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GungJoe's Posts

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Thread [VGC] Ghost of Tsushima's two lead dev's to be made permanent ambassadors to the island.
That’s really cool. I do wonder if it could impose creative constraints on a sequel though. For instance an ambassador of the island might refrain from portraying anything regarding the island and it’s inhabitants, negatively.
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Thread I think Street Fighter V is a really good looking game. Am I crazy? (heavy GIF/mobile warning)
Characters and animations look great but some stages really look terrible. The texture work on the waterfall stage is very poor and it ruins the overall aesthetic.
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Thread Apex Legends |OT3| Season 8: Don't blow a Fuse!
Suddenly playing against the sweatiest players in the world again. Seeing people in the top of the 0.01% ladders every single game I play. Had two or so weeks of a good time there, with what seemed like fairly balanced matchmaking, and then it seems changed again. It's hard to get a good feel for this game when it feels like you're being pulled around like this all the time. I get used to the flow and pacing of the game one week, then it's different in another. Back to 4 teams in final circle again in pub games. My public matches are 100% sweatier than I would be getting in plat/diamond.
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Thread Apex Legends |OT3| Season 8: Don't blow a Fuse!
It's weird because a lot of players also like it for these reasons. The fact that it's annoying to navigate and 'sparse' makes it difficult to initiate third parties. Being third partied on Worlds Edge is arguably less common. But at the same time, finding fights is less common. My big issues with it aren't really the pacing personally, I just think it has too many spots that are really poorly designed. The map has an over reliance on 3 and 4 story buildings where Apex's audio really does not hold up (I don't think any games audio would do this well). Chasing a Wraith around a 4 story building until we get third partied is not my idea of a good time, and dealing with all the Caustics that make it their life to try and hold these spaces isn't a tonne of fun either. I think respawn know this is fairly shit design too, because you don't see this style of structure in Kings Canyon or Olympus. Everything is strictly one or two story, flat. Two story is readable because if you hear an audio cue and you don't see them you say 'oh, they must be above me' or if you hear them climb, then you know they're on the roof, but as soon as there are floors ABOVE AND BELOW you cripple the games readability. Unfortunately, since those buildings feature all over fragment and skyhook, which are two of the most popular drops, I'd say maybe 50% of the fighting in Worlds Edge involves fighting in these poorly designed spaces. That design issue, and two key areas whose design that just fucking blows: train yard and harvester. So between all that, you have a lot of fights, which in my opinion, are just bad by design mostly due to issues with obscured or hidden information. Apex audio (and headphone audio in general) and constantly obscured sightlines really harm fights at fragment, impacting their readability compared to almost any other space on any of Apex's maps, and then places like train yard are just annoying because they have positions of power that are easy to acquire, and very difficult to circumvent. I think this design emerged because for whatever reason, a lot of the early S1 and S2 community were Titanfall players who had a tendency to idolise angel city. Angel city is a map design from Titanfall 1 and 2 that's packed with rooftops to sit on top of, and occasional 3/4 story buildings. In theory it's fun because have folks wall running all over the place in that game, so the movement is very fast and no one is sitting in one space for too long, but I think the design doesn't really work in Apex Legends because you just see teams sitting on rooftops, holding angles on stairwells and whatnot.
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Thread Apex Legends |OT3| Season 8: Don't blow a Fuse!
No disrespect intended but this seems a little pointless to me. Unless the current club is overwhelmed with members, I don't see the point in stretching the community so thin. As far as I know, Delphine and default ERA club in the OT aren't overflowing with active members, and it's not a club for sweaty players or anything like that either.
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Thread Apex Legends |OT3| Season 8: Don't blow a Fuse!
I'm not using one anymore on account of playing on PS5. I could still use the DualShock 4 but because all other games force me to use a DualSense I made the switch. Now I just went back to my weird control mapping... L1 to aim R1 to shoot L2 to jump R2 to crouch x to ping circle to use ability r3 as melee triangle to swap square to reload
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Thread Apex Legends |OT3| Season 8: Don't blow a Fuse!
It feels natural to me because on the PS4 I had a controller with paddles so if you think about it, the mapping is very similar to having paddles with jump/crouch mapping on the back. Either way, I only keep two fingers on the right triggers and one on the left (since you should never need to jump and ADS at the exact same time, and it helps with grip to have one of your middle fingers at the back). The main benefit is that I have it set to HOLD TO CROUCH and then I can crouch spam and b-hop very effectively using R2 while aiming and shooting. Hold to crouch in my opinion is nice because it lets you crouch/uncrouch very quickly and when b-hopping you can just hold the button as opposed to having to re-crouch after every jump.
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Thread Curse of the Dead Gods |OT| Curse of the cel-shaded dungeon crawler
I think it's easier than Hades personally, at least overall. The game starts of by getting you to complete the dungeon piece by piece. The first tier only asks you to complete the first floor of each area. The second tier asks you to complete the first two floors. It's an interesting approach to this style of design and I think makes the difficulty feel much more incremental. I beat Hades on my second go, but after that I found the game quite hard (I stumbled upon a very good set of items in Hades). I feel like in Hades there are some really steep difficulty spikes that require your build to be up to par (the poison rooms with the rats) or else you can get overwhelmed too easily. Here I feel like there's less variation in loot and you can orchestrate a good build more consistently. I imagine the difficulty of the final temple is similar to a complete run of Hades though, so if you were happy with its difficulty then I think you'll be happy with this. I also think if you got on well with games like Dead Cells, then you shouldn't be afraid of the difficult here. I find Dead Cells to be very difficult, particularly the end boss, much more so than Hades.What do you mean entirely negative? I haven't found that to be the case. Even the curses that continuously activate traps are actually useful if you build with them in mind. For instance if you get curses that activate traps, these synergise well with relics that give you life steal on trap kills, as it becomes easier to get enemies killed with traps. Many other curses are helpful too. For instance I got a curse that continually increases your curse passively, but then that's offset against a benefit that you no longer gain curse when entering a room. The thing is, if you clear rooms quickly you gain less than 20 curse passively, so if you lean your playstyle into the curse (fast room clears), you're actually gaining far less curse than you were before. I've found a way to benefit from the majority of curses. The only curse I really dislike is the one that prevents you from seeing the effects of your curses, because I think that just prevents the player from adapting in the ways that I described. Then curses become entirely negative, and that isn't very interesting.
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Thread Best Modern Isometric cRPG?
I played Divinity Original Sin 2 in online co-op with 4 friends, so in that sense the others really can't compete. It was just in a league of its own because of how my party and I were able to collaborate over various combat and non-combat problems encountered in the game. It was one of the only games were I was really quite sad when it was all over, I wished we could keep going for 100 more hours.
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Thread EU PSN Indie sale 24/02/2021
One worth mentioning is Hyper Light Drifter, that game so very rarely goes on any sort of sale, at least on PSN. The last sale was just over a year ago.For me Enter the Gungeon Spelunky Issac Dead Cells Rogue Legacy Everspace I think isn't very good personally. I didn't get a lot of joy from the combat but on Playstation this was perhaps because of the control issue that I experienced. Specifically you have to HOLD L3 to boost. Which makes just moving each are a huge chore. There's no custom remapping that fixes this issue either, if I recall. You could partially remedy it with the accessibility options on the Playstation, but that usually creates additional issues.
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Thread Outriders Demo |OT| Riding Out Of GaaS
Yeah. You would think the developer hadn't played a shooter in the past 5 years based on how the game controls. Which is odd coming from People Can Fly. Quite disappointing. No remapping either I think? The game doesn't seem to give a damn about accessibility.
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Thread It doesn't feel as though Playstation cares about me (as a type of consumer) anymore
Uncharted, The Last of Us and Resistance failed commercially? That's not true. Heck, even some of the smaller titles like Warhawk and Fat Princess didn't fail commercially. Starhawk did, but not Warhawk. Their sequels just seemed to misunderstand their identity, for whatever reason, which seems like a management issue rather than an issue with the success of multiplayer games.
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Thread It doesn't feel as though Playstation cares about me (as a type of consumer) anymore
I get what you're saying here, but Sony created this issue on the PS5 specifically. I was happy with the third party provisions on PS4, and Sony's own back button attachment, but these can't be used with PS5 games on PS5. Their competitor allows older controllers to function on their new hardware. Sony deliberately disable older controllers, even if a game has no explicit DualSense support. People should be able to use any controller they like, on any hardware they like. Fuck, I can use a brook adaptor to use a DualSense on an XBOX Series X, if I wanted to, but because of how the PS5 is designed, you cannot (at present) do the reverse. This isn't just an issue for consumers, forcing them to buy new hardware, it's also a problem for accessibility. Sony, like Microsoft, should be supporting as many controllers as possible, to make their platform as accessible as possible. Also, there are many ways to design controllers around scuff patents. They could either license the patent, or design their controllers in a different way (with a back button attachment). Sony have made no comment on either for the PS5, which is a shame. If this is in the works, why not provide a bit more transparency? People want to know that the platform their investing in is worthwhile for competitive play in the long-term.
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Thread It doesn't feel as though Playstation cares about me (as a type of consumer) anymore
I should highlight that some of my issues in the OP don't require huge investments from Sony either. Like Sony, if you don't want to cater to multiplayer consumers directly, at least make an effort to make your platform the best place to play third party multiplayer offerings. If you don't want to compete with Call of Duty and Fortnite, then make your platform the best place to play Call of Duty and Fortnite. I don't think many people can deny the logic there. What I mean by that, is fix the freaking UI so that playing with friends is more fluid, and give us a pro controller. Also, support 1440p so that players can play their competitive stuff on 120/1440p.
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Thread It doesn't feel as though Playstation cares about me (as a type of consumer) anymore
You don't want a better UI either? :P For clarity, I'm not asking for anything that you have now go missing. It's worth noting that Sony actively shuttered many European studios that could have been making multiplayer titles. For instance, Guerilla Cambridge made a great Killzone game for the Vita, and then they were closed. Evolution Studios did great work on the Motorstorm and Driveclub games, and I think Driveclub was them finally hitting their stride, and yet, that's when Sony chose to close them.
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Thread It doesn't feel as though Playstation cares about me (as a type of consumer) anymore
It's developed by a third party who previously made an equally mediocre game (Switch Blade). What were Sony expecting here? In any case, I'm asking for first party support from Sony's internal studios.
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Thread It doesn't feel as though Playstation cares about me (as a type of consumer) anymore
That's true, I did like Ghost of Tsushima. I think Horizon will get multiplayer too, and then there's a multiplayer game in the works at Guerilla (likely Killzone). It's likely that we'll see some of these titles return, but still it's disappointing that it's been so long, and I feel that, Sony aren't especially transparent about this stuff. Everything they do with their multiplayer titles feels like a mystery. With Uncharted 4 (probably the last mp game from Sony I spent over 100 hours on), no one ever knew how long the game would be supported, or what was happening next, etc. Personally I'd really like to see Sony invest in proper service model stuff for their most popular franchises.Yeah this, I'll band with the JRPG lovers to complain if I have to. :P White Knight Chronicles was a cool game, and combined both JRPG and social gameplay elements. Sony aren't funding stuff like that anymore, which I think is a shame.
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Thread It doesn't feel as though Playstation cares about me (as a type of consumer) anymore
To clarify, I don't mean me specifically, I mean, as a type of consumer that tends to be interested in social and multiplayer experiences. Over the past few years, we've seen Sony shift away from this style of game, with their studios focus on singleplayer and open world games instead. You might argue that Playstation has never been known for their multiplayer titles, but I would argue that this is isn't true. On the original Playstation, most of my time spent was playing games like Crash Team Racing and Twisted Metal , and the platform was flooded with exclusive multiplayer games, like Tekken and Street Fighter Alpha. Moving on, with the Playstation 2, I felt like Sony really started to focus on this audience with games like Socom and Killzone. Killzone was the first online multiplayer game that I ever played on a video game console, and I had a really good time with it. It felt like the Playstation 3 was Sony's golden era of this style of game. With a tonne of experimental multiplayer titles released by Sony and their studios. At the time I had an XBOX 360 initially, and I shifted to Sony's hardware again to play games like Killzone 2 and Uncharted multiplayer. Honestly, the number of high quality online multiplayer experiences released by Sony on that hardware was astounding. I'm going to spotlight a few of these briefly below. Warhawk always had a strong following on the PS3, I think its highlight was the high skill ceiling on its flight controls. Interestingly, Warhawk also featured split screen multiplayer, catering to both players who wanted to play online, or with friends locally. Starhawk was a sequel to Warhawk which shifted things up with some interesting building mechanics. I really enjoyed it personally, though again the learning curve was quite steep. I loved the fast past dogfights once again on this one. Shame the base building wasn't as appreciated. Mag was one of the most interesting multiplayer titles on the Playstation 3. Supporting 256 player engagements, MAG put me in gameplay scenarios that I wasn't able to see in any other game. The game certainly had its flaws, it didn't look all that fantastic visually, and the game became a little repetitive over time, but it was a unique and interesting multiplayer experience. This one's a little different because it's not a shooting game, but on the PS3 this was a title where I spent many of my online gameplay hours. Motorstorm offered stunning off road races that could be played online, and I found the diversity in racing lines afforded by the sprawling tracks and distinct vehicle classes made online competition really interesting. Honestly this was one of the premier multiplayer experiences that really drew me in to playing on the PS3. Uncharted multiplayer was one of my favourite titles. I loved how the flexible climbing system created new gameplay opportunities for a third person shooter. This is one of the few franchises in this list that could be considered still supported, as Uncharted multiplayer still exists on the PS4 version of the game. With that said, the PS4 version of Uncharted 4 multiplayer feels quite content-bare compared to some of the multiplayer offerings in Uncharted 2 and 3, featuring far fewer maps and game modes. Often forgotten, I think Fat Princess was a really phenominal multiplayer title. It was a sort of stepping stone into multiplayer and social gaming, a game that everyone could easily pick up and play, but one that had enough depth (through team coordination and strategy) for you to invest 100s of hours into with a group of friends. I had a tonne of fun with this one, and Sony really squandered this franchise. Factions was a huge surprise for many people, offering a tight tactical third person experience in Naughty Dogs 'the last of us' world. The mechanics from its singleplayer experience gelled perfectly with the slower paced multiplayer setting, with elements like resource gathering and crafting making every decision meaningful. Resistance was an interesting multiplayer franchise because Insomniac did something very different with each installment. Personally I enjoyed the multiplayer in Resistance 2 the most, as it felt great to play and the 64 player battles were really action packed compared to the smaller scale stuff in Resistance 1 and 3. Resistance 2 also featured 8 player co-operative style missions, which felt like a pre-cursor to things like strikes in Destiny. Perhaps my favourite multiplayer title on the PS3, Killzone 2 was everything I wanted from an online first person shooter. Unlike games like Call of Duty at the time, it placed emphasis on team coordination and tactical abilities. Almost like a sci-fi battlefield, or something of that ilk. For its time, the games graphics were incredible too. You can still play Killzone multiplayer in some form, by playing Shadowfall on the PS4. Despite that, it's a pretty old game so you'll rarely find anyone playing anymore. The last time I logged in I declared myself the world champion, as I was the top scorer of the only lobby available. There were many other, cool and experimental titles that Sony released during this era too. Games like Twisted Metal, Playstation All Stars and Socom 4. I haven't listed these in detail because I think these games had quite a few flaws, nevertheless it was clear that Sony was trying to cater to the type of experiences that I was interested in, and I was always keen to try their new multiplayer titles. On the PS4 and PS5, very few of these titles exist. You can still play Factions with TLOU remaster, and you can still play Uncharted multiplayer in Uncharted 4, but these experiences don't feel as though they ever received the support they deserve. Both of these games feature peer to peer networking and low tick rates, which makes them very rough in 2020, where most games have much better networking provisions. Beyond that, I guess we do have games like Destruction Allstars, but that game is pretty darn terrible, and the work was outsourced to an external studio (Lucid games). But this sense that Sony aren't interested in this type of experience anymore, is more than just games. It's the hardware and system level software too. While Microsoft boasted their XBOX One Elite controller, Sony waited over a year before announcing that they would be supporting third parties that wanted to produce their own Pro controllers for the PS4. Most of these third party controls were crap, for one reason or another. Sony's backpaddle attachment was released in small shipments worldwide, and still neglects many of the benefits of more premium hardware. Competitive players across the board, play with controllers that feature paddles on the back, and typically not just two paddles, but four. So why Sony chooses to ignore this audience is honestly beyond me. Again, this goes back to the feeling that Sony do not care about this type of consumer anymore. They are not making the effort to provide them with the best experience with their hardware. Sony have doubled down on this, by making all PS4 hardware obsolete on the PS5. Those expensive pro controllers that people bought for the PS4, do not work on a PS5 outside of PS4 backward compatibility, meanwhile, Sony is offering no alternative. The revised party, friends and message system on the PS5 feels as though it was designed by someone that does not use these features. Finding your messages is a pain in the ass, finding your friends list is a pain in the ass, even simply joining a party is a pain in the ass. Hot swapping between the party menu and the game is no longer possible with a double tap of the PS button either, making it difficult to quickly switch between the game and party interface. On the whole, I would argue that everything about social play is worse on the PS5 as compared to the PS4. On the whole, I just feel like Sony isn't offering, or planning to offer the types of experiences that I'm interested in, anymore. It doesn't feel like these multiplayer titles are simply missing at the moment, it feels as though Sony have no plans or interest in supporting this type of experience. I understand why Sony may have wound down some of their studios like Zipper Interactive, but it feels as though Sony aren't investing in multiplayer or even broadly, social gaming experiences anymore. As well as my own personal discontentent with Sony's offerings, I think this is really a story of missed opportunities for Sony. Using Fat Princess as an example, the sequel felt so tone-deaf as to what the community actually wanted from that franchise. Instead of offering a competitive multiplayer experience that built on the mechanics of the first game, the PS4 Fat Princess title is a co-operative adventure game that feels like it's designed for children under 10 years old. The adult humour is stripped out, and it's a simplified (and overall bad) Diablo-esque experience. And that's not the first time this has happened. Socom 4 was released with the most basic of design errors. For instance in Socom 4, a third person shooter game designed for hardcore competitive play, you cannot switch the side that the camera sits over your characters shoulder. That alone meant that the game was fundamentally broken as you would always be severely disadvantaged whenever as opponent approached you from the left hand side of a piece of cover. Like, what? How does this pass a 5 year development process? Most of my game time is spent on PS5 but I also have a capable PC and I have XBOX Gamepass, and it speaks volumes that some of the most fun I've had over the past year has been with titles like Sea of Thieves and Grounded via game pass. I'm happy with Sony's singleplayer offering, games like Horizon Zero Dawn are cool, and I can appreciate them as better games than games like Killzone Shadow Fall, but I miss having all of those novel multiplayer experiences with my friends. What I'd really like to see is a pro controller a redesign of the PS5 UI with emphasis on social play a new multiplayer IP from Sony's first party studios on-going multiplayer support for Sony's flagship franchises (let's say, The Last of Us Factions and Killzone get a 'service model' instalment) Also I know Sony will never undo this mistake so I won't ask for it but Sony should have enabled all PS4 hardware to be enabled in-game on PS5 games, at the developers leisure. Yes the DualSense features are cool, but we also know that almost all PS5 games so far can be played without them, and yet none of the old controllers work. Sure, Sony want people to buy new controllers, but those with expensive controllers will just be waiting for adaptors and whatnot anyway. It would be a cleaner solution to simply, natively support these devices. It's a more accessible approach too, as it enables bespoke setups required for accessibility use cases to be used on the PS5 hardware. End of complaining.
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Thread It doesn't feel as though Playstation cares about me (as a type of consumer) anymore
I play everything. I have over 1000 games on my PS4 + PS5, I'm not closed minded to the other types of games. My favourite games are often singleplayer, but they only last so long. For instance my favourite game of last generation is probably What Remains of Edith Finch, it's a 6 hour game. Whereas on Apex Legends, I have over 2000 hours played across 2 years. I play everything, but day to day I'm a social player. I play with friends. I jump into a party and we play something together. We like to check out new stuff. But lately, we've been using our PCs more and more to do that because there's not much to do on PS4/PS5.I think those genres are surprisingly well catered for, though. Astrobot is a cool new platforming franchise, Ratchet and Clank has a new title coming up, and I loved Sackboy's Big Adventure personally. It's a shame about the mainline LBP games, but that actually falls into the same category here. On PS3 I used to play LBP1 and 2 daily with friends. We'd check out new levels, it was a hugely social experience. Dreams isn't like that, you can't jump in with another friend and mess about as easily. It's definitely a shame that there's nothing quite like Sly Cooper, but I think Ghost of Tsushima is a natural evolution of that franchise. It's still open world stealth/combat, just with a different lens. I don't have an issue if Sony's multiplayer titles were simply evolving, but they're not, they've just disappeared.Is that true, though? Because every other platform aside Sony's seems to be having a tonne of success with multiplayer. Look at Steam, look at Microsoft and Game pass.
