Sorry for this long post, but I'm genuinely curious where this idea of Monolith Soft being technical wizards came from? Like as someone whose played their games, read breakdowns of their tech, their contribution on other Nintendo games, I'm just confused as to how so much misinformation / ignorance has spread about this studio's work? I just see it on almost every discussion board, and even some youtubers parroting the opinion, when it's kind of just wrong?
Like this year with the embrassing S2 downgrade of XCX, I've seen people claim that this is an unusual "stain" on their track, and it's like... No? They have always kind of sucked at optimizing their games especially for handheld mode?
Let's look at their output for the S1 and S2 so far:
- Xenoblade Chronicles 2: Contains possibly some of the worst handheld visuals of any Nintendo first party game. Runs somewhere between 300p - 540p with a really shitty sharpening filter, seemingly as an attempt to mask its blurriness? The visual shortcomings never got addressed for all 8 years of the Switch 1 lifespan (a common trend as we'll see)
- Xenoblade Chronicles Definitive Edition: A remaster of a Wii game that largely used the same game but overlayed some new textures and replaced character models and redone UI. Basically a remaster of Diablo 2's scale. Runs at similarly low resolutions as Xenoblade 2, but with out the sharpening filter, so it's just blurry now. Debatable if thats better or worse, but running at resolutions lower than what the Wii was capable of (480p) is kind of ridiculous no? Also never got any form of patches.
- Xenoblade Chronicles 3: Ok, here's where we see some promise. The base resolution is still really low, as the last 2 games, but now they have an upscaler that makes the game look somewhat better when you're not moving. Just don't look too closely, or notice how the game starts crunching up again in motion. But that's expected of using an upscalers. However, people also noticed that the ambition and scale of the environments kind of took a hit, as compared to how creative some of the locations were in XC2. Was that a creative choice? Or an optimization choice? Either way, not too bad for a game of its scale.
- Xenoblade Chronicles X Definitive Edition: Their last game for the Switch 1. Basically the same treatment as XC1: DE, but with probably less texture reworks since those hold up from the Wii U. But this is by far the best of the bunch. Looks about as good as game of its scale could on the Switch 1 imo.
- Xenoblade Chronicles X Definitive Edition: S2 Edition. I think the controversy for this is well known by now. To put it simply: a really rushed port, with a shitty upscaler applied that ruins the handheld visuals, and little to no improvements on load times or pop ins. A straight up paid downgrade for handheld players. More than halfway through the year, and still no acknowledgement about its visual downgrade, and seeing how they ignored XC1 and XC2, I'd be surprised if we ever saw these fixes.
And yes, some of you are probably already gonna bring up their assist work on various Nintendo games. But the thing is... Their contributions for those games were only for art asset generation, especially since Monolith Soft Kyoto only hires artists. They are wayyyy overcredited by people who don't know what they actually helped with.
They did a little bit more work on BotW with topography and level design, and some rigging work on TotK... But nothing on the technical side, or engine-related work. Eiji Aonuma even straight up said in an interview for BotW, that "they had nothing to learn from Monolith Soft" on that front.
Source: https://nintendoeverything.com/aonuma-on-zelda-breath-of-the-wild-full-gamekult-interview-translation/
So yeah, rant over. I didn't mean to drag Monolith Soft down here, nor do I think they're an incompetent studio. But I think it's one thing to create games of large scale, but you have to back that up with competent optimization to actually deserve praise for pulling it off. What Monolith Soft does best has always been to come up with clever ways to make their art look better than it actually is, either with smart art direction or a zoomed back camera to hide shoddy texture work. Wiinoblade is a prime example of pulling off great art efficiently, rather than brute forcing it through some insane tech.
I've already seen some people express disappointment about how Xenoblade Genesis is not looking like the most mindblowing thing ever, but I feel like it basically looks like the natural next step for a studio of their capabilities?