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DF Direct Weekly #281: Kojima's Psyint Canned By Sony, Coming To Xbox, Switch 2 VRR, Ocarina of Time

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Summary of DF Direct Weekly #281 (Gaming/Tech News & Analysis)

1) Kojima’s “Fizz” canceled by PlayStation; Xbox steps in

  • Hideo Kojima says PlayStation Studios canceled Fizz (announced earlier this year), and Kojima Productions spent about three months seeking a new partner.
  • Kojima states the studio found an Xbox partner “with a common vision,” and will continue development.
  • PlayStation reportedly described it as PlayStation “stepping away from collaborating,” while Kojima’s wording suggests Sony canceled the project—sparking backlash over Sony’s optics and communication.
  • Host analysis (Rich/John/Oliver):
    • Sony’s decision is seen as part of a broader pattern of risk-averse, number-driven choices that may alienate long-time fans.
    • The discussion emphasizes prestige titles and creator partnerships (Kojima as a “mind share” driver), not just unit sales.
    • Microsoft taking over is viewed as beneficial for brand perception, potentially including PC availability and restoring momentum for Kojima’s action espionage ambitions.
    • Oliver raises concerns about the Decima engine: whether Kojima can keep engine work depending on separation terms. Overall, the hosts think it’s unlikely to be prohibitive, since the project reportedly entered later stages after Death Stranding 2.

2) Switch 2: VRR finally works in TV mode (with important constraints)

  • Digital Foundry reports VRR now functions in Switch 2 TV mode, not only on the internal screen.
  • But VRR requires game patches:
    • Currently, only The Welcome Tour appears to have a patch enabling VRR in TV mode.
    • Hosts test how VRR ranges behave across different refresh modes, noting that results vary by platform and display.
  • Key technical nuance:
    • Even if system-level VRR causes the TV to report VRR continuously, the game may not actually use VRR unless patched—leading to cases where VRR is “enabled” but behavior resembles normal vsync/judder.
  • Additional practical issues (Oliver):
    • Some players prefer black frame insertion/strobing, which may not work well alongside the Switch 2 VRR toggle.
    • Docked output limitations are discussed (including references to 1440p/120-ish max, with some setups limited to lower 1080p/120), reducing the ideal VRR impact.
  • Verdict: promising, but early—developers must patch, and VRR behavior isn’t consistent yet across titles.

3) Nintendo reveals: Zelda Ocarina of Time remake + Nintendo Direct impressions

Zelda: Ocarina of Time remake

  • The presentation is described as a modern semi-stylized take:
    • Grounded look with light-map-like lighting
    • A mix of sharp and soft shadows
    • No clear Unreal Engine 5 “tells” (no obvious TSR/DLSS-style pipeline)
  • Hosts suspect internal Nintendo or partner studio tech may be involved (Monolith Soft is mentioned as a plausible influence).
  • Main critique:
    • Over-sharpening and some image quality/shimmering artifacts, especially in motion/outdoor scenes.
    • A recurring frustration: Nintendo appears to continue avoiding DLSS despite using an NVIDIA-based Switch 2 platform.
  • Positive notes:
    • 60fps target, improved UI, and a more complete reimagining than older handheld remasters.

Nintendo Direct other highlighted titles (selected commentary)

  • Kirby: The World Beyond
    • More open scope than Forgotten Land
    • Targeting 60fps, with some dips
    • Looked clean/exciting
    • Release discussed as Spring 2027
  • Metroid: Ravenous
    • Looks like a Metroid Dread-style evolution, including a parry system
    • Store info indicates 120Hz
    • Release noted as January 28, 2027
  • Monster Hunter Wilds port to Switch 2
    • Looks like a largely 30fps experience (based on footage), likely via upscaling
    • Hosts note it may be a tricky visual fit but seems feasible
    • Framed as part of Capcom’s broader push to rehabilitate ports and prioritize Switch 2 performance
  • Resident Evil 2/3/4 (Switch 2 versions)
    • Cautiously optimistic: footage suggests 60fps targets or strong performance
    • Oliver notes unusual eShop file sizes (RE2/RE3 smaller than expected), speculating about compression/decompression or asset changes
  • Stella Blade Complete Edition
    • Discussion focuses on frame generation and possible artifacting/overuse of upscaling tech
    • Concerns about inconsistent image behavior in motion
  • Persona 4/6 on Switch 2
    • Atlas bringing them to Switch 2 is noted
    • Persona 4 appears to be 30fps, looks good so far
    • Input lag is flagged as an important thing to watch
    • Mentioned in the context of a Steam achievement leak (treated as not overly spoilery)

4) Marvel’s Wolverine reviews: technical praise, mixed reception on design

  • Reviews are characterized as mixed/mostly negative regarding game design, as well as concerns about length and pacing.
  • Hosts broadly agree Insomniac delivered excellent technical performance and strong presentation:
    • high image quality
    • good performance
    • strong feature set
    • consistently high production-value cinematics
  • Game-focused critique:
    • Wolverine is framed as a polished, linear brawler that may feel “too handholdy” and not ambitious enough for some reviewers.
    • John compares it to a mid-tier action game structure—fun brawling through fights—rather than a boundary-pushing reinvention.
    • Oliver suggests expectations may be too high because Sony has released fewer major titles, making “mid-to-strong” experiences feel worse than they might otherwise.

5) “Time Machine” + co-op feature

  • Hosts revisit DF’s historical analysis of PS4 Pro (10 years ago), focusing on why checkerboard rendering and early “4K-like” output were hard to appreciate through YouTube at the time.
  • Co-op spotlight: Big Walk (an Australian studio previously linked to Untitled Goose Game).
    • The standout hook is location/environment-based audio that changes acoustics and distance perception.
    • The story highlights how audio mechanics enable emergent cooperative puzzle moments, including:
      • using a radio
      • gesture cues
      • hearing echoes across space

Presenters / Contributors

  • John Linman
  • Rich (Digital Foundry co-host)
  • Oliver McKenzie
  • William Jud (credited in the “Digital Foundry time machine” segment as the recurring host persona for that feature)

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