Yup, the engine is Unity according to the intellectual property notices attached to a preload. Explains the giant filesize and the wonky presentation. Also the stuttering which tends to be an issue with the built-in garbage collector: https://youtu.be/Lpdv4473QsU?t=410harborline765 wrote:Press +/- on the game icon on the Switch home screen and go to "Intellectual Property Notices".
Me suspects the Unity engine and third party library bloat.
Just a reminder:
- Pac-Man on PS4, a Unity engine port of the 16KB arcade game, is almost 1GB.
- La Mulana's PS4/Xbox One/Switch Unity engine port weighs in 2.5GB(!). The original game had to fit in WiiWare's 40MB filesize limitations, and the Vita director's cut was only a couple hundred MB.
Hopefully it's on its own engine, though, Platinum is one of the few developers left that prides itself on its own home grown technology made to suit the games they specialise in.
Not really pleased with this trend where we see developers who once honed their craft and built engines specifically to get the most out of their games moving toward using third party engines. If the end result is fine then who cares, but Unity engine in particular is inherently laggy (Fall Guys has 13 frames of lag on PS4, there are remasters of PS2 and GC games on Unity with significantly more lag than the original games) and usually the presentation doesn't feel authentic because data streaming tends to be slow and the engine is hugely CPU-bound. Something is usually always lost when Unity is used to make faux-retro games or port old games over. Some talented developers fork Unity and get some great results out of it, but those cases are the exception rather than the norm.