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Thread I'm losing trust in Sony PC ports strategy
People buy systems to play individual games all the time. I've certainly bought many systems for that exact reason. I don't think it's some grand strategy to indoctrinate PC gamers, but I think they want to make a profit while advertising their brand, expand their mindshare and whatnot. It's pretty logical to think that people who played Horizon might be quite keen to play the sequel. That doesn't mean most people would think that way, that everyone that bought Horizon on PC would buy a PS5, but I think it's naive not to think it doesn't propagate the Playstation brand further, which inevitably draws more attention to their future releases and hardware.
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Thread I'm losing trust in Sony PC ports strategy
I don't think it was ever an initiative or 'strategy'. They wanted to double down on revenue of specific games. The idea that most or all of their first parties would be coming was always a pipe dream. They want PC consumers to taste some of their games, with the vision that they'll buy their hardware to play more.
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Thread Times When a Console Game Outshone the PC Version
Spelunky on Vita is the only version where you can play co-op without having to share screen space I think? The coop in the other games is really annoying because you’re always being dragged around by the guy whom the camera is tied to.
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Thread After an hour of lost progress, I think I’m going to quit video games
I play 100s of games every year and yet I almost always avoid games where I'm likely to lose an hour of progress. If a game is designed like that, it's just not for me, and that's alright. I do really like roguelikes though, because I feel like I've progressed even if I die, that's the point of the game.
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Thread Good games with townbuilding mechanic?
White Knight Chronicles :) I really liked it, quite a grind tho and I don’t know what you can do on it now without online play. I imagine it’s much the same only the coop missions would be played alone which is likely very difficult in places.
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Thread [iFixit] Here’s Why Controller Joysticks Drift (and Why They’ll Only Get Worse)
I feel like folks are going to be disappointed in how Sony might respond to this. I might be wrong but the easiest (and cheapest) fix is not to improve the hardware, but to increase the deadzone. With no deadzone, almost all controllers drift out of the box, but by default every game features a deadzone ranging between 2 and 10% of the initial stick movement. If I load up Apex Legends, open up ALC and set the response curve to linear then any brand new controller will see the cursor moving about on its own. Anyway, an increased default deadzone would fix most of the issues, it would be a low cost fix but it would come at the cost of the responsiveness of the controls. So I imagine that’s the ‘fix’ we’re more likely to see occur, sooner than having all controller manufacturers change how their pads are built.
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Thread Apex Legends |OT3| Season 8: Don't blow a Fuse!
This was one of my highlights of my matches today. Also I have more than 15,000 kills on Octane now. Hit that milestone a few days ago. I have something like 37,000 on my account overall but I'm pretty dedicated to being an Octane main now.
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Thread Apex Legends |OT3| Season 8: Don't blow a Fuse!
Yeah it works, but obviously you need to have taken damage already to start the bat, plus I don’t think it’s worth it against a bang or gibby ult, you should just get out of the way. Just because the Bang ult actually stuns you for ages and the gibby ult can outright kill you. In ranked a strategy against crypto teams is to avoid healing to full so that when they EMP you can pre-bat. For crypto it used to be that you could open your inventory then drop your armour and regrab it after the ult hits, but they patched that out and now the shields take damage even if they’re on the floor.
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Thread Apex Legends |OT3| Season 8: Don't blow a Fuse!
Here's a funny 1 vs 3. I shouldn't have won to be honest. The gibby wanted to melee me, or he was so tense he kept accidentally clicking R3. Either way I managed to trick him with movement, which is funny. And here's a nice bit of movement also. Definitely worth investing some time into wall bounces and stuff. I like the wall climb mostly (the one I do on the gibby in the first clip) since it tricks so many people. The easiest way to do it is on a door as someone is pushing the door, climb the wall then flip backwards and you'll often get free shots on the person entering the door.
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Thread Apex Legends |OT3| Season 8: Don't blow a Fuse!
It's just a different in playstyle, mostly. I'm looking to push as many fights as possible, as quickly as possible, and when I can get team mates who have the same playstyle then we often roll the whole lobby pretty quickly. Obviously I also die a lot, mostly because I make hard pushes that I can't escape from when another team show up to be honest with you. My friend described our playstyle as 'playing for clips and fun moments', which I think is fair. Like none of us really care about winning (I only start to care about winning the match when it's the last 2 or 3 squads), I only think about the fight in front of me and ending it as quickly as possible so that we can get to another fight.
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Thread Apex Legends |OT3| Season 8: Don't blow a Fuse!
Had a nice 4k game today on Octane. Super funny thing was I was up at 3850 and the last person left was a lifeline who I had already cracked. So I had to let her shield up to get the 4k, but she REALLY didn't want to heal herself. I kept throwing her batteries and eventually my buddy threw her a phoenix kit and she used it. It took about 5 minutes for us to get her to heal. I was surprised she didn't figure out what I wanted her to do and just quit the game haha.
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Thread EU PSN Double Discount Sale 17/02
My picks for under £10 What Remains of Edith Finch Kingdom Come Deliverance Gran Turismo Sport Bioshock Collection My picks for under £5 Onrush (I worked on this game) Tekken 7 In case it helps anyone to have the list narrowed down for them. In these sales I rarely look at anything beyond £10 as it doesn’t feel like much of a sale beyond that price, though Wreckfest is also nicely priced here.
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Thread EU PSN Double Discount Sale 17/02
Yeah, I think it's a fun game. It's a shame you can't reliably find humans to play with online now, though I think it does populate online sessions with AI. There's also a campaign career track, and co-op mode if you can get a buddy to buy it. So despite it being 'dead', I think it's a cheap option that folks can get some enjoyment out of.
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Thread Apex Legends |OT3| Season 8: Don't blow a Fuse!
Agree with this totally, and it's funny because I've played a lot with Blades in the past and it often feels like I'm dragging him around because I have a faster playstyle. Nonetheless, everyone in pubs has a different agenda and if you're wanting to loot 3 pois before you start a fight, that's not going to gel with my playstyle. There has to be some acknowledgement of the fact that rushing fights is just a different playstyle, not a 'problem' with that guys playstyle or behaviour. Most of the time, I play a little faster than the people I play with and I end up pushing fights ahead of them, but I make a point of not pushing too far, and I try to stay just ahead enough to encourage them to move forward with me. Often I'll initiate a fight and pull back to my team, so that most of the time everyone is involved. Of course sometimes it goes badly, and I get caught out by something I didn't see, and then I die, and in a lot of other instances I catch a third party at the right time, and kill everyone before my team even get there. In any case, Apex is a first person shooter and I play it for the gunplay. I'm also very focused on self-improvement when I play, and that means that I usually want to get in as many fights as possible. My goal is always to kill the next team I can find, not to win the game, because I want to have a good time and put myself in lots of interesting gameplay scenarios. In my opinion people just loot way too much in pubs and its really hurts the amount of action you get to see, and hurts their own experience of the game and ability to improve. Because you can't always be in the ideal perfect scenario before you initiate a fight, and at the same time as you're looting, someone else is snowballing from the gear of other players, and damage generated by evo shields. Slow players are the team who end up at the end of the match with blue/purple shields and I call out to my team 'this fights free, they're still on blues', and we get to push them brainlessly because our gear has exceeded theirs, through fighting, because of our playstyle. Because of evos in particular as soon as I see the type of shield you have in the late game of a match, I get an impression of what type of player you are and that's going to make things really difficult for you very quickly. Because of this, I just don't play with randoms anymore, because I don't want them to have a bad time. I respect that people have different playstyles, but I'm not interested in being part of a match that's slowed to a crawl because of someone's playstyle. So, the best thing for me to do is not to solo queue.
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Thread Apex Legends |OT3| Season 8: Don't blow a Fuse!
I was messing around with my sensitivity and whatnot at the start of this season, and it messed up my accuracy/overall game quite a lot. I switched back to 4:3 the other day and I've been beaming people again. If anyone is unsure what sens to use on a controller then I think 4:3 classic is a strong bet. It's the sensitivity that's always done me well overall. Though some other options do have their advantages (like you can get better close range tracking on linear or faster sensitivities I think, but it also hurts your mid and long range game), I think 4:3 offers the best balance of long range accuracy and close range tracking. It's also the sensitivity and response curve that Snip3down uses, who is arguably the best controller player (at least in terms of his competitive results).
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Thread Apex Legends |OT3| Season 8: Don't blow a Fuse!
Here's some top players and their sensitivities... Snip3down = 4:3 classic Nicewig = 6:4 classic Daltoosh = 6:4 steady Genburton = ALC (, ) The thing I like about Snip3down's is that essentially the games default, with a single increase in the hip aim sensitivity. It's easy to get to grips with, and it's easy to get consistent with. Higher sensitivities like 6:4 classic are definitely doable, but for me, I think the slower sensitivity just helps me be a lot more accurate at mid and long ranges. I think higher sensitives are doable for some players (might be a genetic quality that allows some people more fine motor control) but for me it just introduces a lot of inconsistency. It's also the case that all of these players are using a controller, but on PC, where they have much higher framerates in Apex than we do on console. I think that makes the higher sensitivities and twitchier control settings, a bit more controllable because you're getting a smaller response time, so you get a more immediate on-screen reaction to your finer inputs. As is, I've tried playing with Genburton's control settings for days on end, and it's pretty much uncontrollable for me. I don't understand how he plays like that, but as I suggest, some players might just be built differently (some people have faster reactions, some people have better motor control etc). As is though, I think the pro scene for controller players is actually super underdeveloped on Apex. Because there's no pro scene that specifically catered to console or controller players, so it's likely the case that none of these players are even the best controller players out there. Nevertheless, if you look at games like Call of Duty (where the comp scene for controller players is very well developed), almost all of the pro players play either on the 'medium' sensitivity (5-5) or just one notch above that with (6-6) which are both pretty low sensitivities, akin to Apex's 3 and 4 (Apex goes up to 10 but Call of Duty goes to 20 so the scale is a little different).
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Thread Has a dev ever done a bigger about face than The Astronauts? (The Vanishing of Ethan Carter)
Many of these really aren’t that big of a jump. Take Horizon for instance, it’s essentially a third person shooter most of the time. It shares a lot of its DNA with Killzone, even down to the sci fi designs.
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Thread If Sony buys Bluepoint Games, do you want them to continue as the remake studio?
If I were forced to choose between focusing on remaking games, and focusing on new IP, I would want them to focus on the former, because I think Sony really need that, they have a lot of older IPs that aren't given love which would really benefit from ressurection. With that said, eventually they need to transition to working on their own games, because there's only so many revivals that make good financial sense. Reviving more niche titles like Legend of Dragoon, Alundra or Ape Escape, I feel like those don't make a lot of sense. Maybe games like Jack and Daxter would make sense, but there's only so many games that are likely to be worthwhile.
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Thread Are you more a Fantasy or Sci-Fi Person?
I think in games I often prefer fantasy because I think the setting lends itself better to more interconnected open environments. I think sci-fi games often feel more inclined to have the player hoping between many planets which can lead to each environment feeling under explored. As an example, in a game like Mass Effect the developer really wanted to give players a sense of scale to fit the sci fi theme, so you only get a slice of each planet, but in Dragon Age Origins you get a much deeper delve into a specific area. It doesn’t always have to be that way, I think games like Horizon offer the best of both worlds but I think sci fi does push developers to stretch their themes thinner overall.
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Thread Apex Legends |OT3| Season 8: Don't blow a Fuse!
I crafted the legendary Octane skin and then dropped the legendary Bang skin. Pretty good since Bang is my second-main character in theory, I have around 5,000 ish kills on her. I like the skin a lot, though honestly I prefer the original skin that it's based off of, which I already have anyway. The red and black themes on the new skins feel a bit too edgy.What do you mean? Isn't the map rotation going to be the same either way?
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Thread Apex Legends |OT3| Season 8: Don't blow a Fuse!
I think Octane is one of the best characters in pubs right now. The only reason I think he's hard to use in ranked is because you're usually not one vs one against another team in the late game circles, so if you ever do attempt to use a bouncepad, you end up getting fried by a team on the side looking for an opportunity. Even then, I think I could hit master with Octane pretty comfortably. I used to play ranked with Wattson but I don't think she's as useful now as when I used to play her. He's definitely not a bad character.
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Thread Is the long jump from 3D Mario games the most satisfying movement in platformers?
I really like the somersault in Super Mario Sunshine. I love how you can do it on a dime and it feels like it takes just a little bit of execution. It reminds me of super jumps in fighting games. But for me the most satisfying movement in any platformer is probably the charge attack in Spyro. It's simple and doubles up as an attack.
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Thread What would you say was your favorite open world game from Playstation's first party this past gen?
Honestly I'm one of the few that voted for Infamous Second Son just because I had so much fun with the core gameplay in that game. I love the visuals and the fact that it's essentially a third person shooter with some pretty crazy movement options. I really enjoyed it. My favourite is God of War though. I guess the interpretation of what defines an open world game is fairly subjective, but for me God of War is most definitely an open world game. It's environment isn't as open as some of the others, and it does feature more linear gameplay segments, but you're able to back track freely in the game. It's just not an open world with a checklist of random garbage for you to do, everything felt purposeful.
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Thread Apex Legends |OT3| Season 8: Don't blow a Fuse!
Some opinions from me for this season... Like for real, this gun is just trash. The damage output is below what it needs to be at all ranges, it doesn't compete well against anything in any category. At ranged you get more burst/peak damage using something like a triple take or sentinel, at mid ranges you will consistently get beat out on damage over a hemlock or G7. The charge mechanic isn't all that ideal for peeking either, since you have next to no ADS movement speed on this gun. At mid ranges it's very likely any repeater user would lose to a wingman too. The wingman hits harder and gives you full movement speed, projectile speed is a bit slower but the movement speed more than compensates, making you a hard target to hit. A friend and I practiced this across the width of firing range, and the repeater player would consistently lose the gunfight to the wingman user at 100 meters. Using Anvil on a Flatline or 301 easily competes with the repeater too making it feel like it doesn't have a place in the game at the minute. My suggestion would be to keep the damage the same and give it an ADS movement speed increase akin to something like the alternator or 301. So not as fast moving as the Wingman, but faster than the other snipers, which would allow it to serve as a decent mid-range option that can potentially out-peek the snipers if players use it with good movement. This one is probably more controversial, but I don't get any utility from him, and I don't see anyone else hitting our squad effectively with him either. His ultimate is hard to place correctly to be effective, often doesn't apply the full circle (due to map objects and whatnot) and his tactical is very easily evaded, with less utility than a single thermite grenade most of the time (because it doesn't slow, people just move away from it). I think that his grenade spam has some potential in ranked play, because people tend to camp up with Caustic (and Wattson is rare nowadays) but in pubs it's rarely useful. Some cracked players might be able to use him effectively for arc star sticks, but at mid and low levels of play I think he's worse than Rampart. I think at the moment the meta is split between mobility and defense, really. You'll notice that character that don't either have a) a way to escape bad scenarios (Wraith phase and portal, Path zip, Octane pad) or b) a way to protect their team, and reset a fight (crypto's emp, gibby bubble and ult, lifeline rez) just aren't that useful. If you don't have either of those toolsets then you need something amazing to compensate (such as Bloodhound scans), even to do well in pubs, and I don't think fuse has that. I wouldn't change anything with him at the minute, since it's too early to say for sure how he'll synergies with other characters (Horizon+Fuse is one of the more obvious combos). Overall, really happy with the changes. Some areas could benefit from more loot though. Places like airbase aren't especially dense compared to the new areas, and you often come out short on some resources such as heals, or shields compared to dropping in one of the newer areas like Crash site or capacitor. Everyone I know has been struggling on the new map, having a hard time getting the wins they were last season, and I think that has more to do with SBMM than it does the map design changes. So many of my games have ended with 4 or so squads in the final ring, whereas previously they would almost always end in level 2 or 3 zone. It just feels sweatier and more competitive in pubs, and the introduction of the repeater doesn't help as it pushes many players towards a more ranged playstyle while they try and make that gun work, which prolongs fights. I personally really like the fights at Crash site. There's big height up there, but so many ways to circumvent that advantage by using the ziplines and slopes. Another big big change is the colour filter that's applied to the map, previously Kings Canyon had an orange hue applied to it, making everything harder to see. I'm very glad that it's gone this season.
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Thread Apex Legends |OT3| Season 8: Don't blow a Fuse!
They just didn't display which club they were in before, I think? So maybe that's the change you're noticing. Clubs still have invite issues. For my friends the best way to resolve them was to join another club and then leave it, then join ours.
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Thread Apex Legends |OT3| Season 8: Don't blow a Fuse!
That winrate is insane, I don't know how you do it! Even my friends with 6+ KDRs or top 500 pred on PS4 don't have winrates even close to that. You should post up some gameplay sometime, if you get chance. I haven't seen any of your full matches in a while (I think the last one I watched was a 20 bomb in S3 or something?). On the topic, I almost hit a 20 yesterday. 17 kills and the last team is lifeline, bloodhound, octane. I down blood and octane then lifeline appears and revives both in quick succession. I was the only one left alive on my team and I just couldn't deal with it. Suddenly I was in a room with 3 players up with more than 400 total hp. I died. Didn't really matter though since it was on Octane anyway and I have a 20k badge on him. I've managed to get 6 of them with him so far, and most of them are on kings canyon. Also just wondering but what servers do you play on? Because I'm surprised I've never seen you. I see the top EU players all the time. Had a series of games with Cheekyclassic last week for instance (top crypto). He doesn't win often though, since I think he solo queues. Usually seemed to end up dead before I found him.
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Thread Why does Uighur issues are getting ignored by gaming journalism?
I write occasionally for a publication on medium and I mentioned it once but no one seemed keen to pick it up. I only write like, one article every 3 months and it tends to be for pleasure (writing about something I’m personally interested in). I wouldn’t really feel qualified to write about these issues and I’m not in a position to really get to the heart of what’s happening over there. I would just be recycling things published elsewhere.
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Thread Sackboy: A Big Adventure |OT| LittleBig3DPlanet
Hm, my gf and I are replaying stages and both earning bells (the costume currency) without issue. Must be a bug. We did have an issue with the second player early on, where there save was wiped, but I don't know if we did something wrong. Either way they lose all their bells. My gf wasn't too annoyed by it at least.
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Thread Sackboy: A Big Adventure |OT| LittleBig3DPlanet
Same position here, playing it with my girlfriend. In general reading this thread, I feel that that's the difference in impressions folks are posting. People who are playing it solo are having a hard time, and it's also in my opinion just a lot less fun and interesting solo. In co-op, each level is packed with interactions and decision making with my partner. I don't mind playing the levels alone here and there, I did a few to backtrack and get some collectibles, but in general it's much better playing with another person, or more. It's also just far easier. Die and you're not sent back to the checkpoint immediately. Odds are you'll very rarely get reset to checkpoint because one of you will make it through. Plus every 2x multiplier that comes up is much easier to capitalise on. We're finishing many levels with more than 1000 points above the cap. For me this is hands down, the best co-op platforming experience we've had. Leagues beyond Mario and honestly the slower platforming even helps too, it's less chaotic and easier to stay in sync with each other in Sackboy. The skill difference between myself and my girlfriend makes less of a difference here, I'm not rushing through and leaving her behind.
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Thread I recently played Breath of the Wild again and it has already aged badly
The way the grass looks in the game really bugs me. There's visible aliasing on every single blade of grass in a scene. Overall it looks nice though, has nice art direction. Hopefully in the future we more options to output the game at higher resolutions.
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Thread Destruction AllStars |OT| Mute voice chat in Activity Cards
It's okay I guess. I don't know. It's not like, offensively bad, but it's just boring. Which is pretty damning sentiment to be associated with a video game. Like I don't think it's terrible or anything, but there's just not a lot to it. It's kind of mindless. For me the big issue is that, right away you can tell there's not a tonne of depth here, it's not worth investing a lot of time into. Which is a problem, for a multiplayer only game that literally lives and dies on long term engagement. Latency is a huge factor too. Often you'll have hit your ram and you won't damage your opponent because you're out of sync, head to head collisions will often result in damage on only one side. There's no viable competitive game here. It just doesn't feel like a finished game either. Like the premier mode is mayhem, but if you don't come first, there's no celebration of your results. So only 1 guy in 10 gets to feel good about that whole 10+ minute experience. It's just bad design, it doesn't feel carefully considered or as if it's the result of iterative feedback from testers and whatnot. I just don't think there's a lot of space for a game like this anyway. It can be fun, but it doesn't double down on what makes it fun, for instance if you're going to make a casual multiplayer game with no real competitive viability, that's fine, but you've got to double down on things like variety and fun factor. There should be music in the lobbies, there should be a wide variety of courses for people to play. It's not playing to those strengths so it begs the question why it exists at all. As it stands, it's one of the more poorly designed multiplayer games I've played on console in a long time. A mishmash of features that really just don't fit together all that well. One example is the vehicle take over system. If your opponent mashes the stick to shake you off, you will never get a successful takeover. That means that vehicle takeover system is useless, and therefore there's rarely an opportunity to interact between people on foot, and vehicles. It's just half-baked basically. I don't know what to say, but Lucid obviously just took on more than they could chew. I played Switchblade and honestly, that game is fun, if it had more players I would have really enjoyed it but I'm not sure who that game was made for either to be honest. Shame because the studio obviously has talent.
