Today I learned what "tick rate" was. If you don't know, let me fill you in!
The tick rate is how often per second the server sends updated data to the game client. The higher the tick rate the more accurate the action occurring on screen is.
Now that you know that info, we can share that the Splatoon 2 global testfire had a tick rate of 12.5hz. Obviously not what hardcore competitive fans are looking for. This could change in the final version of the game, of course. Here's some other tick rates for comparison.
Splatoon 1: 25Hz
CSGO: 64 Hz
Team Fortress 2: 66 Hz
Battlefield One: 45 Hz
Rainbow Six Seige: 60 Hz
UPDATE: Hey guys! Huge thank you for your patience! We'd like to confirm that Snake Pass should be available on all platforms by 4Pm PT!— Snake Pass (@Snake_Pass) March 28, 2017
Now you don't have to sit and furiously refresh the eShop. Come back around 7 PM and grab the game!
Coming from an Engadget interview with Gavin Price, creative lead at Playtonic...
"I'm a big fan of content that doesn't hand-hold the player and leaves creative gaps for you to inject some of your own thinking into what's going on and engage with the game on a deeper level. You want to decide for yourself exactly what Yooka is like. We provide some bits and bobs of information through the way he talks, and what he says, to inform you that this is the kind of character he is. But if we were to give him a voice, we would also be closing that door for the player."
Has-Been Heroes, the challenging roguelike game of strategy and action from Frozenbyte and GameTrust is out now in the US on Nintendo Switch, PS4, Xbox One and worldwide on Steam.
Priced at $19.99 USD, Has-Been Heroes is available digitally on the PlayStation Store, Xbox One Store, and Nintendo eShop. A retail version is priced the same and is available from GameStop stores.
European and Australian console players will get the game next week Tuesday, on April 4th.
Nintendo is getting a new console cycle, and the media seem to be keen on supporting it for now. It has a long way to go still, but they didn’t make any significant mistakes so far, and despite a very small launch line-up they secured a decent amount of coverage, and the poor interest for the Wii U doesn’t seem to have damaged the interest for the Switch. They also seem to have learned to make their announcements on their own time and not let major events dictate their calendar. Interestingly, they have just announced that they are planning a “big E3”, which is probably the next important series of announcements for them to get right to stay relevant and present in the media.