Migrated over from [email protected]

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Cake day: June 28th, 2025

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  • Gotta disagree with the people hating on Eternal here. Eternal is very different than 2016, so it’s understandable 2016 will be some people’s favourite.

    The key difference is that Eternal has a much stricter way the game wants you to play it. When speaking about the changes, the devs pointed to some incredibly lame review footage where a game journo beat several levels while barely turning the camera, ramming around corners and only using the shotgun. You can play 2016 that way, simply forcing a gun you like as a silver bullet into every scenario.

    Eternal will demand significantly more from you. Guns to target weak points, special interactions like grenades for cacodemons, enemies like marauders who want to dance at specific ranges or require trickery like shooting rockets at the ground behind them to beat them, you’ll even need to cycle between multiple guns to skip lengthy reloads to get your full DPS. You need to make macro level decisions constantly, not just point at the nearest demon and shoot it. It’s often referred to as “combat chess”. If you give yourself over to it and play with an open mind, getting good at Eternal’s combat is fun as hell, and is likely the best combat I’ve ever experienced. You feel like a beast when you’re successfully executing the dance, 2016 will feel like a slow slog in comparison.

    Bonus review, since I’m here. TDA is a total shakeup again. Combat is slower and more flexible, striking a middle ground between 2016 and Eternal. Many of the varied tools you needed to swap weapons for in Eternal are just shield abilities you always have here, so you can pick a favourite weapon and stick with it again. Should, actually, swapping around is slow and guns don’t have huge speciality advantages. The game leans more into being a power fantasy, but the shield is very good, you don’t have to earn it nearly as hard as you did in Eternal. For reference, I fairly easily beat TDA on Nightmare for my first playthrough, and failed to do so when returning to Eternal that same year, getting totally walled in a fairly early level. They did rebalance the campaign since I played TDA though, and it’s supposed to be harder. Planning to check it out in a replay before playing this DLC.

    All in all, I really love that each entry is bold enough to totally revisit the core design and do something fresh. Eternal is basically the perfect version of that vision, especially in the DLC. I might have loved more of that, but it there really wouldn’t have been anything new to add. So TDA does its own thing and does it really well. Each entry is radically different, and they’re all awesome (although I really can’t go back to 2016 lol).



  • I’m about halfway through the game now, and this version is incredible. Very flexible port, with a wealth of options. Some of the odd features I’m enjoying:

    • Doubling damage and disabling heart drops is like a customizable Hero mode. Great stuff.
    • Mirror mode makes the game layout what I remember from playing on the Wii as a kid.
    • Gyro aim combines the precision aiming from Wii with the uh… not having to waggle from GameCube. A perfect version.
    • All the little TPHD features that make things faster, like climbing, tears of light, skipped rupee cutscenes, bigger wallets, etc. And individually toggleable if you don’t like any change.
    • I’ve had a blast with cheats, like Fast Iron Boots, and an occasional moon jump to peek out of bounds or skip a slow climb.

    Not to mention the stuff you expect. Texture pack support, so I can play with the Wii U textures, 9x internal resolution for my 4K TV, 120 FPS interpolation that keeps the original physics working flawlessly, fantastic performance, totally rebindable controls, it’s all here.

    And updates have already improved the game from when I started, it’s only getting better.





  • Already shared my thoughts on [email protected], but I am playing on Linux, so:

    Been playing this, and it’s great! Started right up at 9x resolution, wasn’t too hard to setup a high quality texture pack, and the game is looking sharp at 4k/120 without any issues!

    Things look great, and this launching with features like gyro aim, free cam, and QoL like fast climbing and skipping that damn rupee cutscene is phenomenal.

    Also, man, can’t wait to come back to this in a year or two with a randomizer and whatever other features they can pack in here.



  • You can toggle everything except the texture pack right now, unfortunately. The live reloading is super rad, I’ve had a blast toggling bloom on and off and laughing at how generic the game looks without it.

    I think textures are a fairly new feature, you currently just throw them in an unmentioned folder and it works. But I’ve heard one of the devs is apparently looking into modding support, so hopefully texture packs can be distributed via mods, and easily enabled/disabled there, similar to Majora’s Mask Recomp.




  • Been playing this, and it’s great! Started right up at 9x resolution, wasn’t too hard to setup a high quality texture pack, and the game is looking sharp at 4k/120 without any issues!

    Things look great, and this launching with features like gyro aim, free cam, and QoL like fast climbing and skipping that damn rupee cutscene is phenomenal.

    Also, man, can’t wait to come back to this in a year or two with a randomizer and whatever other features they can pack in here.



  • Yeah, that’s reasonable. I think it’s pretty cool tech, even if my own priorities and my display prevent me from using it as well.

    The only place I really take issue with it is when someone like Capcom pushes it hard in a game like MH: Wilds to reach 60FPS. 30->60 is adding 33ms of input lag, in an action game, reaching a level of input lag we haven’t seen in the mainstream since N64 games that couldn’t push past 15-20FPS.

    Once you’re at least at 60FPS native, you’re only adding 16ms of input lag, and that begins to feel like a pretty reasonable trade if you really like that smooth look.


  • What? Your numbers are right, if you were running the game at 100FPS it would take 10ms to render a frame. Plus your 10ms of additional latency from holding the frame. 10ms + 10ms is 20ms.

    If you were running the game natively at 50FPS, it would take 20ms to render a frame. That’s the same number. The total input lag from rendering is identical. Add in the slowdown from your GPU rendering the in-betweens and it’s even a little bit worse.

    VSync may complicate this though, depending on the method, since you may already be holding a frame for some amount of time, I hadn’t considered that. I personally use VRR, so it isn’t much on my setup.


  • This doesn’t surprise me. Raw math, frame gen makes no sense to me unless you’re already hitting 120 FPS natively, and therefore you need at minimum a 240Hz display to make use of it.

    Basic math, to generate frames, you must have the next frame ready to generate an in-between. Which means your frame display is delayed by a frame, meaning your input lag is equivalent to natively running at half the rate you’re natively running at. And this is assuming flawless, instant frame generation. For “motion smoothness”, a vague, not all that important element of game feel, IMO.

    So, crunch some numbers. Natively running at 60? Neat, you can have the “motion smoothness” of 120 for the input lag of 30. Not worth it IMO, 30 feels pretty rough when you’re used to 60.

    Native 120? Alright, the difference in input lag to 60 is way less. 8ms of added lag is tolerable, and with 4x frame gen you can drive a 480Hz monitor. Pretty good, and the time gap is small enough you’ll have minimal visible errors in the generated frames. The question of course being… do you own a 480Hz monitor? Not to mention 120 has solid motion smoothness already, so it’s still kind of a questionable trade. I’d still personally prefer native 120, but it’s at least reasonable.

    A debatable sweet spot might be 80-100, 40-50FPS is more than halfway to 60 from 30 (in milliseconds), and you can multiply into more reasonable monitors than 480Hz. 360Hz to fully leverage 4x frame gen is something you’re more likely to actually own.

    End of the day though, my core takeaway is that frame gen is incredibly niche. You either need to be obsessive about motion smoothness without caring about input lag, have a hella fast monitor and great performance, or uh… most likely, not understand any of this and want framerate go bigger.