. It was fun, but weird. Totally didn’t help with the frame drops when it happened since 2 swords flying and doing stuff was too much.

    • @[email protected]
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      6 months ago

      I gave up on the switch version too. Unplayable at times, made barely enjoyable by the long screen transitions and fear of a crash the rest of it.

      I waited for a sale and got it from Gog.

      That game was the last straw in making me swear I’m never backing a crowdfunded game again.

      • @Pfeffy
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        -26 months ago

        The game runs fine on PC. Your problem is that you crowdfunded a PC game and expected to play it on a 10-year-old Android tablet. They never said they were developing it for switch. The switch was weaker than cell phones that existed when it was released and it’s a joke to expect it to run anything now beyond undemanding mobile games.

        • @[email protected]
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          46 months ago

          They originally said they were developing it for PS Vita and Wii U. Switch should have been a good deal easier.

          Also, Metroid Dread exists.

          • @Pfeffy
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            -36 months ago

            Did you play breath of the wild? It ran like trash on the switch compared to the Wii u.

            And I’m not a console guy, but I’m pretty sure a docked Vita was more powerful than a switch too.

            • @[email protected]
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              6 months ago

              I played both versions and I really don’t know how you got that impression. Both were rough at times (Korok forest being the worst of the worst) but Switch was always a bit smoother and loaded a lot faster.

              See also MK8 Vs MK8D or any of the Wii U to Switch ports. I know first-hand, I had those.

              • @Pfeffy
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                6 months ago

                Well that’s egg on my face. You are right. I thought that when I played breath of the wild in a Wii u emulator that it was just matching up to the Wii u. Apparently it was much better, so when I saw my nephew playing it on switch I thought it was performing worse than the Wii u. Now that I went to run it again, I see that it is running at twice the frame rate of the switch or the Wii u and four times the resolution.

                I do have to say WTF? They released a mobile game that can’t run at full 30 FPS consistently on multiple platforms?

                • @[email protected]
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                  6 months ago

                  Don’t care about emulation performance, it’s apple and oranges. Lots of games more impressive than Bloodstained have been adapted successfully to the Switch. Compromises exist but they don’t include making them almost unplayable.

                  Anyway, regarding why Bloodstained specifically should have been easier on Switch than Wii U, it’s not only about the Switch being more powerful or a more modern architecture than a Wii U or a Vita (though it is).

                  It’s also that the version of unreal engine (4) they were developing the game on wasn’t even officially supported on the Wii U. They made a point in their crowdfunding campaign that they were enlisting the help of Armature, former Retro Studios Devs with experience in porting. They needed them to do the necessary development to adapt a UE4 game to Wii U. Back then Armature were even proposing to release their work once done for other studios wanting to do the same.

                  Development went longer than expected, Wii U was a big commercial failure and its life was cut short, so I can see why they cancelled that and went to Switch instead. But UE4 is officially and fully supported on Switch, so that barrier didn’t exist anymore.

  • @steeznson
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    16 months ago

    I thought the base game was a flawed gem. Should say that I’m a big Symphony of the Night fan though.