Assassin's Creed Unity is among the more obvious picks. I think it's pretty noteworthy for how wonderfully they fixed that game up though, today it's one of my favorite entries in the series, and it's probably the most polished since the Ezio trilogy.
Remember Batman: Arkham Knight? Or um, its PC release, forgot the console bros had an alright launch. It's a-okay now, though I played it on a 970, which was the one card it didn't seem to have major issues with at launch. Was actually able to max it out pretty easily, and the Gameworks effects at max had an FPS impact of literally zero, shockingly.
Arkham Origins retained a couple game-breaking bugs, didn't it? Ones that most players wouldn't ever encounter though. I do remember my cape regularly bugging out while gliding, I can live with that.
Fallout: New Vegas had a really buggy launch, looks like one of the buggiest releases I've ever seen, right from the opening shot it goes nuts. Today we remember it as one of the best immersive RPGs ever made. I kinda figure Cyberpunk 2077's gonna have a similar experience, and in time we'll move past its messy opening. If it's never fixed to meet AAA standards, then I think like most eurojank, its place in gaming will be defined by a passionate fanbase, rather than by the majority that it doesn't appeal to.
I bet Crowbcat has some nice reminders of the messy launches we forgot. But for the most part, I think we move past the launch disasters pretty easily, so long as the game gets fixed.
I don't really know what red flags to look out for, other than ambitious projects obviously having more holes to plug. Sometimes I get a gut feeling from a gameplay trailer, but I dunno what exactly to pin that on.
edit: Overkill's The Walking Dead! Hah. That game never looked like it had a chance, it just never looked satisfying. Little to no zombie gore, and I really don't think traps make for great zombie gameplay in those sorts of campaigns.
No Man's Sky... wasn't even broken, it was an entirely different game from what we were promised
Some saw through the outlandish promises. Alas. Not I.
4K I would not expect to do, heh. Haven't got a 4K monitor though. And actually, I think I did have AA down one notch (plus bullshit like chromatic aberration and motion blur disabled).I take it this is at 1080p + 60hz on the 970? The problem is that the game requires a brute force of GPU power to not incur frame drops due to whatever UE3 is doing in the background in this game when you are gliding or driving the batmobile. So even though it seems like you could do a higher res on the 970, it will drop frames regardless of GPU usage.
I have seen DF Richards video on trying to run it 4K60 locked on a 2080 ti and even thats not enough to stop all frame drops. He estimates you need about double the GPU power it seems like you do to lock it down to 60. I have just started another run and locked it to 30 at 4K because its not possible to run at native 4K on a GTX 1080 and keep anywhere near 60, even when on foot even though GPU usage is not maxed out, its the same as the 2080ti when driving the batmobile.
Even at 4K30, when I'm using about 60% of my GPU or less at all times it still has stutters caused by something the engine is doing. So I do see why people would say its broken in 2020, when you see you have loads of GPU usage left over and try to run it at 1440p+ and maintain 60fps. I don't think thats necessarily Rocksteady/the PC port people's fault though, its just UE3 open world games where you can travel fast past tons of extremely detail assets.
I'd pay £60 quid for a UE4 port of the game that fixes these problems, I love it so much. The Vanishing of Ethan Carter devs released their game in UE4 and it fixed all loading camera panning stutters I had on the exact same PC setup so I think it would help AK a lot.
My most recent "red flag" was Anthem. I didn't know much about the game before the launch, just saw the E3 demo, I thought it looked cool.
And then i've tried the beta WE. I played this shit all week-end. Day fucking one bro.
And then... There was this tweet from Mike Gamble, one (the ?) of the director of the game about the PS4 version of the game.
"We did work on that too. Smoothed to 30 instead of letting it bounce around"
YOU WAT ?
There was articles about this on eurogamer : https://www.eurogamer.net/articles/digitalfoundry-2019-anthem-demo-performance-analysis
"but if your choice is between 20-30fps at 1800p, or 35-50fps to 1080p, it's a no-brainer - the game just works better at a higher frame-rate"
So instead of trying to go to 60 fps, the motherf*ckers cut the legs of the game and "voilà !". I said to myself, if they do the same for the rest, it's not gonna be alright, let's wait.
You all know the rest of the story, and i've saved 70 Euros because of this tweet.
I made a thread about this series a week or two ago and didn't receive one response.Not sure if anyone knows the game, but X3:Reunion was broken as fuck at launch.
I was pretty pissed off about it, because it was during a time when I still had to beg my parents to buy games, and I ended up with an unplayable mess. Will never buy from that company again.
The NTSC version of Impossible Mission for the Atari 7800 truly lives up to its name. Due to an unfortunate bug, it is not possible to complete the game.
The PAL version does not have this bug.
Thanks to ROM hackers in the modern era, you can now also obtain a "fixed" NTSC version of the game that can be played to completion.