I'll start this monologue by noting I know enough about game design to know what can, and cannot be changed at this point in the games development cycle, and I've tried to keep my remarks within this purview.
I have around 3000-4000 hours played in the original TQ, I could speak at length about my experience about that game of course, but I only make the note of this to buttress the points I will touch on herein. I do not review games ever, so forgive the haphhazard formatting.
Also, please note that for the sake of brevity, I am only really going to comment on what I think falls short, if something is not mentioned (Eg, teleport QoL changes, better animations, better enemy design, etc, etc) then I probably either like and wouldn't change, or love it.
I am on a 7900xtx, and a 7900X3D
**Regarding graphics and performance, **
Developing on the Unreal Engine is always a decision, but I do think the dev team have played to the engines strengths for the most part. Graphical fidelity is high in all the right places, without, I believe, losing the original title's aesthetic sensibilities.
- In terms of visuals in general, I would only recommend tweaking the overall sharpness and color balance of the game and quizzing playtesters early on in testing in regards to this, as it is initially extremely visually saturated and the noise is quite extreme.
- I would also like to note some very obvious aliasing issues with mipmapping/moire patterns that are immediately evident in beach textures. If anyone has wondered what that strange "scanning" effect is within the textures, that's to do with aliasing. Less obnoxious with upscaling, which leads me to my next point:
Cont. in comments.