With the release of Hard Reset Redux, gamers have been accusing developer Flying Wild Hog of graphical downgrades. FWG replied to these accusations, saying that there are various in-engine changes, which is the reason behind the small differences between the original, and Redux version of Hard Reset.
One of the accusations against Flying Wild Hog is in regards to ambient occulusion, with gamers noticing a difference between the various implementations of AO. The developer explained what is happening with AO in Hard Reset Redux: "We replaced baked ambient occlusion with dynamic one (SSAO). So it's different now and was_not_removed. Lol - the game runs on the second iteration of our RoadHog in which we don't use pre-baked AO, Instead we have SSAO. Also it's optimized differently so this is why you have almost 2x more frames. Loads of things have changed in-engine since Hard Reset's release in 2011".
The quality of textures in Hard Reset Redux were also a concern for gamers, with a comparison video embedded above. YouTuber 'Candyland' used FXAA which blurs the image, so that might explain the additional blurriness in the Redux version of Hard Reset. Flying Wild Hog has also removed the sharpening filter that was in the original version of the game, explaining: "Textures and Post Process: As with the Occlusion system, we have changed the post-processing filters we used in the original Hard Reset. Redux does not use the same Image Sharpen Post Process which was used in the original H.R. This change was made to decrease aliasing, which cause flickering during camera motion. Because of this the game can at times look worse during static screens, but it looks better in motion. Hard Reset Redux is a game where players will constantly be moving and shooting; so this change was made to improve the overall visual experience that the game delivers during gameplay".
But the stress of Hard Reset Redux continues, with gamers complaining that there are missing lighting effects in a certain scene, with FWG claiming that it's currently working on that issue. The bug appears to only take place during the "Survival" mode.
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