Nintendo Switch

Here’s What’s Coming In Sonic Forces Upcoming 1.01 Update

Sonic Forces isn’t out just yet but we’ve received word on what is included in the first update for the game. There’s a number of fixes and improvements to the game which will be gladly accepted by fans. Sonic’s latest adventure was recently reviewed by Polygon and it received an average 5/10.

sonic_forces_patch

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15 comments

  1. Day One updates usually spell bad news. Also, Super Sonic in regular stages in a somewhat disappointing 3D game is not reassuring to me. No Chaos/Shadow boss fights but glorifying Zavok…who fucking cares about Zavok to begin with plus Infinite is a bitch…not hard kind of bitch but a super easy kind of bitch…despite having all of that power to just do/eradicate shit in a blink of an eye.

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    1. I think every single Switch game I’ve bought day one has had an update. Developers keep working away after a game goes Gold weeks before launch. This is the absolute norm and has been or years.

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      1. More like no matter how good your QA team is, there’s simply not enough of them to find everything. Code is more and more complex. Every week of development costs payroll and, eventually, a game has to ship. The good news for the QA team is that, once a game has gone gold, the programmers have to stop pushing new builds and adding new things for them to test. That’s prime time for the QA team to get to work. And fortunately we have a super easy option to fix a game breaking bug nowadays, if you stumble across one after gold. And now the company doesn’t have to waste a ton of money to stop manufacturing and reprint. So that’s your day one patch.

        Then once your game is in the wild, you suddenly have several hundred thousand play testers playing the game in ways that the small group of QA guys never imagined, and they’re submitting bug reports. Now QA has access to a ton of data and they get to work reproducing and squashing bugs. That’s your patch a week or two down the line. Patches are good. If you didn’t get patches, you’d be complaining about that.

        And if you want to talk about developers being lazy, go ahead and look into the industry’s history of “Crunch time” in the last decade. At its worse, you’d see teams working 12 hour days, 7 days a week, for six months leading to launch. It’s a little better now, but still a pretty unavoidable thing. If you can’t meet a milestone, you either cut something or crunch. Most of the time, a developer will crunch like crazy to avoid cutting something they think is important. And if your studio wants payroll from the publisher, you have to meet your milestones.

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