On another PC with an RTX 2070 Super, we managed framerates in the 40s to 60s at 1440p with RTX On and DLSS set to high quality, but also ran into occasional slideshows if RTX was bumped up to the highest setting. The "Force On" option will prevent this, but it made certain areas with complex point lighting, particularly in the spirit world, an unplayable slideshow. The "RTX On" setting disables certain effects dynamically when performance dips too low, which is kind of nice, but can lead to weirdness like water flickering between RTX and non-RTX shading in a jarring way. The RTX effects can look stunning, but they dropped me down closer to a 30-35 fps baseline with some dips into the mid-20s. This took the bite out of some key moments, like a monster jumping out at you for the first time. While I was generally able to maintain a good 45-60 fps on my RTX 2060 Super, there is a significant amount of hitching when you first enter the spirit world or transition between gameplay and a cutscene. They won't always connect with the objects they're interacting with. They stand out with a somewhat doll-like appearance, and stiff animations. The character models are the one area where detail is lacking, especially in contrast to how fantastic everything else looks. It gives the sense that you're never really safe-when the split screen effect goes away and you're just looking at the classroom, how do you know what's going on over on the other side? When Marianne is split between worlds, walls of human flesh and spectral moths are juxtaposed with the mundanity of an abandoned classroom on the other side of the screen. Niwa Resort is layered with small details from roof to paving stones, including crinkled old Polish magazines accurate to the 1990s era. I had several running theories about what was going on at the haunted Niwa Resort that all made sense, but the true answer ended up being even more elegant and poignant than I guessed-and yet the solution didn't come out of left field, M. After making it big with some well-liked first person horror games (Layers of Fear, Observer), it moved on to being trusted. Violence, Use of Tobacco, Strong Language, Blood, Sexual Themes. The Medium is exquisitely paced and plotted, with multidimensional characters and a complex, but not convoluted, supernatural mystery to uncover. The Medium is a big moment in the evolution of Bloober Team as a studio. The Medium is a tension-fueled, psychological horror game built around a central motif: how your perspective changes your perception. But the lack of roadblocks keeps the pacing fairly brisk, which works well with the kind of story that's being told. Most of the puzzles are fairly simple, and there were only a couple of those Portal-like "A-ha!" moments that made me feel like I'd done something really clever. Bloober definitely didn't push this idea to its limits. All inputs affect the real and spirit world versions of Marianne identically, but things are complicated by small differences in the terrain or enemies that only exist in one world. The added gimmick is that Marianne can sometimes see into the spirit world, which is handled by splitting your screen in half. What you do is fairly simple: Most sections involve finding hidden objects, solving puzzles, or sneaking past ghastly enemies against whom you are mostly powerless.
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