Amazing how low the bar is for AAA games in terms of gameplay and fun.
Graphics, yes. But the actual gameplay... a joke compared to the first Rainbow Six and tactical matches on SWAT3.
That's far harder to do right than graphics and it's going to have a bigger impact on how immersive the game is. You can always improve graphics down the line but getting the mechanics and handling right is a lot more important and will be a lot harder to change later on.
[0] https://en.wikipedia.org/wiki/Indianapolis_500:_The_Simulati...
Linux Air Combat on the other hand really does look the way games looked 30 years ago, and the UI looks worse.
It's fine, we don't need good graphics in everything. But it will hurt its popularity in a way that Battlebit is not hurt, because people can tell the difference between intentionally making a game with a retro look vs. just not having the art resources for good graphics.
It looks like Roblox Battlefield.
The only real complaints on an otherwise ridiculously overwhelmingly positive Steam page seem to centre around the anti-cheat.
The MinSysReq also suggests it'll run on a potato, so it sounds worth a shot!
Any serious libre gamer with a big graphics card to test would just launch Flightgear at 4K with the ALS effects on, real time weather and a crazy draw distance over 30 kms with all the shading FX' on. And lots of tweaks that made clouds looks like clouds and not fancy textures or barely recreated shaders.
Do you realize this graphics settings are done on retro purposes?
Go check Flightgear videos with ALS settings and graphics to the max. It might not be MSFS, but for something that also runs under an HD3000 iGPU/UHD600, the graphics are astounding for a community based project.
Also, MSFS gets rendered assets and maps from Bing maps, something Flightgear did with Google Maps with a custom build... 10 years ago.
Saying that it's like saying every AAA game it's like an unoptimized Ubisoft crap.
Games require a lot of consistent output and theming in their assets to make it work, not exactly suitable for piecemeal contribution built with different asset pipelines and quality.
What is interesting to see is how a lot of fan remaster projects have this problem to a much lesser degree. Having the touchstone of a shared love for the original makes it much easier to organize and get people to stick around and agree to someone's vision.
Well that makes sense: in a remaster, the "vision" is really just "let's modernize this old game". So everyone knows what it's supposed to look like, basically, because they can just look at the old game itself.