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Thread Destruction AllStars |OT| Mute voice chat in Activity Cards
I've never successfully been taken over and I've avoided every takeover, I think speed does matter but you accelerate from 0-60 in less than .5 seconds here, it's not really an issue unless you're blocked in against a wall or something I guess? I do successfully take down other players from time to time, but it feels as though they don't understand the mechanic.
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Thread Electronic Arts Announces Multiplatform EA SPORTS FIFA Global Expansion (6 mobile games in dev, FIFA21 on Stadia and CL/EL deal renewed)
I just woke up and for some reason my brain read the title as 'Star Wars FIFA Project'. I can't explain how I got there but it sounds pretty cool.
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Thread Does anyone have any resources to do with Game Design Theory
I think these are cool, and quite quick to apply. They provided lenses with which to analyse your game design through. I recommend the 'art of game design' book too. I also quite like this one by Celia Holdent. It talks a lot about human cognition and psychology, and how that interacts with game design.
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Thread The Future of MOBAs
Yeah but you would then have to place on keyboard and mouse to stay competitive. Just because those devices support keyboard and mouse, doesn't mean that people want to use it. Call of Duty supports keyboard and mouse too, yet the vast majority of players choose to use a controller. People in these discussions treat controllers as some kind of limitation that devs have to work around, but the reality is that folks who play on console (over 200 million when you add up the platform hardware sales), likely actually, like playing on a controller. If you don't design around their preferences, and you just dump a game out and say 'he's league, but play with keyboard and mouse if you want to have a good time' then you're going to alienate the majority of players on these platforms. Also something to think about is that this audience of players probably won't see it as 'full fat' vs 'cut down'. When I hear 'league but with controller support and faster matches'. I think 'better', not cut down or worse. Ultimately it's just a difference that caters to me, which is appreciable, not detrimental. I expect other players will see it the same way provided Riot support Wild Rift well.
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Thread The Future of MOBAs
Probably controllers no? They want to design a game for console / mobile. The full fat version would require keyboard and mouse to be competitive. Also I think they think that the console audience only wants shorter game lengths and whatnot, which may be true. Probably true for me. I played a few mobas on console, but the one I had most fun with was Awesomenaughts, and games there were quite short and sweet. I prefer action mobas though so I don't think Wild Rift will satisfy. I also liked Battleborn.
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Thread After completing Dark Souls 2, I’m of the opinion that it’s an unfun, tedious slog
Hm I messed with magic in DS2 and felt powerful. Also you hit SL200 in one run? Is that normal? I don't think I've hit higher than maybe 100 or 120 in any of the Souls games before clearing. It seems odd that you wouldn't feel powerful at 200.
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Thread Anyone here preferred to go with XSX because PS5 is out of stock?
I had series S and X preordered because I was thinking about this at the time. I thought maybe I would pick up the X if I couldn't get a PS5. I ended up buying a PS5 from a reseller, which I know is controversial. Nevertheless, I gave my S and X preorders to people that wanted them. It seemed a lot easier to get an S or X. The X is obviously more difficult but even then I was able to beat the bots in a preorder queue. The PS5 never felt possible. It felt like I had 50,000 bots ahead of me in every queue.
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Thread PS5 USB DAC compatibility
Hey man I just saw this. I haven't tried the game one, but reviews that are out there point to it being decent pair of headphones. I'm using the philips fidelio x2hr with modmic which rtings say are a little bit better in terms of sound quality and passive sound stage, but they require you to use a different cable to gain access to a microphone. For which I'm using the vmoda boom pro. I'm also using the Astro mixamp but I don't think you can keep 2.1 features and mix chat and game audio at the minute. You have to extract the optical audio and the only extractors available do not work. I would say your best bet is to use the USB audio, use the in-OS game/chat audio mix, and simply wait for a hdmi 2.1 audio extractor to appeal. Personally I've chosen to forgo HDMI 2.1 to get the chat features, since I prefer playing on a monitor and the HDMI 2.1 monitors aren't yet available.
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Thread ScourgeBringer director shares interesting sales data about its performance compared to NeuroVoider
Yeah. Anything sells like crazy when there's thirst for it, and early adopters are thirsty as fuck. They're often folks with plenty of disposable income and there attention is almost guaranteed to hit your title. Makes me sad that games like Hades haven't been announced for PS5, because it would sell like crazy right now. That and Silksong not hitting PS5 alongside PC, I think it's a mistake. If you get inside that early adoption window, your game, if it's decent, will fly.
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Thread How much of Crash 4's difficulty is due to the perspective/camera angles?
Crash 4 isn’t too difficult to begin with. It’s just an exercise in frustration with all of the recycled content and punishing level replays (no death, time trial, all boxes, all boxes without dying and again for inverted). As far as the camera goes I found it really easy to figure out my position in 3D space, especially because of the shadow highlight feature.
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Thread I just found out the old PSN web store still works, completely by accident
I assume it has to exist because certain games integrate store links and whatnot directly. I remember that on the PS3, I used to use some exploit to get to the old store by going into a game and using their in-game store link, which brought me an old version of the PS3 store, rather than the new HTML based one (which always crashed my PS3). I wouldn't be surprised if that old PS3 store still exists too.
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Thread Have you ever used a hitbox?
I mean, at a minimum there's no travel time since you can have two fingers on the directions you wish to press, four even. You can be pressing the next input on the frame after you're hitting the previous. It's miles faster when you break it down in milliseconds. So there are a lot of techniques that can be performed faster. Most of the time that doesn't matter, you're getting the same result, but I think when when the right technique comes about, this becomes an issue. It just takes the right players to complain at a tourney, and then that device is banned. Here's the layout that full schedule had retrospectively banned on MVC3 TOs said it was fine, but then players complained when they could see what he was doing with it. In any case, as soon as you see people doing things with the hitbox that people can't do with regular sticks, and I do believe due to the rapidness of the presses it's very possible that this occurs (even with SOCD cleaning) we will see the whole controversy of hitbox controllers and their legality crop up again. And that's fundamentally, because they allow people do to things that everyone else can't do. People often talk about Viper ball as a good example of something you can only do on a hitbox. That's what Fullschedule was using them extra buttons for in Marvel. I don't think using one is cheating or anything like that though, in fact I think they're kind of fun, but I do think they deviate from the design intentions and it's challenging to balance them in some scenarios because I do think they enable players to push beyond the theoretical limit of what a player is capable of on a traditional stick.
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Thread Have you ever used a hitbox?
Honestly, with how you can press opposing directional inputs at the same time, I’m not sure how I feel about them. They clearly circumvent the intended design, and they might infringe upon fair play since they open up opportunities that are impossible on a pad. Then again, it’s the same as playing on a keyboard, so I guess it’s fine. Either way they don’t feel anywhere near as good as a proper arcade stick to me. Micro switch clicks are heaven.
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Thread Have you ever used a hitbox?
I would suppose that the difference is that those cases align with the design intentions, where I'd argue the hitbox does not. Either way I think in most cases the hitbox is fine, the blocking thing, I agree with, for the most part you wouldn't see a benefit. But I think as soon as something crops up where you can do some crazy wave dashing technique, only on a hitbox, then you're going to see these devices banned again. They're permitted provided no one overperforms with them, essentially, but I think that the potential is there.
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Thread In your opinion, was the decision to release the PS5 and XsX on holiday 2020 necessary?
I was getting really sick of performance in PS4 games. It felt like a lot of developers weren't really tuning their games all that well for the hardware anymore, and they were really desperate for new systems, with games performing vastly better on PC. I don't even think it was the systems fault. Because if you look at a game like Infamous Second Son, it looks 10 times better than something like Assassins Creed Valhala on PS4. Still, you're also seeing games like Cyberpunk that I think, regardless of optimisation, would always be pretty rough on the PS4, and when you're seeing software hitting those performance bottlenecks consistently I think that's the perfect time to move forward. So in that sense, I think that next gen systems came at the right time.
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Thread Switch currently is the only console I recommend to friends
Personally I would recommend Switch, PS5, PS4 and PC depending on taste. The only reason I don’t recommend Microsoft’s hardware is because I think PC is a better investment. I think PS4 is going to be one of the best e we recommendations as prices drop. So many good games on a system that costs £250, and I’m sure it’ll me cheaper soon too. I think the best duo is PC+Switch, PS5+Switch or PC+PS5 and the ideal scenario is PS5, Switch + PC.
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Thread When people say they want an open world...
For me honestly the ideal open world is something like Oblivion or Skyrim wherein the 'things to do' don't fall into a specific subset of pre-designed archetypes. The gameplay is defined by the context in Skyrim. For instance, if you're quest is to recover an item from the local bandit camp, then you will encounter bandits in that quest, but it's entirely determined by that narrative thread. Another quest might have you resolve something with NPCs through conversation, because it's contextually appropriate to do so. Most other open world games just have segments of gameplay that fall into a small number of very delibrate groups, like fighting or stealth, and then you have those marked on the map. 'This is a stealth mission', 'this is a bandit camp, you need to kill these', 'this is a puzzle area, you need to complete this'. It's a little tedious in my opinion. I found the same with Breath of the Wild personally. It was too structured. I didn't enjoy most of the shrines, there's not a lot of excitement in them for me. Again, you know what you're getting before you enter, so when you see a shrine off in the distance it's not especially exciting to explore (in my opinion). Moreover, the rewards for completing each shrine are both predictable, and really rather boring... Witcher 3 does it quite well, again with the narrative leading the gameplay. Yes it does have occasional checklist style design with things to do that are repeated, but I would say the majority of the game sees the player approaching each scenario in a variety of ways, dependent on narrative context. I've also been playing a lot of Conan Exiles recently, which is an interesting one in my opinion. A bit repetitive in places but it's a truly open game, where you have a lot of freedom, to build and explore whereever you please. Somewhat like Minecraft I suppose, but I like the combat and climbing in Conan. The climbing works like it does in Breath of the Wild, and the combat is just a bit more complex than Minecraft's (though still a little rough in places). Nonetheless, the highlight of Conan has been the ability to build up a settlement in an open world, it makes me feel like I can really have an imprint on the landscape. I guess that's why both Breath of the Wild and Skyrim ultimately featured some base-building elements, I'd love to see those fleshed out personally.
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Thread LttP: Risk of Rain 2
Agree. I think this is a big problem with the game personally. It doesn't really matter what you get most of the time, the only difference is whether you deal decent damage, or not. Last I was playing it seemed like glass canon builds were the way to go because of how tanky things get as the game progresses, and how you can abuse one-shot protection provided that you heal very quickly. I really like the gameplay and aesthetic, I just wish that it felt like there were more ways to play. Still, I do really like it, it's just that after 30 hours I kind of burnt out. I haven't even beaten the game properly because when I was playing it they didn't have the 'ending' sequence in the game.
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Thread Animal Crossing: New Horizons was the best-selling game of 2020 at retail in France, first time in 12 years that a FIFA/CoD/GTA game is not on top
Not that surprising. Considering you can see Mario Kart Wii took the top spot at one point too. Obviously a lot of French people buying Nintendo stuff, and ACNH is taking off worldwide. Kind of crazy the numbers this game is putting out all over though, I always thought Animal Crossing and those kind of life-sim style games were niche, but I guess that's not true anymore, especially as a lot of those style of games are popular on mobile.
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Thread Animal Crossing: New Horizons was the best-selling game of 2020 at retail in France, first time in 12 years that a FIFA/CoD/GTA game is not on top
I mean not that surprising relative to how we see ACNH performing worldwide, and the Switch generally.
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Thread The false myth of console cheat-free online or how I'm less naive than yesterday (please, read the OP)
Not the same thing at all. Paddles on the back of your controller just allow you to do what people were already doing more comfortably, they don't provide a competitive advantage. Many top players still play claw.
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Thread The false myth of console cheat-free online or how I'm less naive than yesterday (please, read the OP)
I think you can on Apex too, on guns like the flatline by using singlefire mode. It feels like it can go faster than the full auto. Of course in theory someone can do it with their finger, but it's very difficult to do it consistently and while retaining good accuracy. I've actually been accused of using a strike pack a few times when shooting quickly, but it's no where near as reliable as what you can do with a strikepack. With that said, I don't think even if you can break the rof limits it makes all that much difference. In Apex you still die if you don't one-mag someone, and as I said before, the 'aimbot' on Chronus is not like an aimbot on PC. It doesn't do the work for you, and actually adds latency, it's not ideal, and if you're a good player you'd be actively better off without it in my opinion.
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Thread The false myth of console cheat-free online or how I'm less naive than yesterday (please, read the OP)
I agree it's a problem but I think the impact is a little overstated. It doesn't have a functioning aim bot like any of the PC hacks, the aim 'assists' you in various ways, but because the script can't interact with the game it can't know precisely where enemies are, so the player has to be in control. It still helps in various ways by removing recoil and things like that, but it's not an aim bot akin to what you see on PC, the cheaters describe it as an aimbot because they like to sell their hacks. Also, the cronus adds a fair bit of latency to your device. So I've heard a lot of players say that it makes them worse, not better at the game. The fast firing of singlefire guns can be pretty annoying at times, but for the most part it doesn't increase the time to kill beyond what the games full auto guns offer. Like in Apex you can do that with a 301 or Flatline and very occasionally you'll see players do it with a strike pack, but I've not personally seen much impact. Not defending it's use or anything like that but I do also think it's over-labelled towards players that are doing well. A friend of mine was accused of using it as a means of reducing his accomplishments in the game and it's definitely not true that he's using anything like that. Additionally, I think people suggest these devices are stopping them from doing well in the game, I've met a few people using strike packs and Chronus max, and none of them have ever been any good at the game. I've seen these players show off their crazy recoil patterns to me, but when it comes down to it, they always sucked. In Apex my KDR is 5.0, without a strike pack, Chronus max, or anything like that, so I assume I must be killing players using this type of device all the time. You can tell sometimes, when their rate of fire is crazy high you can hear it. As for what Sony and Microsoft can do, well... they could ban the devices. I don't think it's true that they can't be detected at a system level if they made an effort to detect them. Sony could lock down the hardware any force licensed devices only if they wished, that would prevent a lot of other devices working too though, like DACs and whatnot. And another issue is that a lot of people use these types of devices for accessibility use cases, allowing them to play with bespoke controller setups that they can't use on the stock hardware otherwise.
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Thread [Poll] The ultimate weekend battle: The Order 1886 vs. Ryse: Son of Rome. Which one do you prefer?
I think The Order is a pretty decent game. I don't see how it was worse than something like Uncharted 1, which had similar scope, and spawned multiple sequels. If Sony had greenlit a sequel I think they could have iterated in a good direction.
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Thread Old time JRPG fans - what's your current stance on its current direction?
I always buy them but I never finish them anymore, I don’t think I’ve really enjoyed one since FFX or Skies of Arcadia. I don’t really play portable JRPGs so I’ve missed out there perhaps.
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Thread Videogames apathy or how do I get back to gaming ?
I think it's okay not to complete games, in the same sense that it's okay not to finish a bottle of wine. Sometimes you can experience the core gameplay loop in a matter of hours, and that's what games are, they're intersections of gameplay loops and cutscenes. Sometimes you don't need to beat a game, to feel like you have played it. Sometimes I'll play a game for a few hours, and I'm content with that experience and I'll move on. I didn't finish it, but I don't feel like I need to either, I had a good time with my experience and I'm content moving on. Sometimes I'll stop to enjoy a game for more time, and delve deeper, but you don't have to experience games that way.
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Thread Killzone.com officially "retired". "Going forward, visitors to Killzone.com will be directed to PlayStation.com."
No point in platformers because Mario has the crown of that genre. No point in RPGs because Street Fighter. No point in racing games because Gran Turismo. Just a silly thing to say. Killzone was definitely different enough to Call of Duty to warrant an audience.It's a pretty bad game, the campaign at least. Perhaps that's why. It's really rough around the edges, just feels rough, level design very poor, and frustrating. Plus, the multiplayer wasn't effectively monetised. You could buy voice packs and a few skins, but not much else. I bet most people didn't buy anything. So there's nothing to gain giving it away for free. You sour people on the IP by exposing them to a title that isn't up to par, and you don't get a return because it's not monetised very well.
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Thread Razer Kishi has replaced my Switch
I use the PS5 remote play to do some small tasks on my PS5 games, but in general I find it a really poor way to experience most titles. The input latency is undeniable even in ideal network conditions, the UI for many games do not scale down well to mobile and many console experiences just don't feel like they transition well to the small screen portable experience. Playing something like The Last of Us Part 2 on your phone doesn't have a lot of appeal to me, so with all of that considered, it's very limited. Portable games work better on Switch because they're designed with consideration of the context in which people play - Switch games tend to more often be more 'pick up and play', as if they're designed with playing on the go in mind. Less 'big cinematic experience', more 'play this level for 10 minutes'. The UI and controls are designed for the small screen, and there's no additional latency. So on the whole, I'd say the switch is a better experience with obvious value, but I think the remote play is a nice complimentary option if you already play on those platforms. I recently logged in via my phone to check on my pets on Conan Exiles on PS5.
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Thread The PS5 has made me realize why I stopped playing games on console (and why I just started playing them again)
I think though technically faster in terms of loading each menu, the PS5 is actually slower at most of the actions I perform frequently, because of the number of steps required. The party changes which hit both PS4 and PS5 have been a nightmare, and hot swapping menus is no longer available on a double-press of the PS button, meaning making settings changes takes far longer on a PS5 than a PS4. Very frustrating overall user experience if I'm honest.
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Thread So, the playstation 5 f**ked up my Demons souls platinum trophy
Not much you can do but play the game and forget about it. You’d have a lot more fun ignoring them anyway, that trophy is a perfect example. If the trophy does register later then that‘a great, if not then you’ve played a great game all the same.
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Thread I can't believe I'm saying this, but now that last gen is over it's time to give Activision some props
Folks saying give props to the developers instead, I get what you're saying, but it's Activision greenlighting projects like Spyro Remastered, Tony Hawks, and Crash. Those wouldn't happen without execs pushing for those revivals, and I think they gave the developers the room to do a great job on them, so that's worth some praise. That doesn't mean you have to say you like Activision as a company, but in certain areas they made some good decisions.
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Thread Ya'll lying when you say [Good] Gyro implementation brings less to the table and is worse then archaic, outdated analog stick implantation.
Sony are driving for accessibility so there’s people that might push for gyro aiming internally.
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Thread Which is better for CASUAL 3-to-8-player smash bros. free-for-all matches: stock or time?
I think it's hard to play well with stock, because realistically the most effective strategy is to avoid fighting. Even if you avoid fighting for half the intro, you'll be in the latter half of the game with more HP than everyone else, and by the time you finish and clean up, it won't even look like you didn't participate. Then the same 2 or 3 players are left at the end every time, because they have the same strategy, that's not a lot of fun. Time is very casual, but I think it can be fun, and it encourages aggression which is a fun thing.
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Thread Should I just skip Marvel’s Spider-Man and go straight to Miles Morales?
Doesn’t make a lot of sense to skip it. Both are great but the original is a better and more well rounded game. You’re also likely to have less appreciation for some narrative elements in Miles if you skipped Spider-Man. So, you’d be skipping the better game while also making the expansion harder to appreciate. If you only play one, play Spider-Man and skip Miles. Otherwise play both, perhaps take a break between the two though as the gameplay isn’t really that varied.
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Thread EDGE Magazine - Hollow Knight: Silksong Preview (PC/Switch only at launch, release date TBA)
Disappointed that it's not hitting all platforms. I think it's fine for the initial release of an indy title to target selected platforms so that the team can just get their games out there, but in this case they have a big audience on other hardware that will just miss out, for what is likely a long time. I'll probably get PC while I wait for PS5 and double-dip, but still.
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Thread EDGE Magazine - Hollow Knight: Silksong Preview (PC/Switch only at launch, release date TBA)
800,000 people bought the game before it was free on plus, now it has 2.3 million players on PS4. That's not as many owners as on steam, but that's still a tonne of players. Probably looking at around 3 million players across the two platforms. It doesn't matter, because it's their choice at the end of the day. But I think it's better if your game has a following, to release in unison on all platforms where that following exists has a benefit. Leaving folks waiting a year or whatever to play your recent title just helps ensure that you don't build your audience on those platforms. PS5 and XSX are still early cycle and folks are looking to play anything, while developers get swamped later on in the development cycle, that's far less true early on in any console generation where players are thirsty for games.
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Thread Ya'll lying when you say [Good] Gyro implementation brings less to the table and is worse then archaic, outdated analog stick implantation.
