Super Mario Odyssey Development is 'Considerably Finished,' Stage Details Released - News
by William D'Angelo , posted on 17 January 2017 / 9,817 ViewsSuper Mario Odyssey producer Yoshiaki Koizumi revealed to NintendoEverything that development on the game is "considerably finished."
He wants people to get their hands on the game, however, since it won't release until Holiday 2017 Nintendo didn't offer a playable demo.

In the game Mario is trying to rescue Princess Peach from Bowser by leaving the Mushroom Kingdom and travels a "certain Earth" with a hat-shaped airship.
Here is some information on some of the stages:
Desert
- You can enter buildings from doors and explore inside
- You can go and explore a tower and Tokyo Big site-esque building which you can see far away
Forest
- Very well-suited stage for exploration
- They are putting effort into showing nice-looking grass and dappled sunlight through trees
Urban area
- Mario can jump to the ground from the top of a skyscraper
- You can jump and step on humans; you can probably expect what happens when you do that
A life-long and avid gamer, William D'Angelo was first introduced to VGChartz in 2007. After years of supporting the site, he was brought on in 2010 as a junior analyst, working his way up to lead analyst in 2012. He has expanded his involvement in the gaming community by producing content on his own YouTube channel and Twitch channel dedicated to gaming Let's Plays and tutorials. You can contact the author at wdangelo@vgchartz.com or on Twitter @TrunksWD.
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If it's finished why isn't it releasing sooner
Should have been a launch title then
It should be done, they've been working on it since 2013.
Uh, that's nonsense, I think? I don't think it's possible for an animation to render at a different framerate than the rest of the game, although a bad animation can definitely look like that. Your second comment kind of makes me think you're actually thinking it's rendering at a different framerate.
Actually nevermind, it's probably possible (sort of) but I doubt it's being done too much because it obviously stands out.
Actually, the disappearing NPCs are odd. They aren't due to draw distance cause Mario is moving towards them when they disappear. They appear to be part of an LOD solution that didn't function quite right, like thr full detail NPCs failed to load on approach.
@Zkuq: Reduced frame rates for npc's are not only possible, but somewhat common in demanding games. To save overhead some games will animate large crowds or distant npc's at something like 15fps (Uncharted 4 is another example). Ideally you don't notice it unless you look for it, it switches to full rendering when you get closer, and the game is more stable for it.
@TallSilhouette: Yeah, just like I corrected myself like a minute after my first comment. Nice to know it has a noticeable impact on performance though.







