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I am interested in knowing this as well.
Thanks for chiming in. That's reassuring.
I agree I own both those games and they run perfectly in 21:9 AR
Simple, we represent less than 1% of Steam's userbase. We are irrelevant to Valve.
I don't see this as a solid enough reasoning.
1. A Way Out renders two images at the same time (sometimes in horizontal, sometimes in vertical split), as far as I remember, it also has fixed camera segments, it's a coop only game, and it was made by only a handful of people (it's an indie title). Yet, it supports ultrawide.
2. Games from 15+ years ago also scale automatically to ANY kind of aspect ratio because it's fairly easy (and kinda obvious/logical) to program a 3D game this way.
3. Salt & Sanctuary, which was made by only two people, also supports ultrawide perfectly.
4. Disco Elysium, which is also an indie game like A Way Out and Salt & Sanctuary, got an ultrawide update later even though the team had to do a lot of work - more specifically, draw/create additional artwork and assets that did not exist outside of the 16:9 screenspace.
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Sorry to say that, but you devs are either lazy and are just making excuses, or ignorant, or just rush products out of the door one after the other... or all at the same time. You didn't even bother to put an FOV slider and ultrawide support into the original Observer game, and modders had to do that... and they did it under minutes... under minutes. While for you, multiple years weren't enough to implement such standard PC options. Same goes for Observer: System Redux. We had to "beg" on Steam based on the demo just for you devs to finally listen and spend two minutes to add an extremely basic feature into a modern 3D game (arbitrary aspect ratio support).
You push out horror games to the market like how Hollywood tosses out Z-grade action flicks every month. You have the talent, Observer clearly shows that, it's one of the best immersive first-person story-driven games, along with Firewatch and What Remains of Edith Finch. But even your best game (Observer) suffers from not enough polish (lacking features), or abysmal performance and underdeveloped mechanics/ideas (Blair Witch) etc.
How about this time you actually polish your upcoming game before you are going to release it? How hard that would be for such a big team? Because it's certainly bigger than the team of all the mentioned games above.
In Medium we have 473 fixed cameras. And for all of them we would need to do two different perspectives. In Observer we had only one camera :) (and I'm not saying we shouldn't do that then).
As you see if we would like to make the SuperWide support we would need to postpone the game... somewhere in the future I'm afraid.
I'm not saying that you need to like this decision but calling us "lazy"... well :)
Agree.
Observer and redux so lazy lack of UW support and now medium locked to 16/9 game from 2021 year .....
Sorry, but you pretty much walked into your own trap and contradicted yourself. You indirectly confirmed my previous statement, which is how easy it would have been to include ultrawide support in the first place in the original Observer release. Yet, you didn't. Originally, you weren't going to include it in the Redux version either. You only did it eventually because there was a community uproar about it based on the demo. Blair Witch and the two Layers of Fear games do not have ultrawide support either. Modders had to fix them later. And these games only had ONE camera, as you just have said.
So yeah, calling you lazy / your team is totally justified when you can't even bother to put such a basic feature into the game, especially if all it would require is to change the default FOV scaling from Horizontal to Vertical in UE4 (it works differently than UE3), which is a single line of code, as well as making sure that any kind of aspect ratios and resolutions would be detected in-game automatically (which is a couple more lines of additional code).
But hey, maybe you are right. Maybe you are not lazy, but in that case, at the very least you are ignorant and do not fully understand/grasp what the PC platform is about. PC is about personal preference, it's about tailoring the experience to your liking. This includes extended graphical options, unlocked framerate, support for different peripherials, quality of life options (FOV slider, colorblind mode etc.), and the mentioned arbitrary aspect ratio support. If I'd want to play with restrictions, I would play on console.
Look, I don't want to be too harsh on you, I can believe that you guys have worked hard on this game but your excuse/answer does not really manage to stand its ground. I get that there's lot of fixed cameras, but so in Silent Hill 3 (I played it recently, oddly enough it's the only one in the series I do not like), and it worked flawlessly with an ultrawide mod. As far as I remember, there weren't really any geometry clipping issues at all, which realistically could only be the single problem in The Medium. And if there would be clipping issues, I honestly don't think it would have taken too long to adjust the camera or extend/change the geometry a bit in one or two scenes.
I'm really excited about this game, I completed roughly 750 games and I consider Silent Hill 2 among my top 10 favourite games of all time. So I was really looking forward to The Medium because it looks and feels so similar, and I still am, but please, try to put more effort and thought into the PC versions of your games from now on. Thanks.