I think that in terms of raw aiming, gyro + analog can come up on top ahead of analog alone, but raw aiming is not what you're doing in most games. In games with aim assist, I find that the analog aim can be very accurate, and in those games gyro can actually interfere with your aim in a negative way. Splatoon is a good example of where gyro + analog comes out on top, because there is no aim assist for analog players. So aiming with analog alone isn't all that easy, and gyro can help compensate some of the missing precision and enable you to flick onto targets more consistently. But in my own experience, in games where the analog sticks already have aim assist applied, then gyro isn't helpful at all. My aim can already be strong without the gyro and the gyro adds an unsteadyness to my aim and tracking that I generally do not want. Yes, this scenario has been biased in favour of analog aiming because aim assist is present to help that style of aiming, without help provided to the others, but that's where we're at. Game developers reliably provide aim assist for their analog players and removing that would deter more players than it would bring in to include gyro, so a best case scenario is that you have gyro alongside assisted analog aiming, wherein gyro aiming and then gyro aiming doesn't stack up all that well. For context, with aim assist, analog aiming is often more accurate than even mouse aiming. In games like Destiny and Apex Legends you have people competing using controllers at the highest level of play, and many top PC players complaining that controllers are too accurate when compared to keyboard and mouse usage. As is, I can load up Apex Legends on PC with a controller and fry just about anyone. It doesn't feel like a disadvantage using a controller, in fact I've wrote about this before but PC lobbies actually feel easier than console lobbies, with the range of skill being wider (some people really, really suck on keyboard and mouse). Yes, again you could say get rid of the aim assist then, but there are millions of players who have invested in analog aiming and find that an easy way to play their shooters. On cross platform games like Call of Duty and Apex Legends, you have more people using analog aiming than any other input method available, so removing aim assist would likely spoil the game for the majority audience. The other issue is that combined gyro + analog (Splatoon style) aiming is arguably the least accessible of the three options. It requires you to learn a dual analog aiming system, and on top of that, manage the gyro at the same time. I initial barrier to entry is high for gyro + analog, and the ongoing learning curve is steeper. This perhaps isn't true where dual analog is a less good option, for instance on Switch where the analog sticks are small and unweildy, I think gyro aiming is better and easier to adapt to because of how difficult the dual analog can be on the joycons. So in sum, I think to really see the benefit of gyro you would need to remove dual analogues aim assist, which just isn't going to happen. As is, gyro + dual is just more work for a lot of players, and the pay off in most games isn't really there. I don't see why this scenario would change any time soon, so I don't see why we would expect mainstream adoption of gyro aiming. The best path forward is to include gyro augmented aiming as an option in every game, and see how its audience grows. In the distant future it might displace analog aiming, but that would just create a bigger disparity between mouse and controller than we already have, so it's likely that gyro would need its own aim assist solution to hit the same peak. That then becomes a complex scenario, because if this more complex middle ground still needs assistance to see similar accuracy with mouse and key. That might raise a question as to why bother with gyro if it still needs assistance to hit mouse and key accuracy, but I think the answer is because options are good, particularly for accessibility. Another factor to consider will be how gyro aiming interacts with haptics which is obviously a direction that Sony are really pushing into. I know on Killzone 3's motion control option the vibration made your accuracy and recoil control considerably worse, which is obviously a barrier to tackle. If the gyro were able to communicate with the haptics in some way, I imagine you could stabilise the input and keep vibration on, but I don't know if we'd ever see such a thing.People are always posting this video but there are a tonne of issues with it. a) It offers only one persons experience of the three aiming styles. It's very possible they are better/worse than other people in certain areas, and honestly, very likely that this person is much more practiced with gyro than most people are. In any case, it's a single data point, not a representative sample. b) The type of aiming isn't representative of the scenarios featured in most games or every game. Depending on the game the number of targets on screen are going to be between 1 and perhaps 4. The targets on screen are rarely going to be as small as even the larger targets in aim lab, and the targets and player are both moving. The scenario also presents targets across varying levels of elevation, whereas most games have enemies presented on the same level of elevation (flat ground), analog users really struggle with those diagonal adjustments, but less so with straight horizontal. Further, the scenario only focuses on initial target acquisition not long-term accuracy, recoil control and tracking. c) This is a raw aim comparison, almost all shooters have aim assist for controller players and that's not going to disappear.
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Thread DualSense Triggers Haptics for gunplay feel awful
Not on console cod it doesn't. Plus, I think it's quite stark how much you're disadvantaging yourself with the trigger features. It's just an option that makes it harder to shoot. Like I say, I think with good options you could have something much more usable and responsive in online settings (turn down the tension, keep the vibration, reduce the trigger deadzone).
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Thread My PS5 tells me my LAN cable is plugged in every time I turn it on
When I restart my router my PS5 tells me maybe 5 times over the lan cable is/isn’t connected. PS4 never did that. Kind of annoying as when I see the prompt it encourages me to check if it’s up prematurely.
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Thread Thoughts on Gyro Aiming?
I always try Gyros in every game but I’m always more accurate without. The only exception is Splatoon. I think the in other games gyros actually pull you away from the aim assist, so it can actually harm your aim. With good aim assist, analog alone can be incredibly accurate. You have players with controllers competing at the highest level in games like Apex Legends. I can hop into PC lobbies in COD or Apex and fry everyone with a controller. I think if unassisted, gyros are better but so long as analog is given strong aim assist, it feels like I’m just fighting the gyro more than it is helping.
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Thread DualSense Triggers Haptics for gunplay feel awful
It's not that I don't like the idea of them. I just personally find them poorly implemented. Like, the L2 button is AIM DOWN SIGHTS, but it has the same tension for a 1911 (pistol) as it does for an AK47. If not simulating the weight of the gun, what is the tension for? I'm glad that developers are considering using them, but as is, I find it pretty bad. Also, while we're on the topic of options I find it odd that you can't change 'trigger vibration' and 'trigger effects' separately in Call of Duty. Because the issue I have with the game is that I can't feel the trigger vibration because of how strong the trigger effects are. The trigger effect forces really high tension on some guns, so you have to press down hard, but that hard press dullens the vibration as it can actually stop the trigger from moving.I'll try 34, I tried 20 and couldn't feel ANYTHING and on 50 I felt like it still felt too stiff. I don't really want to use it for MP and whatnot, but I thought it might be fun for zombies and campaign.
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Thread DualSense Triggers Haptics for gunplay feel awful
I didn't make this thread to talk about the DualSense broadly, but more specifically how the DualSense is applied to guns and shooting, where I think it's implementation has specific challenges to tackle. I like the DualSense in general. I like the haptics in other games. I love the haptics in Astrobot, and I really like them in Sackboy too, it's alright in Spiderman and Fenyx Rising, it adds something to the game in those, even if it isn't special. Not a huge fan of the implementation in Dirt 5, but again that's specific to how the developers have implemented it. Anyway, this isn't about any of those games (except Astrobot I guess, since you shoot a gun there) I'm not sure why some folks are trying to turn this into an anti-dual sense thread. I'm talking about how it feels when shooting a gun, and aiming down sights specifically, and how I don't think the implementation is good in that specific context, thus far. I think this is worth discussing, because so many games have shooting a gun as a core gameplay mechanic. Perhaps to be more specific, I think the issues are: 1) The differentiation between different weapons and recoil types can be quite subtle, in Borderlands I couldn't really feel any difference between the guns I had equipped, in Call of Duty sometimes I couldn't feel a difference, especially with guns that seemed to have more tension on the R2 pull (as tension dullens the vibration when pressed down). 2) The tension and vibration effects can be tweaked in the options menu, but only together, not separately. I really dislike that, because if I don't want the tension, or want to lower the tension, then I have to reduce the vibration effects too which often leaves me not feeling anything from them. 3) The tension seems universally applied sometimes, in COD the tension is active even in the pause menu, I don't understand why. 4) It would be good if they could find a way to offer options so that players could configure them in such a way that they might be usable without disadvantaging the player severely in online play. Specifically I think being able to reduce tension, vibration and trigger deadzones would help with this.
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Thread DualSense Triggers Haptics for gunplay feel awful
I'm wondering how people feel about this. I've tried these on Call of Duty and Borderlands now, and all they seem to offer is a stiffer trigger pull than a standard controller. I really don't like how it's implemented personally. It just feels incredibly effortful to pull the trigger. I'm not certain how this makes the game any more fun. I'm not familiar with firing guns in real life, so I suppose for some people it might be more 'realistic', but in general all it does is make it more difficult to pull the trigger, which makes shooting feel less responsive. When I saw the DualSense talked up, I expected to feel the guns recoil in the trigger, or something like that. Or feel a particular characteristic of the trigger that varied from gun to gun, but honestly I'm not really feeling that in Call of Duty, or Borderlands. Perhaps there's a slight variation in where the trigger feels stiff, but in general I find one gun feels quite similar to the next. Not only this though, but because of how it's implemented it feels that it actually harms you in any form of competitive play. Making the controller less responsive, making it harder to shoot, it just doesn't work in that setting. Don't get me wrong, I dislike this haptic implementation broadly, but it's equally a shame that the designers couldn't figure out an implementation that didn't hinder people in a competitive setting. Equally, the haptic effect is applied to the L2 trigger, but seemingly to no significance. I could see the haptic effect on L2 representing the weight of the gun that I was using, but this isn't how it's applied. It can be a lightweight SMG or a massive LMG in Call of Duty, and it seems to offer the same stiffness. If not to represent weight, then why bother? I don't get any enjoyment out of making the button harder to press, so if it's not for the sake of some immersive quality, I can't see the point. What's been your experience of them in shooters?
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Thread Playgrounds take on Fable?
After Shadowfall and Killlzone 3 not being all that I actually don’t think that’s too great a comparison. I don’t think folks thought much of Horizon until they saw the footage for themselves. I’m not at all saying that Playground can’t produce a great fable game, just that setting your expectations too high is never a good idea. Look at it this way, if you go in with modest expectations you’ll be pleasantly surprised if they make a great Fable game, and not all too surprised if it disappoints either. Having high expectations for games you have little information on just feels like you’re setting yourself up to big disaapointments. I’m just hopeful it’s a decent game. It doesn’t gave to me ground breaking, just fun and I’ll be content.
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Thread Oblivion is so much comfier than Skyrim
I like Oblivion but I think I always ruined it for myself by trying to complete the main quest. Then I'd get burnt out on one of the Oblivion gate missions. Honestly some of the worst level design I've ever experienced, just outright dull from start to finish.
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Thread Bethesda-styled open worlds are woefully under-used in gaming
That's why I enjoyed playing stuff like Outward and Conan Exiles recently. My girlfriend and I have been playing both of those games in co-op and they're very free-form in their approach. They don't tell you where to go or what to do, or what you'll find when you get there. Sure that has it's ups and downs because sometimes it means you just stumble into an area that isn't all that interesting, or too tough for you to face at that point in time, but it's much more exciting. Both of those games are pretty janky and feel low-budget, but I've been drawn to them because nothing else offers that type of map and game structure and co-operative play. I think the closest thing that gives me that feeling of exploration outside of Bethesda's games are actually survival games like Minecraft and Conan, or perhaps MMOs like FFXIV or Elder Scrolls Online. Perhaps that's the thing. If you're going to make a huge scale open world game, then studios are looking at ways to reduce risk. Survival games are popular and can easily be monetised, MMOs too. So perhaps it's just the case that those larger scale more free-form open world games tend to adopt other genre staples as safer options. You have games like ELEX too which I think offer some of the design the OP wants here, but honestly ELEX just isn't very good, and even Bethesda's own titles in this space are quite spotty in quality. That doesn't lend confidence to studios looking to make a new game. I think The Witcher 3 fits the bill too actually. Yes it presents exclamation markers on the map, but you can remove them, and you don't know what they are until you get there.
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Thread LTTP: Days Gone on PS5(No unmarked spoilers)
I don't think it's worrying at all. People leave at the end of projects because they often like to transition to different things. For instance, my friend who works at Codemasters was telling me that more than half of the people left his studio at the end of Dirt 5's release. That doesn't mean that Codemasters aren't going to release future dirt games, or anything like that. It's just a fact that people tend to move around the industry, and the best time to move is at the end of the project a) because people like to see it through and b) sometimes you risk losing your credit if you're not present on the dev team at the time on release. Sometimes things can be quite political too. People can feel like you screwed them over leaving half way through a project and whatnot... it's not right for things to be that way, but that's the way it is sometimes. All of that contributes to the end of the project cycle being the period in which developers tend to move on most frequently.
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Thread Playgrounds take on Fable?
I mean this is true, but I wouldn't set my expectations too high either. Forza Horizon is a really different game, aside the open world setting not a lot translates. I wouldn't have high hopes for Polyphony digital making the next Demon's Souls either. Not to say they couldn't do a good job, but I think setting your expectations in the sky is just likely to leave you feeling let down. Whatever they do with Fable, it'll probably be decent because the previous Fable games (in my opinion) have been a bit naff. So It'll be good to see the IP return, and hopefully it's fun.
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Thread Projectile or Hitscan?
Hitscan feels better on the whole, I would say but it can create problems for the game. Mechanically aiming your cross hair over a target isn't all that difficult, so if you have a game with fairly simplistic movement and hitscans you can create a game with a very low skill ceiling.
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Thread Has gaming had a negative impact on your life?
I think when I was younger games helped me cope with a difficult childhood. I skipped most of high school and went home to play games instead. It helped in the short term, but in the longer term I think I'd have been better off putting more focus in my studies. Now it often feels like playing games is one of the only hobbies I truly enjoy. Which can create some issues with my girlfriend. Still, I made a career out of games, so in that sense it's helped me a lot. I worked as a games user researcher for 3+ years and now I'm also studying for a PhD in Human Computer Interaction focusing on video game accessibility. So, it's been a double edged sword really.
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Thread FINAL FANTASY XIV Online - Complete Edition (PS4) $29.99 via PSN.
Same issue here. I tried to get back into it this year and couldn't log in. It just takes me in an endless loop. I could make a new account I guess, but I wanted to log in to my existing characters. I didn't care about it that much so I just gave up. I guess I could contact support but whatever.
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Thread The Storm King fight in the Demon's Souls Remake is one of my most memorable gaming moments
I haven't got this far into the game but I'm playing in 4K HDR and using Nuraphones (headphones) which have haptics built in them, through a USB dac for simulated surround sound and the whole experience has been incredible. The haptics in the headphones really kick in at certain points, like when the dragons were flying above me in 1-1 and 1-2, I felt like I could feel their wings beating. I felt like I could feel their fire searing a path behind me.
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Thread Control is an excellent template for the next Mass Effect game's combat
This for me. In Control if your mechanical skill is there you can just rush everything and win. It doesn't matter what the odds are. It feels as though, in Mass Effect, you have to make more strategic decisions. Your positioning matters more, and whatnot.
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Thread What game release of this year makes you go think: "Holy shit, that released THIS year?" as to how fucking long this year was?
I even played this but reading his post I was like 'huh, what's bleeding edge', had to google it and remember it. I think people forgot about it quickly.
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Thread What game release of this year makes you go think: "Holy shit, that released THIS year?" as to how fucking long this year was?
Early access was 2019, so yeah, it kind of did. Just hit full release this year. In that sense, Fortnite also released this year...
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Thread How Does Epic Afford To Have These Prices On The Epic Game Store?
I think it's more likely they're just not getting anything back on their margin for these games. A game like immortals is $35 on PSN I think. So that's only slightly cheaper on Epic. They can afford to do that, because they're still at a period where they just want more people in their ecosystem. More folks playing Fortnite too, which they advertise heavily to their users.
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Thread I think quarantine has officially made me tired of gaming
I don't think I could get tired of gaming because for me it's also a social thing. I game with my friends most of the time. I use games as a way of keeping contact and being social. I don't really play many singleplayer games.
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Thread Are you cool enough to realize that Call of Duty belongs with the gaming greats?
I only just read the OP properly. Why is it so rude? :/ I think there's a lot of appreciable design in the Call of Duty games, but the reason it's not discussed at the level of say, Nintendo's titles, is because of OPs like this. Check any Call of Duty forum and any disagreement about the games design ends with the other telling folks to 'eat shit and die'. I actually used to be an admin on the most popular Call of Duty fansite back in 2007. I was only perhaps 15 years old at the time but I really loved that game and talked about every facet of its design. Same with Modern Warfare 2 and BlackOps and World at War, but then I just lost interest.
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Thread Are you cool enough to realize that Call of Duty belongs with the gaming greats?
I think West, Zampella and the team deserve a tonne of respect for their design on the early Call of Duty games. However, what Activision are producing today, feels like a mere imitation of the success of those early titles. The earlier years where Call of Duty was constantly innovating and evolving, from Call of Duty 1 to Black Ops 2, they were all fantastic games. Call of Duty lost a lot of what interested me after West and Zampella left, and Titanfall 2's campaign is far better than any modern Call of Duty game. Most of the lead developers on Respawns team previously worked on Call of Duty 4 and Modern Warfare 2.
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Thread DIRT 5 2.00 Update Rolling Out [Fixes the 120fps Graphical Bug noted by DF]
No dualsense rework in this update? The stock dualsense support is very poor in my opinion. You don't really feel the road, or the car honestly, the only thing you feel is gear shifting. I know they've said they're working on something. Dirt Rally 2 on an XBOX controller feels good with the triggers there. Getting that level of quality for the Dual Sense would be a start.
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Thread Is kicking/pushing someone off a ledge the most satisfying kill method?
In For Honor, it's possibly the lamest. In general it's a pretty good feeling, but in For Honor it feels like ringouts negate a fair fight. Some characters have significant advantages at ringing out than others, and some stages played into those advantages making them very unbalanced. One hit or throw could kill you. The novelty of ringing out wears out quick when it comes at the cost of competitive balance.
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(54645304)

Thread ... Did I Accidentally Buy A Bootleg DualShock 3?
I feel like I could very easily tell if I had it in my hands. But it does look like a fake in the image too, the bit around the lights at the top is a giveaway. I looked into ebay listings for PS3 controller and this one comes up, and it's very obviously a fake because they're selling them as new for £10... I hope you didn't buy one like that and expect it to be the real deal!
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Thread User Reports: Sony & MS may deny Cyberpunk 2077 Refunds, Tells Customers to Wait for January and February Patch. YMMV
CDPR lead folks to believe that refunds would be available, without speaking to the distributor. So this is on them, really. Yeah, Sony's refund policy should be better, and they deserve shit for their policy, but CDPR should have checked how / if consumers could refund.
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Thread Immortals - It truly feels like a return to Prince of Persia: Sands of Time era Ubisoft
You shouldn't have to up the difficulty to get a non-brainless experience of the game. Normal difficulty should represent the design intentions. In general my thoughts are represented in this review, and no, it's not a lie to say that you're able to mash your way through the game. In the video, he talks about the combat around the 13 minute mark. I'd also like to add that I find it very odd that you would call someone a liar about the subjective experiences that they've had on a video game. At the end of the day, my experience of Valhala was not a good one, but that was my own experience, not yours. You're welcome to experience the game differently, I just really did not like it.
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Thread Immortals - It truly feels like a return to Prince of Persia: Sands of Time era Ubisoft
I picked this up for £30 on sale yesterday and it's great. You can get this or Legion for £30 each at Tesco's in the UK. Pretty good deals.Complete opposite for me. I quit playing Valhala and love Immortals. It's hard to compare them because they're very different games but I think the SkillUp review accurately encompasses my thoughts on Valhala vs Immortals. Valhala is a long and unfocused game that's extremely keen to waste a tonne of the players time on tedious busy work, and doesn't have enough substance to its combat to justify its runtime. In fact, after a few hours, you'll notice that Valhala's combat just falls apart. You can simply mash your way through the entire game, without any thought. Mash the heavy button to kill every enemy. And beyond combat, what source of challenge is there in Valhala? I enjoyed the puzzles and whatnot in Immortals which help break up the pace. Whether you enjoy the story or not is very subjective, but I like the less serious approach. It reminds me of playing something like an open world Ratchet and Clank game. In general, Immortals gave me strong collectathon platformer vibes, which is neat as I like that genre of game.
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Thread PS5 System Message: "PS5 Games can't be played with the DS4"...but Sony Remote Play App doesn't care and it works fine?
I wouldn't even be mad if they had released a Pro version of their controller. Like if they want us to move to their new pad with the new system, fine, but that pad better be objectively better or on par with my current setup. For a competitive player the Dual Sense offers nothing interesting and some features even feel a little bit worse. The dpad doesn't feel as responsive for fighting games, the controller feels a little bit harder to claw, and the face button presses feel less 'definitive' (more squishy less clicky) than the DS4. While being touted for its new haptics and whatnot, Sony need to realise that they're leaving a lot of people behind. Microsoft are offering an elite controller, one of my friends picked up an X1X because of the controller, and that's the type of mindset that competitive players have. I don't know why Sony ignore this stuff. I get that not everyone wants paddles, but the market is clearly big enough that they should care when Microsoft's pro controller offering is clearly popular. Heck, there are like 7 different brands of competing pro controller on PS4, but Sony almost act as if this market doesn't exist.
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Thread Realistically, what can be done about the scalper problem and gaming?
You could offer more opportunities for the most dedicated fans to pre-purchase securely. Scalping is driven by demand which is lead by the folks that are invested in the ecosystem the most. If you were to say, offer a pre-purchase opportunity to the most active PSN users then you would cripple the demand that scalpers play off off.
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Thread 3rd Person Games and Cinematic Slow Walking
Agree. I like it when it fits the tone of the game and scene. Give me the tools to ruin an experience for myself and I often will. For instance, in scary games I often jump about like a lunatic because it relieves tension and makes the game feel silly.
