Hero of Legend said: Yeah that caught my eye in a bad way also. I mean it's on a cart, there shouldn't be load times, that's extremely rare for any Kirby game IIRC. They kind of are tripping on themselves a little here; the load times, and 30fps. HAL have done impressive visuals before, but never to the point of sacrificing framerate or load times like this.



I'd love to hear their explanation for that. Click to expand... Click to shrink...

I'd imagine that this is their way of optimizing the RAM management of assets from scene to scene. It may have been a case where the assets were grouped based on certain categorizations and assets grouped in a different category have to be loaded separately.This is probably an oversight due to the fact that Kirby games have never really needed to stream assets like they're typically done in an open world game, so the engine may not be equipped to handle that kind of loading. Or maybe the organization of asset loading is because it's a demo and everything isn't on the cart yet.I'm not excusing their decisions, as I feel that they should've taken the time to improve this aspect of their engine during the early stages of development. I'm just offering some plausible explanations for what we're seeing here.