Following a WSGF request and GOG providing review access, I got on this yet another Unreal Engine 4 game.
Sadly, it being on a familiar engine hardly helped, as most of the patterns known to me were missing. Still, I understood the engine well enough to have a starting point and figure out the rest by the usual way of disassembling over the course of the following hours.
Like The Medium fix, this one pulls the user's resolution from one place and then injects it in another, also correcting the FOV for each scene in real time after removing the black bars.
I'm bad at the game and I was too tired to play it after working on the solution, but I did go through all the gameplay parts I could reach, including the in-engine cutscenes, various views of the museum, customization (some UI issues here, easy to go back to 16:9 with the trainer button press), and the main gameplay.
I also searched through the Steam discussions for any mentions of ultrawide, and here is the content of a post I found:
"How would you implement ultrawide in a schmup developed for 16:9?? You can't just add extra screen space without it totally mangling the difficulty curve, which is largely based on reacting to approaching threats."
Well, what do you do in response to something like this? Test the game at 96:9, of course! It fills the whole screen even at that resolution, though completely cropping off some of the intro dialogue options (they are skippable, so must be unimportant?).
Rose
2021-05-12 15:05:46 +0000 UTCEleriam
2021-05-12 08:48:39 +0000 UTC