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(54100531)

Thread Werewolf: The Apocalypse - Earthblood - First Look Gameplay
Looks like a so-so AA game. Looks like it could be okay I guess. I think the title and concept puts me off more than anything else. It's like the guy that wears those wolf t-shirts you buy at the market decided to make his own video game. Not that there's anything wrong with it if that's you though, just somehow a bit too generic and edgy at the same time, for me.
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Thread RTTP/LTTP: The Evil Within 1 & 2
I didn't really like TEW1. I can't really put my finger on anything I hated, but I just didn't get into it. It didn't grab me and I stopped playing when I reached the area of the game where enemies with guns started appearing. That just wasn't what I wanted from the game. I really loved TEW2. The open world made the game for me, I liked exploring, and felt like I had a lot of agency with regards to how I approached missions and how many resources I brought with me. I also enjoyed the narrative with that ghost girl chasing you around the open world. I felt like, closer to the end of the game TEW2 became a bit weaker, and more like TEW2. It became more linear and just not very interesting. There's an underground 'fire' area that I recall kind of disliking. Still, I really enjoyed the game overall. I thought the final boss and ending was spectacular too.
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Thread Over the past 3 years, Microsoft has announced the revival of 5 legacy IPs. If this trend continues, what should be the next one to return ?
Ah damn, makes sense. I just remembered it was published by Microsoft. Either way, they could probably strike a deal to get Jade Empire if they wanted to. I remember really enjoying the game.
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Thread Over the past 3 years, Microsoft has announced the revival of 5 legacy IPs. If this trend continues, what should be the next one to return ?
Banjo Conker Jade Empire (do Microsoft own Jade Empire?)
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Thread The women who reviewed Cyberpunk 2077 for GameSpot and Polygon are being harassed and threatened on social media
I just wanted to write in defence of Kallie Paige's reviews - which I think are generally great. I don't know if anyone else here needs to hear this but it's not necessarily a reviewers job to be entirely analytical about every element of a game. A lot of the criticism on the gamespot comments section suggests that she somehow wasn't doing her job, because she didn't analyse every component of the game, and delve into every subsystem. Typically a good review would present their experience as it lies, not force themselves to engage with the game in a way that they felt was unnatural, for the sake of a review. That's what Kaillie did in her review, she earnestly presents her experience with the game. However she experienced it, her experience is perfectly valid and likely resembles that which many others are likely to have with the game. I also like her Pokemon review. While it's often reduced down to 'too much water' she raises a fair point about how featuring too many water areas negatively impacts the experience of a Pokemon game - (predictable typing, and constant randomised battles). I also dislike the continuous sentiment that games journalists can't be trusted or are somehow inferior to games youtubers. Those two groups of people are almost the same thing. In the end it's just one persons perspective on a game. I tend to enjoy video game reviews because as a gaming enthusiast and professional I find their perspectives tend to lean more towards mine than the average youtuber. The professional reviews often pay more attention to the social and political context that the game has released into, as well as paying more attention to technical innovations within the field and genre.
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Thread My Playstation account just got permanently suspended for a credit card chargeback
Hopefully you can get this sorted. I imagine things like this could happen by mistake pretty easily. Like for instance my gf and I often interchange cards on our PSN accounts, and she would probably do a charge back on something she didn't recognise without even thinking. This actually makes me worry about it. I'm going to delete the card from my account for now.
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Thread Remedy’s Control has sold over 2 million copies
Given how frequently it comes up on ERA and places like this that seems low. I know it's not low for a game of that type / budget, but I guess it's just overrepresented on here. It's a good game, though I didn't love it personally. But I didn't beat it either so I'd like to go back to it sometime soon. lol :)
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Thread Game Informer: Cyberpunk 2077 Epileptic PSA
Most certainly not. 99% of games do not. If there happens to be someone with x disability in QA then that’s a bonus but it’s not deliberate that they’re putting the game in front of those people to test. Also I think it’s okay to make games that feature content like this, you just need... A) warnings B) options to turn the flashing features off I will probably get a migraine from this sequence in Cyberpunk, but not a seizure.
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Thread Upgrading my Headphones has been the biggest gaming upgrade I've experienced in 10 years
Yeah that's always an option. In general for a home console setup I'm fine with using a DAC, the benefits are worthwhile, but I think for Switch and mobile use, it's a hassle carrying that type of thing around.
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Thread Upgrading my Headphones has been the biggest gaming upgrade I've experienced in 10 years
I'm really just saying what I see in the amazon reviews since I haven't tried them yet. But even 80 ohm is too high to drive with mobile devices like the Switch and whatnot. Not to say that it's not worthwhile for a certain type of setup, with the right DAC. But I do like the flexibility on the X2s.Looks fine but as all the bells and whistles only work on PC (the 7.1 vritual surround sound especially) I would stay clear personally as I wanted something more versatile than that. The turtle beach one will work with PC, XBOX, PS4 and PS5 (with USB audio it seems that the Elite Pro works on PS5 but you lose the chat balance feature, which honestly, is fine if you use party chat as you can adjust the party chat volume on the PS4/PS5 system).
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Thread Upgrading my Headphones has been the biggest gaming upgrade I've experienced in 10 years
They're fine as far as gaming headsets go. But they're not any better than what you can get from Astro or Steelseries already. At least, to my ears. They use the same drivers as the mobius, which you can see analysed in detail here: Also you can read about users with these headphones here. Impressions seem mixed:Are you using them with a DAC? I find that on my PS4 controller, without using the DAC (Astro mixamp) they're not too loud. Loud enough to enjoy, but a bit quieter than I like to play typically. That might be a factor, as I don't think they're able to leak into the mic at lower volumes. Mine do leak into the mic, but only if I don't set any sensitivity on the the mic on the PS4. Once I set the sensitivity up they work great without leak. Worth noting that the mic itself is a bit more sensitive than the one on the Astros and Steelseries too, as it picks up my TV if the TV is too loud, whereas the other two did not. But mic quality on the whole is improved, so it's worth the compromise.
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Thread Upgrading my Headphones has been the biggest gaming upgrade I've experienced in 10 years
Yeah the 770's look really good but I've heard that about the beyer where the lower impedence sets sound 'muddy'. I was looking for a pair of headphones that would be pretty versatile, with the X2HRs being 30 ohm I can drive them with the Astro mixamp or even the PS4 controller without issue. Heck they also work great on the Switch or even my Retroid Pocket 2.
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Thread Upgrading my Headphones has been the biggest gaming upgrade I've experienced in 10 years
It's a switch lite. RIP. Allegedly I can get it repaired for £100. Half the cost, not too bad, but I'm waiting for a Switch Pro or something. The Sony headset sounds good, I was thinking of getting a pair of Sony MX1000M4 at some point as I continually hear great things.
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Thread Upgrading my Headphones has been the biggest gaming upgrade I've experienced in 10 years
That's a good option too. Though with the lockdown I'm not really going anywhere with my switch. I just play it in different spots around the house. I say would, because my switch is actually broken. Girlfriend somehow put the sofa ONTOP OF the switch, destroying the screen. :)
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Thread Are there any other "dream come true" games left? (Shenmue 3, Final Fantasy 7 Remake etc)
Half Life 3 is the obvious one. I think there are many dream games left though, but they just aren't sequels to games that already exist. For the most part I think they're rooted in existing franchises. What about a Lord of the Rings rpg exceeding the quality of something like Witcher 3? That would be a dream game for me.
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Thread Upgrading my Headphones has been the biggest gaming upgrade I've experienced in 10 years
Pulse mic quality seems super poor from the folks who have joined my party with it. So much so that they can't communicate with us clearly. I'm not sure how bad your mic was before, but everyone that joins my party with pulse it's like 'wtf are you trying to speak through?'. I'm surprised you didn't get good results from your modmic, which one did you have?
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Thread Upgrading my Headphones has been the biggest gaming upgrade I've experienced in 10 years
So I'm using the Astro Mixamp Tr which is the same thing, and on the Astro's it has a button that enables or disabled virtual surround sound. So I'm getting virtual surround sound pumped into my Fidelio 2Xhrs, and in general I think it sounds really good. I tested this on Apex Legends recently by placing a thermite grenade down and turning the camera and it would very accurately indicate which direction the sound was coming from. Much more so than from Stereo. But sometimes I find that the virtual surround sound dullens some of the sound. So in something like say, Wipeout 2048 where I don't need virtual surround sound, or Tetris Effect, I'm switching back to stereo for those. If I remember correctly you can't plug any headphones into the Arctis game dac, so I would say you could do the same thing there but I don't think so.
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Thread Upgrading my Headphones has been the biggest gaming upgrade I've experienced in 10 years
I haven't tried these side by side but from memory they sound and feel, roughly the same. Personally I would stay away from steel series for two reasons: 1) The overall quality, and particularly the sound stage is not great at all. It was using the steel series pro wired setup that encouraged me to find something new, as I was continually disappointed with the sound. I find the Hyper X Cloud IIs are easily better if you want a closed pair, and the Astro A50's too. The only reason I hadn't been using the X Cloud II's lately was because I left them in my office and my office is locked down. The mic quality is also not as good as the X Cloud II's. 2) They really force you into their ecosystem. You can't the DAC with anything else because Steel Series use some weird proprietary cables. I think if you're in this position where you're looking to spend £200-300 on an audio setup your best bet is either a) Follow my setup in the OP, it's a lot better than the wired steel series and doesn't lock you into their ecosystem. b) Get the Astro A50's instead, if you look you can see they have a considerably better sound profile than the In general I don't know where all of the recent Steel Series praise has came from. I think they're really disappointing for the price point.
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Thread Upgrading my Headphones has been the biggest gaming upgrade I've experienced in 10 years
I play like 3 feet from my monitor, so that's a big factor for me. Otherwise I could see it being a pain. Personally I don't keep my PS4 next to the monitor I play on, I keep it next to our router at the side of my sofa. So in your case what I would probably do is hook the PS5 up next to wherever I'm sitting then just run a single HDMI cable to the TV. But it depends on the individual setup of your living room as to what's possible.At first glance it has great but I have no idea what the audio is like coming out of it as I've not tried it.
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Thread Upgrading my Headphones has been the biggest gaming upgrade I've experienced in 10 years
So I was surprised but it isn't leaking into the v-moda mic for me, even when my sound is all maxed out in the headset. I had to set the sensitivity of the mic quite low so that it only pics up my voice, but other than that it's working fine. Discord also has some better noise cancelling tech than the PS4 parties, so while I've not used it with discord, it works fine on PS4 and should be even better on discord with RTX voice or discords own noise cancelling software. If you have an optical throughput in your TV, it should be the same experience. Otherwise it's a bit of a faff unfortunately. You either need to split the HDMI and cover it to optical, but then you lose HDMI 2.1 features because there are no 2.1 splitters at the minute. Or, you could skip the mixamp and just plug them into your controller. Not too bad of a compromise for the time being though I think. Since with 2.0 you can still get 120 fps at 1080p, or 40k/60, you just miss out on 4k at 120fps, which is a shame but I doubt many games will support that output anyway. We should see some 2.1 adaptors soon. At the minute the easiest one to use is probably the one Astro themselves are selling. Somewhat related, but if Astro release a PS5 compatible C40 controller I might buy that at some point, because a little known fact is that the controller itself features a built in DAC. When I was playing stuff on PS4 the audio quality from the C40 was infinitely better than from the regular PS4 controllers. Small differences in comfort. The earpads are more 'padded' on the HR, and there's something different about the headband too. Also, there are some minor cosmetic differences. No differences in audio. Essentially the same pair of headphones. Supposedly they also fix some build quality issues with the X2, related to how the earpads are glued on and such. But I don't know much about that and if you haven't noticed it it's probably a non-issue. I don't think the cable on the cloud II's is removable? If not you would need the v-moda mod mic or similar alternative, the cloud 2 mic wouldn't work because it doesn't give you both audio and mic within a single cable, I think they are separate?
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Thread Halo Infinite Mocap actor: 'As far as I know it's ready to go for next Spring'
I'd treat this with caution but to people saying 'what would he know' that doesn't make a lot of sense either. Most of the staff involved in the production of the game will be aware of its production targets. Heck, even on projects where I've only been loosely involved as an external contractor for a 2 week project, one of the first things they brief us on is their project time scale. What the key milestones are and when they intend to ship. So there's a fair reason to believe that he would know the release date. On the other hand, he's the type of person that probably doesn't get regular updates on project milestones. So if there's any change in schedule since the information he received while doing his motion capture work, he might not know about that.
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Thread Would you have preferred Rainbow Six Patriots over Siege?
Well, they seem like completely different experiences. I'd like a singleplayer Rainbow Six game, but Siege is great. They should probably get another studio to work on a singleplayer Rainbow title since the current studio must be focused on Siege. I see Siege still being supported in 10 years time.
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Thread Upgrading my Headphones has been the biggest gaming upgrade I've experienced in 10 years
I was thinking about offering the same recommendation but the extra cable is a pain in my opinion. The X2hrs are so convenient with the removable cable... I don't think I'd buy a pair of headphones that doesn't offer a removable cable. It's not just a useful feature for attaching the mic, but a durability thing too. If that cable breaks, which they very often do, you would have to re-wire the headphones. On the Fidelios, you just swap out the cable. A pair to consider could be the Beyerdynamic Custom One Pros. Since these have a removable cable and therefore pair with the boom pro.
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Thread Upgrading my Headphones has been the biggest gaming upgrade I've experienced in 10 years
Yeah. I think the only caveat I would say is that without the mixamp, they're not powered adequately by the PS4 controller. You could buy another game DAC but I don't know how well these work with consoles. I looked into the Senheiser / EPOS brand but their surround sound stuff doesn't work with PS4, and you just end up with stereo sound. I like the virtual 7.1 that's output by the Astro Mixamp, I find it works well with the Fidelio X2HRs especially (more noticable than on Astro's own headphones, oddly).I'm not playing on PS5 at the moment, just PS4. But if I were playing on PS5 on a 2.1 compatible TV. I would output optical from the TV itself. As far as I know the LG CX, C9 and C10 have optical out. As is, I play on a monitor so I'm waiting for 2021 to pick up a HDR, 4K, 2.1 compliant monitor (these don't exist yet). When I do get my hands on a monitor I will split and convert the HDMI signal to optical, into the mixamp. I am hopeful that you'll see 2.1 splitters sold within the next year. In line with when 2.1 monitors should be available too.
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Thread Upgrading my Headphones has been the biggest gaming upgrade I've experienced in 10 years
Well, the Arctis Pro Wireless and Astro A50s run £250-300, so that's about the same. Plus I coupled this with the mixamp that I bought from Astro perhaps 5 years ago. So the actual spend this year was about £170. I actually think that's cheap, especially when you look at reviews, as the X2's outperform many £300+ pairs.I might be dense on this subject but I find it baffling that next gen consoles don't support bluetooth headphones out the gate. It feels like I can pair my bluetooth headphones with just about any smart device except my PS5. It doesn't make a lot of sense to me. My girlfriend does use her bluetooth headphones to play games by pairing them with our smart TV, then uses a desktop mic via USB for chat audio. Works pretty well.
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Thread Upgrading my Headphones has been the biggest gaming upgrade I've experienced in 10 years
Yeah I meant really outside of upgrading the internals of the device that plays your games. SDDs are great. The biggest upgrade has got to be just upgrading your GPU. The biggest leap right now is folks who are shifting from PS4 to PS5 etc, or into the 30xx series Nvidia cards.
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Thread Upgrading my Headphones has been the biggest gaming upgrade I've experienced in 10 years
I wrote in the OP outside of like, system hardware upgrades. Obviously an upgrade to something like your GPU is more significant than any accessory. I also have a gaming PC with a GTX 2080 TI, so for what it's worth, when I do get a PS5 I don't expect it to be that significant of a leap in quality from the 2080 TI. Arguably the biggest upgrade to my actual experience of games over the last 10 years was putting paddles on my controller. It completely changed how I play and interact with shooters, which I play most of the time. In any case, obviously 'biggest upgrade' is very subjective. :)I looked at reviews of the X3s before buying the X2hrs and the X3s aren't viewed as favourably as the X2hrs. They offer a more balanced sound profile which is fine, but there are better sets you can get that offer that within that price point. The Fidelio's are fantastic gaming headphones specifically because they are actually do the base justice. On rtings the X3s have a 7.5 rating for 'base accuracy' while the X2hrs have 9.2. That 9.2 rating is a big component of what in my opinion makes them fantastic for playing games, and outperforms many much more expensive pairs of open back headphones.
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Thread Upgrading my Headphones has been the biggest gaming upgrade I've experienced in 10 years
Makes sense. I haven't tried my girlfriends audio setup with the bluetooth headphones connected to the TV, but for a casual play experience it seems fine. She didn't note any issues with latency.
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Thread Upgrading my Headphones has been the biggest gaming upgrade I've experienced in 10 years
Outside of like, the actual hardware that plays the games (like transitioning from PS3 to PS4) my recent change in audio setup has been the most noticable change in my hardware that I've used to play games, in the past 10 or so years. I tend to spend a lot of money on gaming tech. In terms of headphones, over the course of this generation I've bought or borrowed the following: Hyper X Cloud IIs (probably my favourite wired closed back of the gaming headphones) Steel Series Arctis Pro with Game Dac Steel Series Arctis Pro Wireless Penrose X (more expensive than, and worse than Arctis Pro) Astro A40 with mixamp Astro A50 with wireless base station (my favourite of this lot, though by a fairly small margin) Playstation Gold / Platinum and Pulse (these are the worst by a mile) Of these I generally prefer the Arctis Pros or A50s, but after some time I felt like they were missing something. While these headphones offer on the whole, adequate sound reproduction, what they all do really poorly is their soundstage, they all sound narrow, as if the sound is all squashed together and because of this I find that you miss a lot of detail. Everything sounds muddy, blurred together. So, I fancied trying something new. Posted on here about how I felt about my headphones and a user recommended the Philips Fidelio X2HRs. I looked into some reviews and they looked great, so I picked up a pair for £150. Also note that I know that this setup isn't unique or unheard of, but I think a lot of folks aren't aware of the difference you can get from a good pair of non-gaming headphones, so I wanted post about my experience. These are the Philips Fidelo X2HRs, recommended by ERA user . These were £140 on amazon. These headphones don't have a mic, so I'm pairing them with the v-moda boom pro. £30 on amazon. and they're driven by the Astro Mixamp to provide split control of game and chat audio, as well as simulated 7.1 surround sound. I got this ages ago with the Astro A40s, but it's £140 on amazon now. There might be better DACs for PS4, but I couldn't find any others that split the chat audio, and the EPOS gaming DACs aren't fully featured on the PS4, so the Astro still seemed like a strong option. These won't do justice to headphones that require higher impedence (like the beyerdynamic 80 or 150 ohm), but the impedence on the X2HRs is actually 30, so this is a perfect fit. With this setup, I immediately noticed a whole host of improvements that I wasn't getting out any of the existing gaming brands. This is despite all of those headsets having pretty good reviews.I'm going back to loads of my older games and replaying parts of them to see all the detail I was missing before. It's a really lovely experience. I had my girlfriend listen to a few games and compare the Fidelio's with some of the gaming brands, and her shorthand assessment was 'they just sound worse in comparison, like all around worse'. She's not an audiophile (and neither am I) so she doesn't have the vocabulary to describe the difference but her general sentiment was that she preferred the X2s by a mile. For me the difference is more noticable than any recent upgrade with my equipment that I've experienced. The only downside to this setup is that because they are open back, they leak audio into the room. So if you share a space with someone then they're going to hear what you're playing (at a reduced volume, but still they'll hear it). When I'm playing sound at 100db my girlfriend probably hears it at around 20 db when she sits 6 feet away on the sofa. This is the same experience that you get out of something like the Astro A40s/A50s, but much louder than closed cans like the X Cloud II's or Arctis Pro's. That aside though, I don't think there's any reason I'd ever go back, everything is just miles better. Just thought I'd make a thread about this since I see a lot of folks considering audio setup upgrades with next gen and whatnot, but truthfully, you can get a much better audio experience if you steer clear of the typical gaming brands. Of course, devices like the Pulse Wireless are quite cheap and wireless, which comes with its benefits too.
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Thread The last TV show you watched is now getting a crossover with the last video game you played, what has just been created?
Primal and Apex I'd play it. Heck, Apex already has a lot of prehistoric themes in its first map, so it's not that far off. It would just need to double down on that direction rather than then sci-fi route that it's taken.
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Thread Madman (Arlo) posts AN HOUR and HALF Paper Mario The Origami King review
I do like longform critiques but I really cannot stand Arlo. I don't have an issue with what he says in the video - though I have not watched it all - it's just his style that I dislike. Would I listen to an hour and a half review from Kermit the frog? no. I don't see the cross sectional appeal here. Yes Puppets appeal to children, but I would contend that this style of longform review does not. So what's the audience here? Clearly he has one, but the rest of his videos are far shorter so I'd suspect that in general, his videos are for younger people willing to provide less of their attention for shorter periods of time As is, more than anything I can't tolerate the voice. I just find it so abrasive, and there's no way I could listen to it for 90 minutes. His thoughts on Paper Mario seems fair enough, though I think to say he gets no joy out of the puzzles seems to miss the point. His analysis of the battle system is fair, but the fact that he doesn't get any entertainment out of the puzzle solving is both very subjective and would really harm his experience of the overall game.
