Sega Patches Vanquish High Framerate Bug

Sega Patches Vanquish High Framerate Bug

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You won't have to worry about high framerates ramping up the difficulty in Vanquish anymore, thanks to a patch released last night by Sega.

Last week, we told you about a bug in the PC version of Vanquish that caused you to take more damage at higher framerates. Last night, Sega released a patch that fixes that issue.

Sunday, Sega and Little Stone Software, who handled the PC port, acknowledged the issue and said a fix was in the works. On Monday, a beta version of the patch was rolled out, and that patch went live for everyone last night.

There are some other fixes in the patch as well. Here are the patch notes:

  • Fixed an issue with invincibility frame timing (which sometimes allowed the player to get hit more frequently at higher frame rates).
  • Fixed an issue with health regeneration at higher frame rates.
  • Fixed an issue when resetting to default on the options menu.
  • Fixed an issue with video cutscenes skipping early for some players.
  • Fixed an animation issue when sliding backwards and aiming using keyboard and mouse.
  • Adjusted cutscene audio volume.
  • Added two more command line functions:
    • -monitor 2 (or any number in a multi-monitor setup)

      This will allow users to select which monitor to treat as the primary device, which will allow full screen exclusive to work on that display.

    • -window

      This will force the game to boot into windowed mode (which should help some players if the game is defaulting to an unsupported resolution)

The PC port of Vanquish launched on Steam on May 25.

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Good on Sega and Little Stone. A couple years ago this bug would have gone unaddressed. I hope this is a sign of continued attention from Japanese developers on the PC.

Why is it called a "bug" or "glitch" when it was most likely intentionally implemented that way in the original game?

Then again, seeing how quickly it was resolved, maybe Little Stone Software may have intended to rewrite that part for the port and didn't get it exactly right...Possibly.
Though saying that feels like giving lazy developers an easy out.
Oh well, at least they listened to the gamers and fixed it, instead of letting things be or putting it on modders.

Vendor-Lazarus:
Why is it called a "bug" or "glitch" when it was most likely intentionally implemented that way in the original game?

Because it breaks the game as it is playable now. Just because it was intentional early on doesn't mean the unwanted sideeffects NOW are intentional, too. They aren't and it got back to bite them (or rather, the porting team) in the ass that Platinum made it like that.

Vendor-Lazarus:
Why is it called a "bug" or "glitch" when it was most likely intentionally implemented that way in the original game?

There's two different kinds of errors in design, implementation and intent.
The game was not designed for the player to take more damage at higher framerates than the original console release. Therefore it's an implementation error, and one to be addressed.

cra

 

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