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Thread Remakes missing in action
I think it would make a lot of sense to get a Motorstorm collection in the vein of the Wipeout Omega Collection... If you included Motorstorm, Pacific Rift, Apocalypse and Artifc Edge, you'd have the most packed arcade racer ever released, I think. A total of 84 tracks or something like that, and a killer soundtrack too! I'd be in love.
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Thread Is COD CW Causing Series X/PS5 Crashes Or Is It The Cooling Solutions At Fault?
Next gen launch titles were rushed out the door. Shock. The game shouldn't be bricking consoles though, that's on Sony and Microsoft if true. Nothing the devs can do with their games should be able to brick the system. It's also very possible that these cases of bricked hardware are being misattributed to the game. For instance, you have a scenario like this...From what I can see of reports, that seems to be what's happening but it's quite a leap to make. Software crashing when it encounters a bug is common. Some launch hardware also breaks down quickly due to faults (even less than 0.1% is potentially 5,000 users within 5 million units sold). Call of Duty is probably the most popular launch title therefore most people that have their systems break down are likely to have been playing Call of Duty. So, as you can see, it's easy for folks to potentially misattribute their bricked system with whatever they were recently doing with the system, and that recent experience is likely, to be Call of Duty. Under no circumstances should the PS5 be bricked by its software, a worse case scenario should be a corruption of system storage, which is a frustrating but recoverable scenario. Even with the Spiderman bricking scenario on PS5, it was likely not Spiderman that bricked the system. Spiderman caused storage corruption and if a fault was encountered with the internal SSD while trying to recover the storage, then it would be unable to restore the system. It was likely not Spiderman that caused that hardware fault.
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Thread Is COD CW Causing Series X/PS5 Crashes Or Is It The Cooling Solutions At Fault?
Yeah I don't doubt that one bit. I even stated in my post that it's crashing the system repeatedly in that scenario, but what I do place doubt on, is that it's bricking hardware. I find it more likely, that the hardware that was bricked was already faulty, and the game crashing (often corrupting the storage) is just the catalyst that triggers that fault. Or, perhaps it's on Sony's end, where the recovery process is in itself bugged, and not able to restore the system to its original state. But in the end, nothing the devs can do within a game, should be capable of bricking the system or breaking hardware. If for some reason they are, that has to be an issue on Sony's end of the system. As for why the game is crashing, it's likely because Activision shipped it with 200+ open bugs, some of which were probably labelled critical, but they had to get it out the door. Not an issue with cooling or anything like that. Just a game that didn't have enough time. But at the same time, no matter how fucked up the software is, it shouldn't be even capable of bricking the system.
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Thread [Official] PixelJunk Eden 2 out December 10 on Switch + new trailer + OST announced + more
I enjoyed PJM2 enough but it was just like, worse than the first one with better graphics, sadly. At first glance this one does look good in my opinion. But I also recall feeling that way about PJM2 before playing it. I think the beauty of the pixeljunk games is in their simplicity. PJM2 was basically the same game, but I found the camera made it so that you couldn't see the whole field at one time. So it lost some of it's simplicity there, for the sake of better visuals I guess. Eden 2 on the surface at least, looks more like the original... which is a good thing. I didn't really have strong feelings for Eden 1 either, which is a benefit. It was a pretty fun, relaxing experience but I wouldn't say I loved it. So in that sense I'm probably a bit more open to them changing the formula and forgetting the previous. I can't really even remember the first game today. I think I can remember the first and second stages at best.
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Thread [Official] PixelJunk Eden 2 out December 10 on Switch + new trailer + OST announced + more
It feels as though they're just trying to relive those highlights now, sadly. I was very disappointed in Pixeljunk Monsters 2, as it seemed to misunderstand why Monsters 1 was so good. This one does look good though. I hope it hits more platforms.
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Thread Between Sony, Microsoft, and Nintendo who is the Apple of console gaming?
I don't think Nintendo really fit. Because Apple have a very user centered approach to their design, whereas Nintendo do not. It feels as though while Nintendo make pleasant games, their systems rarely match the needs of their users. They're rare focus on accessibility, and they often ship features that mismatch the users expectations (e.g. their online friend system, or party chat solutions).
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Thread The bubble here of Doom Eternal hate
I found Doom 2016 pretty dull but really enjoyed Doom Eternal. The dash particularly I felt made it far faster and more exciting for me. In Eternal it felt like the game could keep up with the speed I wanted to be playing at, and the dash works particularly well with the CQC finishers and chainsaw option.
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Thread SteelSeries Arctis 7 vs Sony Pulse 3D headsets...
Well I think it's worth bringing up, people buy headsets to be able to communicate and yet my friends are literally trying to return theirs because they can't communicate effectively in our parties. I've had much better audio quality from hidden mics in the past and as I say, I've had better mic quality from tacky things like earbuds. It sounds worse than the mic in the Dual Sense itself. Not an ideal comparison as it's two different people, but I've had the same experience in our parties, when they switch to any other mic that they have available, including the mic built into the Dual Sense itself, you seem to get considerably better audio quality. For me, that's just not an acceptable quality at a £90 price point. I literally couldn't communicate with people like that. I play a lot of competitive games and I can't have people missing my coms because they're muffled and muddy. Here's another comparison apparently from an ERA member, again the reddit thread is filled with posts saying the quality is poor. But whatever you're happy with at the end of the day. It doesn't match the quality of mics that cost $10, so I'd say it's terrible, but if you're happy with it then it doesn't matter.
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Thread SteelSeries Arctis 7 vs Sony Pulse 3D headsets...
Well I mean, if you just listen to it in the clip, it does sound terrible. The point isn't the comparison, the audio quality stands on its own. It's really bad. It sounds worse than the audio quality I would get speaking into my iphone headphones... Also, you don't need an expensive headset to get good mic quality. You get get excellent mic quality from the hyper x series which are cheaper than the Pulse by quite a bit.
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Thread SteelSeries Arctis 7 vs Sony Pulse 3D headsets...
In the video he gives his friends an audio sample and asks 'how does the audio from this headset sound?' to which they immediately say, 'trash'. They might be an upgrade from the regular platinums to be fair, I haven't used those in a long long time and I don't remember the mic audio quality being all that good there either. But my experience has always been the same as in the video, where I feel like the person doesn't sound like themself anymore, and the quality as if they're speaking to me through cheap earbuds or something like that. You can hear them if there's no other audio but like in the video it's muddy and softer, so in Apex I was missing my friends coms all the time.
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Thread SteelSeries Arctis 7 vs Sony Pulse 3D headsets...
Everyone that has joined my party with the Pulse 3D headset has sounded terrible. Like they're trying to speak through a pillow or something. It sounds very muddy, looses so much detail from your voice that it was sometimes difficult to tell what they were saying. I'd stay away from the Pulse headset if you play with and communicate with folks online. I will say that PS5 party chat audio in general sounds worse than PS4 chat though. Which is a shame, but the Pulse particularly sounds awful.
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Thread SteelSeries Arctis 7 vs Sony Pulse 3D headsets...
It might be what we're hearing from PS4? Because I'm not on a PS5. I've only heard PS5 mics from PS4 or my phone. Maybe PS5 to PS5 is better. As is though, it's not just me that notices it. Any one of my friends that joins on a PS5 and the whole lobby is like 'whoa, you sound like shit, can you fix your mic?' then they have to explain that they're on a PS5 and it's just like that.
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Thread PS5 Terrible Party chat audio quality
I wanted to bump this up because it is fucking terrible how bad this is. Every friend of mine that's playing from a PS5 comes out with some terrible audio quality, regardless of the headset they are using. My friends using the Pulse headset, I barely want to play with them because it sounds so bad. Another friend using his Astro A40s, and his voice is clipping constantly, and sounds muddier than before. Another friend using the Artis, and it sounds 'muddy', as if the quality is lower... perhaps the bitrate? I don't know. It sounds terrible though compared to the PS4 voice chat which can be pretty clear, and considerably worse than what you get on XBOX or discord. In total I've had maybe 10+ friends joining my parties with different headsets and the audio quality is worse than they were before from all of them. Also, I didn't get an echo from any of them, personally. Just very muddy / low quality mic audio.
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Thread Borderlands 3 is Quietly a Solid Next Gen Launch Title
I don't disagree that some of the major plot points are poor though, and the main antagonist especially so. But I like most of the writing within each individual quest, the moment to moment stuff, personally. Also the DLC you're playing right now, and the western one are especially good. The overarching plot there isn't anything amazing, but it's pretty decent I think. I do think in general the narrative never 'adds up', folks do stuff that doesn't make sense, their motivations are never really clear and whatnot. But still, I think some of the quests are pretty interesting.
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Thread Borderlands 3 is Quietly a Solid Next Gen Launch Title
I think it's unfair to say the story is terrible, or as bad as the OP describes. You might not like the style or writing, but Borderlands 3 and the borderlands series in general has a lot going for it's narrative. One pleasant feature is the inclusion of lots of minority and otherwise less commonly featured characters, which is nice to see. But other than that, the writing is actually for the most part, pretty good. Individual quest narratives are rarely predictable, and follow a diverse range of characters. The overaching plot in Borderlands 3, I'm personally not all that fond of, but I would say whether Borderlands 3's story is worth your time more likely depends on your sense of humour. I like it personally, and I find the series much more interesting, narratively speaking, than many big games like your Assassins Creeds, Call of Duties and whatnot. It features a lot of interesting themes too. One quest might be about but stalian the unicorn made of diamonds, but another will feature themes of loss and trauma. Borderlands 3 takes much more risks with its narrative than titles like those, and I think there are areas where it falls short, but others where it pays off. In any case, I'd say pay attention to the narrative and make a decision whether you enjoy it, yourself. Don't just stick a podcast on and disregard it. I also recently started reading a literary analysis of the first two games, which is pretty interesting. I've linked it below.
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Thread Maybe I'm getting old and lazy, but changing discs/cartridges is such a chore (Especially with GaaS games and sports, fighting games)
I think it does take a surprising amount of effort to change disc. Folks saying it takes 15 seconds, I don't know how you do it. But, I will say that this isn't without it's advantages. While I used to see swapping discs as a chore, I'm thinking about buying more digital games because with such an expansive digital library, I find it hard to choose what to play. I find physical media helps me focus, as I'm much more inclined to simply play what's in the drive already. With digital, on my PS4 I have 100 games which are all presented with an equal opportunity to play. They're just a button press away, but with physical, the disc in the drive has an inherent priority. You're always going to evaluate whether you want to play that game first, and for me at least, that makes me inclined to play the game that's already in the drive.
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Thread How long are your gaming sessions usually?
Generally 3-5 hours. I mostly play online multiplayer games. It's hard to just 'come off' when your friends keep rotating in and out of the party. Just when I think I'm out for the night another friend will hop on and I feel like I should stay a while since they've just arrived. Just a couple more games...
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Thread Music has Dark Side of the Moon, movies have various animated films, what's gaming definitive psychedelic drug trip games?
Rez HD Tetris Effect Katamari Damacy Everything Thumper Dyad Sayonara Wild Hearts Lumines Electronic Symphony LSD Dream Emulator Dreams (specifically, Dream surfing, think it's really wild how you can hop between completely different, unrelated experiences with distinct artstyles and mechanics etc, one minute you can be playing some weird earthworm jim like platforming game, then you'll be whizzing around as a spaceship) Grim Fandango Jeff Minters Polybius
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Thread I've come to the conclusion that hard games like Demon's Souls aren't for me.
I think much of the difficulty is in the framing and whatnot. They are intimidating games, more so than they are actually difficult. As you say yourself, you were intimidated by them, but haven't died often in your 3-4 hour play time. Most of the Souls games don't get much harder than their openings. Bloodborne for instance, if you can get past the cleric beast then you can most certainly beat the entire game. In Dark Souls 3, the very first boss that you meet 5 minutes into the game, is challenging enough to say that if you beat him, you probably have enough skill to beat the rest of the game. Most my time spent in the Souls games is actually quite leisurely. Sitting on a good amount of health, walking about exploring without a tonne of real risk. I think one thing to make sure you do is pump up your health early, that'll stop you getting one shot and feeling that the game is very punishing.For me the Souls games are as much about art and aesthetic as they are gameplay, and Salt and Sanctuary really put me off with its aesthetic, sadly. Probably the least appealing character design I've seen in any game. I'd rather play as one of those weird things from Nidhog 2 than a character in Salt and Sactuary. Maybe I should just look past that and give it a go... it's not like Demon's Souls characters look good either, but at least you don't have to look at them in that game.
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Thread Low Expectations/Stunning Results
It has pros and cons, I agree that Odysey is bloated and perhaps feels overwhelming but my girlfriend actually preferred that there was more to explore in that game. Additionally, she misses frequency of side quests. Personally I prefer the structure and combat in the new game. I think the new quest and story structure is better, but I think the game is very weak in many areas. Like I say, I think it makes sense to slow the combat down and make the characters actions feel more deliberate, and slow. But the animations are still poor, the enemy variety lacking, and encounter design very repetitive after just a short while into the game. The voice acting for the female character feels particularly weak, with both protagonists in Oddysey being better, in my opinion. The voice female actor in Valhala speaks in 'pretend voice', which is a night and day difference to the male character who is an excellent VA (and actor generally) and speaks much more naturally in the game. Plus, this one is a technical mess. Audio is absolutely atrocious, probably the worst I've seen in a game of recent memory, and we're encountering bugs (mostly visual issues) every 5 minutes. Even the cutscene animation is bad. I experienced a romance scene earlier where the characters hand goes through the other characters chest while they were kissing. I think this is the result of mocap data that's not been cleaned up properly. All in all there are a tonne of symptoms of this game being rushed out of the door, that weren't present in Odyssey. Overall, it's a game with some decent ideas for the structure of the AC games, but poorer execution than that featured in Odyssey or Origins, and on the whole, I'd say it's a slightly worse game. Polish is really important in these RPGs that hope to immerse you into their universe, and it's really lacking in Valhala. I have the game on both PS4 Pro and PC and it's from a technical standpoint it seems crap across the board. Maybe better on next-gen.
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Thread Low Expectations/Stunning Results
I don't think people had low expectations for Valhalla, not at all. It's a big game in a very successful series. Why would expectations be low? It's the lowest rated of the previous 3 entries. That doesn't really subvert expetations if those expectations were low, does it? And I don't personally think the game really delivers either. The renovations to the core gameplay are fine, but half baked, the slower combat relies on variety being introduced through different enemy types and level-design challenges, but the game never delivers on that front. The game really drags, after about 5 hours you've seen and done everything and simply repeat it for another 55 hours. My girlfriend is the biggest AC fan but she can't make it through this one due to how repetitive she's finding it.
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Thread I think the DualSense will be the secret sauce that makes PS5 the best place to play multiplat games
There will only ever be small differences between performance of games across the two platforms, and the PS5 will have an edge in some areas thanks to its SSD. I think anyone that picked up the XSX alongside the PS5 thinking they'd see significant benefit in multiplatform titles on the XSX was mistaken. The difference really does come down to the controllers ergonomics, functionality, OS features, and simply where you feel most comfortable playing, more so than anything else.
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Thread Get rid of your $300 “gaming” chair and upgrade to the Staples Hyken for $150
I have this chair arriving soon I had an ergonomic assessment recently since I moved to working from home rather than in-office. So this chair will be my work and gaming chair. Hoping it's super comfortable! I wasn't able to sit in it because of the pandemic. Also getting a $1000 electronically height adjustable desk. Hoping that it makes for a very comfortable gaming experience between the two of them. I might play some games standing from time to time (it's adjustable so that you can stand or sit).
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Thread The "I can't get game X because I don't own the platform. Best alternatives on my console"-thread
NFS: Heat Burnout Paradise The Crew 2 NFS I would personally recommend The Crew 2 out of those, but even then I don't actually think The Crew 2 is a great game. But it's a pretty good one with a varied offering of racing styles and whatnot. It's more complete now than it was at launch too, as modes like pvp were missing at launch, but added later. So I wouldn't pay much attention to the release day reviews.
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Thread Overwatch's tumultuous and never-ending struggle to balance a competitive, hero-based team shooter is a fascinating case study
Attack and defence are not roles, they are modes of play that all DPS can shift into. That's why they were merged, because they didn't represent a distinct category of play to begin with. Obviously, some characters are better at offensive, or defensive playstyles, but the game requires that you are always able to both attack, and defend, you can't just be one of those roles. It really never made a lot of sense out of the gate.
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Thread Overwatch's tumultuous and never-ending struggle to balance a competitive, hero-based team shooter is a fascinating case study
Personally I think it's because the game doesn't have a tonne of depth to its mechanics, so it's hard to diversify yourself mechanically. The game over emphasises the Rock Paper Scissors style design where too many heroes just beat x hero, because of their kit, because of their character. So with a low mechanical skill ceiling, it leaves very little room for the players themselves to have their individual characteristics influence how the game is played, and instead, it comes down to which characters are picked, and the overall team strategy that's employed. Paladins and typical mobas have less of these balance issues because while they have overpowered characters and balance issues, they have tremendous skill ceilings which means that the meta is perpetually shifting and that the characters you pick are not the be and end all of a match. In games like Smite, balance issues exist but these are much more malleable over time, without influence of the developers. You see people finding out new and creative ways to play different characters because of how diverse the game is, and how high its skill ceiling can be, which tends to prevent scenarios where everyone is playing the same set of characters. The issue isn't the character specific changes that Blizzard make, it's instead at the heart of Overwatch's design.
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Thread A tad disappointed at the resolution in some PS5 games.
I don't think the OPs scenario is entirely unreasonable. At least, some folks would probably like to play on 30 ish monitors and whatnot, sitting at their desk. That's always a big frustration for me on PS4 Pro, a lot of games look decent on the TV from far away, but up close you can see a lot of aliasing and whatnot all over the place. It's not unreasonable to want better IQ to fit the users needs, and I think some do play with a desk setup. I must admit though, a 42 inch TV on a desk does seem absurd, but I think my next monitor is going to be a 30 inch or larger. So I'm a little worried about what the image will look like myself. I was even thinking about getting the new Asus Rog 43 inch monitor.
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Thread Demon's Souls Remake - Review Thread [Currently the highest rated Next-Gen Game]
Finally getting the recognition it deserved when it originally released. I'm aware it reviewed well even then, but I think a lot of folks still didn't get around to playing it.
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Thread You Should Probably Avoid Buying “Ghostrunner” on Nintendo Switch
Looks okay to me. I mean, comparably it looks bad, but it's a Switch port of a game designed for fairly high end systems. You expect compromises. The gameplay looks like its intact, it looks fluid and fun. I think someone that only owns a Switch could still have a good time with this. But yes, in general, the Switch is going to be the worst way to play games like this unless you're absolutely set on portability.
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Thread Retro Portables are Neat
The complaints in that video don't make a tonne of sense to me. One of the biggest complaints raised indicates that the system treats the right analog stick as the same as the left analog stick, at the hardware level. So you can't use it for c buttons on say, N64 games. But this isn't true at all in my experience. By default the right analog is mapped to the up/left/down/right c buttons. I was literally playing Smash earlier today and jumping using the c button (which the reviewer says is impossible? It works out of the box? What?) Also in the comments he and another person discuss the boot time being 50 seconds. For me I just timed it at 24 seconds. Additionally, since it has a sleep mode, you never really need to power it off entirely unless you lose battery completely. The complaints at the end of the video regard the illegal software download feature, which doesn't work as well as the reviewer would have liked. I think that aspect of the system is probably beyond what we should discuss on era, but I will say that the fact that it doesn't have all the games he wanted on there is probably a good thing. You should acquire your roms legally and while I don't have an issue who can't extract roms from their own carts getting the copies from other people (so long as they legally own the game) I think having a download feature for a tonne of roms that folks don't legally own, rooted into the system, is not a good idea. As is, I was able to just move my roms from my PC over to the SD and have 50+ games up and running in minutes on the Retroid Pocket 2. Just move the roms into their respective folder (e.g. n64 then boot your respective emulator and load the rom you want to play). On n64 you have to set the emulation profile profile to 'GlideN64' for most games, but then the games themselves run very well. For me it's way better than the rg350 for a number of reasons. The buttons feel much nicer to press, the dpad and face buttons feel very clicky and immediately responsive. Almost like buttons on the PS Vita or PSP Go. The fact that it runs android does make things like the boot time a little slower, but it also means that you have a recognisable and understandable OS. For instance, if I want to go to the home menu on the Retroid Pocket 2, I press the home button, and then I can load whatever I like. To do the same thing on the RG350 requires me to remember the specific combination of buttons that brings up the menu to close the emulator. It's not a disaster but it's not a good user experience. There are lots of little things like that that irritate on the RGB350. For instance, on the 350, you can't see your battery life without closing your game and loading the 'system status' application. Because the RP2 is android, it displays the battery life as a percentage at the top of the screen, whenever you press home. N64 performance (and all below) seem very good on the RP2. I was able to play F-Zero X at a constant 60 FPS, Banjo Kazooie seemed to keep a stable 30 (I didn't play past the first area, I suspect could dip when you start flying about in the bigger stages). I'll try some more later but I'm happy with performance overall. I'm really keen to play Paper Mario to be honest.
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Thread No Man's Sky on PS5 - Finally Worth Buying?
I don't really think it's all that different to when it shipped 2 years ago. I think there's a lot of over emphasis on this idea that the updates have been transformative, and perhaps if you're really interested in building a base, that is true. But for the most part the core game is the same, and still lacking in the same areas. The survival mechanics are still full of fairly tedious resource management, that's mostly meaningless unless you play on the harder difficulties, yet at the same time, still manages to occupy a large portion of your time. Planetary exploration is still very limited in that there's only a small selection of pre-set points of interest to discover, and once you've discovered those, you'll notice them repeating on every planet. You will see everything the game has to offer within a short while, and then it's mostly aesthetic variation. Still, I like the game a lot, and I liked it at launch too. I love seeing the new planets and discovering interesting spaces and caves. I like the art of No Man's Sky and it's procedural generation. Base building enhances that because I can effectively 'save' my favourite spots by placing a base and teleporter in those so that they can be revisited as I explore forward into space. I think that that aspect really works for me, and I think the breadth of playstyles in No Man's Sky should see most players with at least some element of the game that they enjoy and want to focus on. Whether that be base building, exploration, or trading to acquire better ships whatnot. The only thing I really wish is that the game didn't feel so crap when it comes to the 'action'. Shooting your blaster feels awful, enemy feedback and AI is terrible and there's not a lot or variety when it comes to hazards in the game. I'd like to see outer worldly hazards like 1000 foot waves and other ridiculousness. At least they added the sand worm.
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Thread Did anyone else buy a PS5 from a scalper?
I'm probably going to buy from a scalper. Having a launch window console is always part of the next-gen experience for me. That excitement of having the system early and getting to experience all of the games alongside their release. To take part in their release discussions and whatnot, it's worth the markup for me. I do think scalping is amoral, and I get that purchasing them feeds into that, but I do feel that the hatred that people feel towards scalpers is disproportionate to the harm that they are actually causing. They're raising the price of some launch systems... really, so what? If we're going to blast someone for buying one of these consoles on poor ethical grounds, then the consoles themselves are literally manufactured by people who are mistreated. The manufacturing conditions at Sony, Nintendo's and Microsoft's factories are poor. Scalpers are annoying, but the item they're holding over you is an item of pure leisure. The PS5 is pretty high up on maslow need heirachy, no one is truly suffering without it.I think it's naive to think that the 'scalping business' will somehow cease to continue if we advocate against making these purchases. The scalping market exists because of the fundamentals of free market capitalism (and the poorly designed websites, that allow one person to take all the preorders). You might be able to kill the markup price with less people interested, but so long as the product is unavailable there will be a desire to attain it that cannot be fulfilled. This is a supply and demand problem that scalpers were able to take advantage of because of how the goods are sold. No matter what you tell people on a forum, or wherever else, that consumer demand isn't going to go away. It's reflected by the sheer fact that the product sold out, to begin with. Less demand would lead to lower prices, but there would still be a massive number of resellers so long as the manufacturer cannot supply their demand. Personally I think that pre-orders should have been first offered to people with active PSN accounts, and then the general public. I don't know if that would cause other issues but I have friends who are on PSN every day, spend thousands on PS games every year, and they cannot acquire a system. How it was all handled seems silly to me.
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Thread Brett Bibby, Unity Chief Product Officer, thinks Xbox Series S is an "extremely capable machine"
The S is a burden to develop for. I don't think this will change with time, and I think it's a bad choice for anyone looking for a next gen experience. It's probably not for that type of consumer though. The S is just there for the folks that want to play the new Call of Duty as cheaply as possible, and that's fine... but don't expect it to hold up in side by side comparisons.
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Thread It is going to be rough to play Switch Games at sub-30fps now that XBox and PlayStation push for 60-120fps
The launch of next gen consoles will make Switch games appear comparatively worse, across the board. Also many studios will be reevaluating whether they want to push as low-end as the Switch for their games. Switch Pro or whatever can't come soon enough.
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Thread The Chrysler Building is not in Spider-Man: Miles Morales due Copyright protection
You'd have to get the right to feature it, to actually destroy it anyway... Anyway, the worst thing about this is probably that the replacement building looks very plain. I don't mind missing iconic structures if they're replaced with something that's at least, on par. I'm sure they could use another impressive looking skyscraper. Insomniac have lots of talented artists...
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Thread What's your preferred playstyle in combat games?
Looking at this list I think this is one of the issues I have with Ghost of Tsushima's combat. It feels as though it really leans into a single style of play, that defensive / passive style where you're just reacting to enemy attacks. Anyway, I like to mix playstyles wherever possible. I like to make decisions in combat and shift my playstyle based on the situation. I was playing Shadow of War recently, and I think that offers a good balance. It does force you to use every playstyle at one point or another (you can hardly not play reactively, as if you're not parrying then you'll get hit) but in general you can be more aggressive, more defensive, more ranged, you can use stealth, you can use the environment, or you can even use the enemies themselves against each other.
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Thread What's your preferred playstyle in combat games?
I think it really tries to encourage playstyles to be more versatile with the rock paper scissors system (shields, swords, spears etc) but even if you use the right type of attack they still block it until their stamina is depleted. Whereas if you just react and hit them, it doesn't even matter what stance you're in, the attacks always land. It feels like the game has some conflicting ideas there, I think. Perhaps using the right stance should do more damage, or the attacks should be faster. But I found it so much easier to just react and either dodge or parry, then attack.
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Thread What's your preferred playstyle in combat games?
I do but I think the actual stamina damage from tapping triangle is too low, so I usually learn to the 'hold' attacks which break stamina quickly and usually kill. But then, the attack windup is quite long for those, so as soon as you have a lot of enemies around you it's pretty unworthwhile much of the time. I do attack where it makes sense, but I do think that by default it pushes you to that more passive style. Also the duals are very much in that direction. With unblockable attack sequences that often can't be avoided if you begin an attack. So, it ends up being easier to just wait and react.
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Thread So the used electronics stores, CEX, are acting as scalpers?
I’d say it’s not quite the same because they’re not buying from official outlets for the purposes of resale. These are systems that people have brought to them to sell, and most likely they will be from people who genuinely just don’t want their system, rather than resellers, because their buy price is not good.
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Thread Nex Machina is a fantastic way to spend $3.39 today
It's not different every time, so no. It's designed to be replayable but replayable because you can get better at it, and master the game. Someone else mentioned Tetris Effect in here, but in a sense it's that kind of game. It's the kind of game that focuses on getting players into that perfect flow state of absolute focus, where you're immersed into a beautiful neon wave of particles that just flow all around you. It doesn't focus on adding complexity in terms of new mechanics or weapon types, and instead just lets players hone in on what's their, and perfect it. It's essentially a throwback to a different style of game design that doesn't really exist in many modern titles today, but it's one that's definitely very appreciable. Especially for $3.39 :)
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Thread Inclusive design needs to go beyond accessibility
I wanted to bump this up to speak about something that I think is sometimes underappreciated in terms of the impact it can have on accessibility. I figured it's better than making a new thread for every thought I have on this subject and perhaps we can spark some discussion in a single space. Anyway, I think one of the underappreciated and often forgotten accessibility elements are the presence of 'safe' or 'practice' spaces in your game. For a lot of players with disabilities, or simply those that just want to tune the options or familiarise themselves with the games controls, these spaces can be pretty important. This is especially true for people with disabilities who often need to figure out what all of the accessibility options are doing in the game. As a rudimentary example, colour blind settings often affect the game in different ways, some applying a filter to the entire game. So it's valuable to have modes that let players experience the game how that accessibility feature works, before they they move into consequential gameplay. This is especially true for multiplayer games where there's pressure to perform from other players (either killing you if you aren't ready to fight back, or from allies expecting you to keep up). A lot of recent multiplayer titles do have this option. In Apex the firing range was patched into the game - prior to that you could play the tutorial, but you'd have to play through half of the tutorial each time, which is tedious. Overwatch also has a pretty comprehensive practice area where you can play with all of the characters and mess with your settings. But other games don't, Titanfall 2 for instance doesn't have a practice area, neither does Uncharted 4 or The Last of Us Factions. In other games, practice modes are present but they're less obvious. In Call of Duty you can load into a private game with bots, which serves as a practice mode. In PUBG and Fortnite you can play inside of practice maps which let you play around with the games mechanics. These features are valuable but it's a little bit less obvious how to access them, which could be a barrier to some players particularly during the first time user experience. I think Overwatch provides a good example of what an effective practice mode could look like, because it has a few key features which make it very pleasant to use, and more effective than some other offerings. First, aesthetically it looks like a regular Overwatch map. Sometimes you see practice modes represented as grey-box style areas in games like Rogue Company, but these are less good for players who might be using the practice space to tune and test visual elements of the game. Additionally, it features moving targets so players who want to get adjusted to the games controls and their settings can aim at something that's moving about like a real player (unlike something like Apex, which only features static targets unless you activate some obscure easter egg). Further, it lets you hot-swap with any of the characters at any time, letting you get a feel for all of the games mechanics and test out whatever settings you might need (such as character specific remapping), for each character, without being forced to load in and out each time.
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Thread Inclusive design needs to go beyond accessibility
Yeah Sekiro is a good example. I actually had to go back to that practice area once because I was confused about one of the games mechanics. Another good one I think is Hades, which has that sort of practice space just before you enter the dungeon proper to start your run. Once you enter the dungeon there's time pressure and enemies essentially relentlessly attack you, so it's good to have that space where you can make sure everything is working as it should be. It's generally good usability for everyone, but also especially impactful, I think, for people with disabilities. I think the cool thing about these examples, in Sekiro and Hades is that they feel like they're integrated with the game. Both have training dummies which are 'living' characters and the need to practice is acknowledged as important as a narrative element. That means that it doesn't feel like you're being pulled out of the experience to engage with these activities.
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Thread UK reality TV star gets gifted PS5 by Sony. Sells it for £1200 profit. Brags about it.
It's probably allowed? But it's certainly disrespectful. I mean, sure they gave it to him as part of a marketing stunt, but he should at least learn to appreciate the privileges he has. Given that he's not exactly poor, it just seems altogether childish. I'd get it if you know, you couldn't afford rent but Sony sent you a PS5. You gotta' do what you gotta' do, but this isn't that. Obviously there's nothing Sony can do other than refuse to send him anything. Also I don't know how you can not like the PS5 but seemingly love the PS4. All of your games are supported, and then you also get to play more PS5 games. What exactly is there not to like? I could see you saying that you prefer the XBOX Series X or something, but prefer the PS4? Whatever. Just seems like he's playing up for attention / shock factor (which is likely, why he does most things). Maybe his favourite game was PT or something. :P
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Thread What TV you using for PS5/Xbox Series X?
I don't play on anything that's not a monitor. I find big TVs just don't offer a good experience both in terms of latency but also because I find it easier to focus in on the detail with a desk setup. I don't like having a TV so large that I have to move my eyes a lot to see everything, and you might say that it depends on you're viewing distance, but if you're buying a really big TV and then sitting quite far away, why bother with the big TV at all? With that said, for next gen stuff I'm stuck waiting for a next generation of monitors. So that's a bit unfortunate.
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Thread Do you play games with coworkers
I had some great times saving my previous boss and ferrying him around the map in Ghost Recon Wildlands. He was really bad at the game and I kind of enjoyed seeing what crazy trouble he'd have himself in when I came over to help. lol Other than that though, I've played quite a lot. We used to play office video games at work, and board and DND stuff too. When I moved to our new office in Montreal the staff there were much more weird about it. They wouldn't add me on PSN because they said they got 'angry and didn't want to show that to a colleague' or some stuff. Seemed like an odd reason, though of course I respected it.
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Thread What racing game uses the Dualsense controller best? Dirt 5 or WRC 9?
WRC9 is a pretty good game and on the whole better than Dirt 5. Very different games though so it'll depend what you're after, but I think most people would get more out of WRC9 if they actually gave it a chance. Obviously it's an additional perk that the DualSense feedback is better too.
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Thread Has your eating habits changed, or have you adapted them to fit your schedules for gaming?
I buy a lot of tesco meal deals because that means I can skate to the shop, or walk the dog and grab lunch. This is a tesco meal deal if you're unaware I always feel like getting up and doing something when I stop gaming. So I usually have a real itch to go out. So I guess because gaming is a particularly stay-at-home activity, it makes me want to spend more time outside and get up and walk around a bit. As for the food, I don't think it's especially nutritional but I think it's fine. It depends what you get as your 'snack' and 'drink' I guess. I also tend to buy some other bits for dinner while I'm there. Usually I take the time to cook dinner at home though unless we're going out. I tend to skip breakfast most of the time, or just grab a snack. I don't know why but I just don't feel like eating anything in the mornings, I never have and I find it really difficult to eat first thing. Someone bringing me food in bed is like, a nightmare.
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Thread Nex Machina is a fantastic way to spend $3.39 today
Well, they are different games. And if you bought Nex Machina you would have the option to play both. :) Resoguns weird circular thing (don't know how to describe it) makes it play and feel very different to Nex Machina. Also since you're not saving humans in the same way (throwing them into escape things) the dynamic feels different here. Nex Machina is much more aggressive and intense, I would say. A rush to quickly save the humans in each stage, but Resogun is much more about planning and really cool big moments where you clear the whole screen.
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Thread Nex Machina is a fantastic way to spend $3.39 today
Personally I like Resogun a little more. Particularly because Housemarque gave more love to that one post-launch, and I think the visuals are slightly cleaner. Still, Nex Machina is right up there with it. But Resogun is something else, in my opinion. It's crazy how many modes and features that game has, like the ship editor and stuff like that.
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Thread Nex Machina is a fantastic way to spend $3.39 today
Yeah you can't just continue where you left off. But if you beat a world you can play and practice it in single world mode. Single world mode is good for practicing a strategy for a stage, or just playing a level you like when you don't have so much time. But the main game has to be played in one-play through. It's a 'see how far you can get' kind of game.
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Thread PS5 USB DAC compatibility
I don't know if this helps anyone but folks wanting to use HDMI audio output might find use with this or a similar device Astro are selling this as a means of making their mixamps compatible with the PS5. There might be cheaper ones available on amazon, as this looks like something quite generic that's just Astro branded. Still, I'll probably get one for my mixamp, particularly because I want separate game and chat audio (so game audio from HDMI and chat audio via USB).
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Thread Team Asobi from Sony Japan deserve a mario or crash sized development budget after what they have pulled off with astros playroom and rescue mision
I think the emphasis on playfulness and avoiding frustration is what a lot of platformers today get wrong. I could see hints of that in the Crash remake, like at the very start of the game where you begin on the beach and you can spin the television to change its channel, but very quickly that style of design is lost for the sake of a focus on challenge above all else. As a result, games like Crash I think quickly become frustrating, and that actually gets in the way of their efforts to be playful. Like when you finally get to ride Polar in Crash 4, that should be a fun moment, a really cool throwback to previous games... but collecting the boxes in that segment is so freaking hard. It sucks all the fun out of it.
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Thread Housemarque Housecast 1 - Interview and brief new Returnal footage
It's a shame, because everyone played, and I think many really loved Resogun. I suspect they would have hoped they would transition to their other titles. Alienation I think performed quite well though, with 400k sales before it released on Playstation plus. I think it's a bit of a shame that they didn't double down on that direction. I liked Alienation, and the fact that it blended the fast paced arcade shooting and particles with genre staples more typical of action RPGs, such as loot and open areas to explore. I wish they doubled down on that direction. In a sense, that's kind of what they're doing with Returnal. It intentionally blurs genre boundaries presumably in an effort to get people to engage with that old school arcade style gameplay, but within a different framework. In this case, it's a third person shooter and roguelike.
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Thread Nex Machina is a fantastic way to spend $3.39 today
A recent thread about Returnal lead me to look up the sales of House Marques previous titles, and I was disappointed to see that Nex Machina has only been played by 100,000 PS4 players. That's less than 0.1% of the total PS4 user base. That means that most of you, probably haven't played it. The game has 88 on metacritic, coming in as the 61st highest rated game on the PS4. A must play for fans of action games, and yet, most people simply haven't played it. I really just wanted to highlight this because I really love Housemarque's games in general, and Nex Machina in particular is such a delight. It's a just an unbelievably fine tuned arcade shooter, with some fantastic visuals and particle effects, alongside a soundtrack that slaps. If you're intimidated by this style of arcade game, I would point out that this one is more accessible than others. There are a number of difficulty modes, and you're provided with a number of lives on each run. You can also play through individual stages, or the whole game at once in an arcade style run. There's a lot of depth to figuring out how to get the best score on each stage, and finding all the humans and secret areas, but you can get as little or as much out of this side of the game as you want to. It's not especially punishing unless you're a perfectionist. So I'd really recommend giving this one a go.
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Thread I can swing aimlessly for a long time in Spider-man Miles Morales and not get bored. The swinging feels that damn good. Anybody else feel that way?
Does it feel any better than in the previous Spiderman game? Does Miles swing any differently to Peter?
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Thread Marvel's Spider-Man (PS4) has sold over 20 million units globally (detailed within LinkedIn resume)
[/QUOTE] Used copies, game sharing, or simply playing the game on multiple accounts within the same household. With that said, this says over 20 million, so it's going to be anywhere between 20 and 30.
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Thread Inclusive design needs to go beyond accessibility
The elegance of Mario Kart's solution is that it doesn't take anything away from the player until they really need it. It doesn't steer for you until you're about to career off the edge of a course. Indeed you can argue that that still takes something away from the game, but I'd argue that the core experience is still very much in-tact, you can control your car, you can make decisions like 'should I go for the box, or the boost pad' just like everyone else. It feels like the player is still in control. But I'm not adverse to more invasive options if the player might need them. Like if someone needs the game to steer for them and all they want to do is use items and experience the game that way, then by all means. Options are the answer here but I think it's also important for those options to be granular so as to preserve as much of the original experience as the player might be comfortable with.
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Thread Inclusive design needs to go beyond accessibility
No problem, I'm glad you liked the opening post. :) I think for a lot of developers it's the fact that the costs involved in including accessibility options become especially high if they have not planned for it early on in development. Also, the larger your studio is, the easier I would say it is to have people focus on x accessibility feature. That's not justifying the barrier though, it's just that you need to think about accessibility early otherwise you kind of hit a point of no return (or at least, very difficult return) from a technical perspective.
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Thread Inclusive design needs to go beyond accessibility
Thanks! Yeah ways to remap the controls and solve some of these access problems can be interesting. I think something to consider is that ideally you want to preserve the intended design as much as possible, and I think timing your rolls is a big element of Demon's Souls. I'm not adverse to having auto-roll as an option for players that might need it, but someone playing with one hand might want control over that. I would even argue that being able to roll is more integral to the experience than being able to parry, a successful roll is where I get most of my satisfaction from combat in the game. One issue though is that 'holding' can also be something that's difficult for people with motor disabilities. So pushing multiple functions into a hold might cause issues too. Still, I think that's where custom remapping and the support of custom controllers is especially helpful because it often ends up being about whether the player can remap their controls to their specific capabilities. For instance they might be able to use both hands but not press the face buttons, or they might need a bespoke device entirely, with some players using mouth input, or things like foot pedals to augment or completely change the existing controls. Either way, it's definitely surprising how many games could be re-mapped for one handed play, even complex games like Demon's Souls. I think the worst thing is when you find very simple games, like 2D platformers or racing games which have no remapping. They have a style of game that has the opportunity to be incredibly accessible and it's ultimately squandered by the lack of flexibility.
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Thread I can't see 120HZ /FPS. How about you?
I would usually only notice the difference in FPS and racing games. Perhaps only Halo of those, certainly not Ori, and perhaps not so much with Gears of War. I'd see it more prominently in faster paced games. Apex Legends for instance, it would really show the difference for me, or a racing game like Wipeout Omega Collection, Gran Turismo etc.
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Thread Inclusive design needs to go beyond accessibility
Worth noting that before The Last of Us Part 2, even Naughtydog's own games weren't exactly packed with accessibility options either. Uncharted 4 doesn't even have something like full custom remapping. Many of the games that seemed not to be following Naughty Dog's example likely did not have time because they were already in late stages of production. As an example, something like custom button mapping has to be planned for at an early stage, else it can be very difficult to integrate late in development. As such, I'm optimistic that we will see their games featuring more and more accessibility options across the board going forward. I know that Spiderman: Miles Moralis has a decent set of accessibility options too, for example. Oh, and in some ways The Last of Us Part 2 actually takes some steps backwards when it comes to options like customisation of the camera controls, which is a shame. These options were more robust in Uncharted 4, than TLOU Part 2.
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Thread Inclusive design needs to go beyond accessibility
Hi folks, I've wanted to make this thread for some time because it relates to many discussions I see taking place on Restera and other gaming forums. I think that some of the conversations that we're having surrounding games and accessibility are a little limited and I wanted to use this thread to open up a wider discussion about inclusive game design. An area of discussion that I think I important, but under explored in conversation on communities like this, is the distinction between accessibility and enablement, and particularly what that means in the context of games. The first thing I think that is important to highlight is that games offer a distinct challenge for inclusivity because they often have many purposes. Historically, a lot of work has focused on areas like web accessibility where the users goals are pragmatic, they need to get x information out of the system and the designers will try to provide accessibility tools to help the player accomplish those experiences. However in games, alongside those pragmatic (functional) goals, games most frequently feature hedonic (enjoyment) and eudemonic (meaning) elements. Games require players understand the systems and are able to get information out of them but they also intend to deliver an experience that elicits a sense of pleasure for players. And many games also seek to have long-term meaning, with content like video game narratives seeking to change the way players think and feel about particular topics, and resonate with players in the long-term. So in order for a game to be truly inclusive, video game players need to be provided with both access so that they can theoretically use the systems featured in the game, but also enabled so that these players are able to realise the games experiential goals (which may be hedonic and or eudemonic). In real terms, this means if games really want to be inclusive, playable by everyone, then they need to go beyond features that only provide access to the system, and include features which enable players to accomplish their hedonic goals. As an example I want to use Crash Team Racing Nitro Fuelled. Crash Team Racing Nitro Fuelled is a an arcade racer targeting a wide range of audiences, and the original game is one of my favourite childhood titles. Yet, it's a game that I don't feel is very inclusive, both for reasons of accessibility, and enablement too. On the access side of things, Crash Team Racing Nitro Fuelled lacks features like custom control remapping. Custom button remapping means that some players simply won't be able to play, for instance a player who only has control of one half of the controller due to disability, won't be able to steer and accelerate at the same time. But on the enablement side of its design, you also have some very punishing track design which can make the game difficult to enjoy if you're not able to operate the game as quickly or efficiently as other players. To provide an explicit example, Hotair Skyway (pictured above) is not a track we can enjoy when I play Crash Team Racing with my mum. She can't stay on the track, she can't keep up with the AI. Even when the AI is placed on easy mode the game isn't successful in enabling her to have the same hedonic experiences that my sister and I have when playing the game. The experience isn't inclusive. The Mario Kart series actually tackles this issue in a number of ways. Engine classes let you modify the overall race speed, making turns approach you less quickly and becoming more manageable. While a driving assist option gives players a little bit of assistance in staying on the track. Another example that I quite like is the bowling alley scenario. This too is a game, but a real world one. Bowling alleys often offer 'gutter guards' so that players can experience the game in a positive way even if they'll don't have enough power to throw the ball. Does it make the game easier and significantly alter it's design? Absolutely, but it doesn't detract from the experience of anyone that is playing without the guards and it provides a means in which players who can't aim the ball in a straight line (due to a motor disability, a cognitive impairment, or any other reason) can have an experience of bowling that isn't absolutely terrible. If you're interested in reading more about accessibility, enablement and inclusion there's a neat HCI paper that centres on this discussion on the link below. I think this is where the discussion can become a little bit stunted, because it's easy to see how a feature like Mario kart's driving assist affects the overall design of the game. It's not just about providing access, but changing how players interact with the game, how it is played, the challenge it poses, even the routes the player can take on the track. However if you backtrack to the experience that the designers want players to get from the game, the feelings they want players to feel during play, these features enable someone like my mother to have an experience of the game that's much more closely aligned with that of my sister and I, she can experience the whole race from start to finish, and she gets to have a fair chance at beating at least some of the AI. Additionally, to provide a brief note about options, the inclusion of options and features that enable inclusive player experiences does not take away from the experience of any other player. My mum playing Uncharted 4 on the easiest difficulty with all of the accessibility options enabled does not take anything away from me for completing the game on the hardest setting. I love that she has been able to get an experience of that game that's somewhat close to my own. I think something that's important to bear in mind when opening the space for this conversation is that disability is widely considered a social construct. People aren't inherently disabled, instead the disability manifests from the result of a mismatch between the users capability and the expected interaction. Broadly speaking, I do not consider myself disabled, but when playing standing VR games my untreated scoliosis can make the game experience quite painful after a little while. Plus, I'm not quite as flexible as everyone else so the speed and range of movement expected in some titles inherently makes things more difficult. In those experiences, the presence of difficulty options enables me to re-align the games expectations of the user (me) in such a way that I can have the types of experiences expected by the games designers. Difficulty options (and many other techniques that adjust the games design) help enable players and therefore, create inclusive player experiences. This idea of disability as a social construct emphasises why I think that inclusive design is so important within games, because within this space we have an opportunity to ensure that as many as possible can share our experiences.I've been thinking about posting this for a little while, hopefully it sparks some discussion here.
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Thread Inclusive design needs to go beyond accessibility
It's difficult with multiplayer games. It is a different scenario because I think a change that you've placed into the game to benefit players with disabilities, suddenly affects everyone. For instance, let's say you put a high contrast mode into The Last of Us 2 This is a great aid for people who have a visual impairment, enabling them to focus on areas of the game that are critical at any moment in time. A fantastic addition, in my opinion. However, if you were to take this and apply it to a game like Apex Legends, where actually being able to pick out and identify the enemy characters at a distance is part of the intended challenge, then I think you see options like this adversely affect the player experience for a very wide portion of your player base. In this scenario, the issue is not that this option levels the playing field, but that this option if used by players who do not need it, would actually be likely to elevate them to a level of ability that is unintended by the game designers, which then creates an issue for anyone not using this feature. I don't really have the expertise to say how that challenge should be tackled, but I think it's a difficult design problem. Do we know of any examples? I know that things like Mario Kart and Wipeout offer 'race assist' which helps but also hurts players at the same time (race assist prevents some shortcuts, and restricts your maximum boost charge in MK, or maximum speed in Wipeout). How do people feel about that style of solution? A tonne of my friends in Apex play with 'colour blind mode on' because it offers a very minor visual contrast against some of the backgrounds in the game. I think that's a very minor thing, so it's fine, and everyone can enable it without spoiling the aesthetic of the game or drastically altering how people play. But I think more severe changes to the game design need more thought, because of how they will be used by everyone, not just the players that need them.
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Thread Inclusive design needs to go beyond accessibility
Thanks! I'm really pleased that you like my threads. That's interesting about your father. I think a lot of people are driven to make their product / game more inclusive due to experiences like that. I often talk about my Mum in these context because she's the closest to my memory, but she doesn't have a disability. She just has quite poor reaction times, and didn't grow up playing games. She can't operate two halves of the controller at the same time very well (so she can't do something simple like jump up a ledge in Spyro), and she seems to get a little worse with age. When I was young I used to try and coach her to play games like Mario and Spyro, but she could never get far. But I was so happy that she was able to beat Uncharted 4, it's by far the most complex game she's ever completed and I'm really impressed with all the options Naughty Dog offer in that game.
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Thread Inclusive design needs to go beyond accessibility
I think that Nintendo's issues come from the fact that they're not thinking about accessibility as a global strategy. You get individual accessibility features here and there which are nice to see, but as a company they don't have accessibility as a focus at a strategic level. What that means is that they're not building their games with an integrated focus on the player experience of people with disabilities. They're not bringing people in to test their games ahead of launch as a broad strategy (I think they do this on occasion, but not universally), they're not consulting with players with disabilities on the design of past games and they're not empowering staff to drive their games to be more inclusive. At Sony and Ubisoft, accessibility is someone's job, and that person is driving for the inclusive player experience from the very moment of the games inception. From pre-production, to production, and post-release they have someone that's questioning the design of their games, and making sure that their teams are aware of the accessibility implications of their chosen design. It makes a big difference, because having that person or team, slowly spreads that design thinking throughout the entire company. But Nintendo don't have that, so the accessibility considerations come at the whims of an individual team or individual designer. You get custom remapping in one game, but not the others, you get neat enablement features like driving assist in Mario Kart, but then you can't even play some of their games if you can't use the motion controls. I would say, it's worth giving them credit for the individual features that are valuable in their games, like the driving assist, but broadly speaking I agree with you. They're not doing a good job. Out of curiosity do you think this is a wider cultural issue with Japanese development studios? I ask this because as far as I'm aware, the recent titles I've played from publishers like Capcom and Sega aren't especially accessible either. Persona 5 is the perfect example of form over function with its stylised menus being potentially difficult to read for people with visual or learning disabilities, and Resident Evil 2 becomes extremely difficult to play for players who are deaf very early on due to how Mr X is cued exclusively via sound.
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Thread Inclusive design needs to go beyond accessibility
Some of the research I've conducted myself has involved speaking to game designers about the barriers to inclusive/accessible design and one of the most powerful tools is just having conversations with people with disabilities. People so often only design for themselves, and experience tremendous difficulty imagining the experiences of people with distinct capabilities / mindsets etc. That's why playtesting is so important, and including people with disabilities in your testing plan is crucial in pushing to make inclusive games.
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Thread Inclusive design needs to go beyond accessibility
I think both are really important, praising existing designs and options and highlighting areas where developers need to do better. What we see from developers is that in theory, they do want to make inclusive games, but it's mostly the case that they just aren't thinking about it, it's not at the forefront of their mind, it's no ones responsibility, and it gets forgotten until it's far too late in production to do anything about it. Typically either the studio doesn't have internal processes that integrate inclusive design thinking and practices, or they don't have the personal knowledge and experiences to design for people with disabilities. Hiring folks with disabilities is a good idea, but even then there are so many diverse experiences that people might have with a game. I think the most important step is user testing and collaborative design with people with disabilities. Because in other cases, what we see from studios is that they only address the 'low hanging fruit' which often are the disabilities represented within their studio, and the the rest get see less focus. User testing and collaborative design pull more people in to generate insight on the experience of play from the perspective of a player with disabilities, so you get to see a wide range of issues and areas that your game might not match up with the players ability.
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Thread Would launching with Halo Infinite dramatically changed the excitement for 'next gen'?
I think the options in the poll are pretty odd. Yes it would have driven my excitement for next gen, and yes I skipped on a Series X in part because there's no Halo for launch, but at the same time, I agree that launching the game when it wasn't ready to launch, would do more harm than good for both the Halo brand, and the XBOX brand. Essentially, the options aren't mutually exclusive, so I feel that you kind of messed up the poll there. As is I don't think I'll get an X, I'll just play Halo on PC. If it's worth playing when it comes out.
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Thread Dirt 5 player count peaked at 824 on Steam.
While I do like the game, I would say that it has a lot of issues. I would go as far as to say that it's not as good as any of the prior mainline Dirt games. Both singleplayer and multiplayer are super barebones, and the gymkhana is the only mode that feels somewhat fleshed out. It feels as though it was rushed to launch with the next gen systems. Also, I think folks who want arcade racers are playing open world racing games now. Forza Horizon really captured that audience and I think that most folks looking for the kind of experiences Dirt 5 offers, probably feel already quite well catered for in Horizon and games like that.
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Thread Will Bluepoint Games remake The Legend of Dragoon?
I think it would be a waste of there time. They would be making a remake for like 1,000 people who remember the original game. Even among PS1 titles there are better games they could revive. I’d take an Alundra remake over Legend of Dragoon.
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Thread First time Gamepass subscribers what's your first impressions so Far?
One thing I wish is that they didn't include games that aren't permanently available. I don't want to feel pressured to play or complete something. Other than that I really like it, but I just don't like that it's a bit of a minefield in that I don't want to play a game that's only temporarily available because there's a fair chance I won't finish it in time. I'm not really a new user though, but I did shift to start using it very often in the last few months. I've also started a Ubisoft+ subscription and I've been really happy with that. It's a bit pricy but you get a good set of triple A experiences every year. The only thing is I wish I could play them on PS4 too.
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Thread The Dualsense is absolutely fantastic
What I'm really interested in is how the dual sense haptics can be applied to support people with disabilities. Can the haptics be supplementary for people with visual or auditory impairments? For could a deaf player 'feel' the directionality of sound through the HD rumble? Hypothetically, could a player with a visual impairment be guided around the screen to where there enemies are using the rumble and resistance on the triggers? For example, if it were harder to pull the trigger down if your shot was going to miss, would that help players who were blind know where their enemies were and when they were on target?
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Thread Audio Setup Upgrade Suggestions?
Hey folks, I'm not an audiophile, I don't know a lot about this stuff really. I only use ratings as guides and I know which sound I prefer when I listen to one after another, but I find it hard to know ahead of time, based on specs of the hardware, and things like that. In any case, I was hoping someone might guide me on how to improve my audio setup. I can't really describe what's wrong with it, but I would poorly summarise the issues as follows...On the whole, the audio setup really doesn't wow me. It doesn't feel like I'm there in the moment. I use this mixamp because this is what I was using with my hyper x clouds. I don't own the steelseries gamedac, though I doubt it would be doing much differently? and this is the typical EQ profile I'm running for shooting games and the like. I modified this from the default settings based on some recommendations online. But whatever I do regarding EQ it always seems to have the issues mentioned above. This is connected into my PS4 via optical and USB, with Dolby DTS enabled (I think that's the one, iirc). Am I doing anything wrong here? Is there a decent upgrade I should shoot for? Would I get a better experience out of the Sony Pulse 3D Wireless headphones for the PS5?
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Thread If I Hate Anime, will I enjoy Nier: Automata?
I'd really say that it depends what you dislike about anime. It's typically not anime in artstyle or tone, but it does feature a fair number of anime tropes in terms of how characters are depicted, and it's overall narrative. I didn't play all of it though.
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Thread Godfall | Review/Impressions Thread
I think people are being overly negative here. Warframe received the same reception, and I think this game has the potential to be similar to that. Yes there are some issues out of the gate, but there aren't many melee-orientated games like this, so I think people who want to invest in that will find something interesting here. Warframe has a 64 on metacritic because of the score it received at the time of its launch on the PS4, yet the game has evolved significantly since then, and is played by millions. I think games of this ilk which are admittedly repetitive grindy games are often underappreciated by critics because they are not novel, or interesting with their ideas. I think that critics often forget about the substantial number of players that just play games to switch off, and play something that doesn't demand a lot of them. I think Godfall, like Warframe at the PS4's launch, caters to that, and there's still fair potential for this to be a really good experience for a certain group of players. The only issue I have with Godfall based on the reviews, and information that I've seen, is that it's an online only game with no business being so. It's predominantly singleplayer, yet there's no way to play offline. Borderlands does it, as should Godfall. As it's being published by Gearbox, you can expected to see the servers shut offline within 2 years if it doesn't gain long-term popularity.That's my take too.
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Thread Godfall | Review/Impressions Thread
I'm aware of that. I used it as an example of a game with a middling critical reception. Not because it uses the same monetisation model. Godfall is $70 upfront, with no MTX, which at least for me, is pretty appealing. I do think this would do well as a free to play though. But I doubt Gearbox will shift their strategy, because they didn't with Battleborn. They took over a year to release it as a 'free trial', which fell flat in part because it wasn't a truly free version of the game.
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Thread Dirt 5 | Review Thread | Dirty Projections
I've been playing this on PS4 for the past few days, it's pretty good fun. Really like the vehicle handling, music and most of the overall presentation. I think it's a move back into the right direction for the Dirt series, but it could have used a little more time in the oven. The multiplayer is really barebones. It's just two playlists, race or party games. I've not played in any full lobbies because I've been playing pre-release, but I've been playing with a few journalists and developers and had a few decent races. There's lots of smaller details missing too, which in places makes it feel like it's not as good as something like Dirt 2. For instance, Dirt 2 would compare your with the online times at the end of every event. I thought that was a cool feature, I think it was present in Dirt 3 too, but it's oddly missing here. The 'immersive sound' mode is nice (where audio comes from speakers on the track), but it'd be nice to have an option to play the audio from inside your car too, as it sounds quite flat / unbalanced for much of the race. There doesn't appear to be a means to see what artist/track is playing either, which is quite poor. I'm sure appropriate credit is provided inside of the credits, but I think players should be able to see what their listening to, and skip to the next track if they don't like it, but not here. Online feels quite shallow because of this lack of detail too. Because you don't get anything out of it. There's no progression system for online outside the default career progression, no badges to earn or show off, it all feels like a bit of a waste of time. Feeding into that I think is one of the bigger issues with the game, in that the track design never really takes any real risks. Tracks don't narrow or pose any particularly challenging turns, so the online races in my experience tend to be quite predictable. Still, despite those issues I do like it a lot. I think that moment to moment it's a really enjoyable arcade racer, the vehicles are a pleasure to drive and the soundtrack gets you pumped. Track design isn't amazing but the event variety is good and will keep you going through the campaign. It's a solid 8/10 from me I'd say, and sits alongside Wreckfest as the best sim-cade racers of this gen. At the same time, there was a lot of room for this game to be a lot better and it's a shame it feels rushed out the door in certain areas.
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Thread Will Sony drop an Uncharted 4 like bombshell on Thursday like they did at the Ps4 launch or was that already God of War Ragnorok?
They just need to tell us what's going on with Factions multiplayer. That's it. That's what the lineup is missing, a multiplayer focused title that's exclusive to the Playstation platform.
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Thread PS5 Spider-Man: Miles Morales - Jordans Vs Adidas
I wear Nike SBs most of the time but even then I'd rather not have explicit branding in my video game. I don't get why people want this. Nike is a brand that seeks to get its marketing hooks into not just you individually, but your culture. Aside the logo, a pair of Nike's wouldn't look any better or worse than something designed by the video game artist. In real life, I like branded shoes because I find they last me longer and I enjoy the comfort which I find is a little bit more guaranteed. It's nice to find a shoe you like and then you can just re-buy that brand forever, essentially. But in a video game, I'd prefer the branding just wasn't there.
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Thread Do developers read ERA ? If yes, do we know some ?
They do for sure. ERA comes up from time to time in conversations that I've had with developers. I wouldn't say frequently but it does come up. The old site used to too, but more often, I think we lost people along the way, and so there's less traffic here than there used to be. More than anywhere else though, devs read about how players experience their game on reddit. That's why many devs have setup their official communities on reddit, and the way that 'hot' topics push their way to the top means that big issues can be elevated to the developers attention by the community.
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Thread Do developers read ERA ? If yes, do we know some ?
Also semi-related, but it turned out that my ex-boss read ALL of my posts on ERA. When I left he brought up some things I had said on here. He didn't take any particular issue with them, but did ask that I made sure to remove the company name from my profile now that I was leaving. It weirded me out that he was reading so many of them, to be truthful. That type of thing be why a lot of devs wouldn't want to post on here. I work pretty independently now, my opinions are my own, and I've always been 100% careful with my NDAs. Nevertheless, you take risks posting anywhere if you work in the industry.
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Thread New to Demons Souls on the 12th - easiest most stress free way to play ?
I think doing all of 2 after 1-2 is the hard route, but perhaps the most common one. I think a lot of players get stuck on the first two bosses of that area. But 4-1 is a cakewalk and the enemies there give a tonne of Souls (and if I recall, upgrade materials too).
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Thread New to Demons Souls on the 12th - easiest most stress free way to play ?
Perhaps the biggest difference variable affecting the difficulty of the game is the order in which you tackle each area. Some areas are harder than others, and yet you can travel to any of these after a short while into the game. You can make things too difficult for yourself early on, by tackling some of tougher challenges. For instance a lot of players make the 'mistake' of going to the second area very early, but if you instead go to the fourth and third, , you'll find these areas are easier and better equip you to tackle the challenges in the second area. Here's a recommended arch stone order.
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Thread Console Early Adoption: Based on Launch or Potential?
Both. I'm buying a PS5 because I think it has the most long-term potential to provide the games and experiences that I want to have. I think for me it's a better system overall, I think that the SSD speed aligns with my interests and will be the most noticeable difference between games on both platforms. So for me, in the long term it's just the hardware hitting the right notes. But at the same time, I wouldn't adopt early if there weren't decent games to play out of the gate.
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Thread Concerns I have seen on Era and elsewhere about stuff that is optional.
Games locked inside of a streaming service, preventing real ownership aren't really a new concept. Games like Destiny 2, The Crew and Genshin Impact are doing fine. I do think singleplayer content being tied to online services is a bad thing, but the point is that consumers are already demonstrating that this isn't an issue for them, so this is the way some games will go.
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Thread Concerns I have seen on Era and elsewhere about stuff that is optional.
Yeah I'm sure it is. It looks like a game of Warframe / Destiny's ilk. Its popular because it allows the developers to control all the inputs and outputs inside their ecosystem. No one is cheating and thereby devaluing their monetisation strategies, and things like that. Developers will tell you that they're trying to protect you from cheaters, but in reality it's the former. They don't want players having free options to attain things that they want to sell, and they don't want the value perceptions of in-game achievements degraded because then it reduces their ability to monetise things that might be either directly or indirectly associated with those accomplishments.
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Thread Did crash bandicoot 4 sell badly?
Looks like it sold just over half a million units on PS4 which I'd say is likely to be quite far under expectations unfortunately. I think we'll know more about it after the holiday period. Places doubts on a new Spyro title and the future for Crash Team Racing. Seems many folks were only interested in the nostalgia. One thing I will say about Crash 4 though is that it made a mistake being so difficult. It's not a very welcoming entry point into the series in my opinion. Unless your pretty into platformers already then I don't think it's a good one to pickup. Definitely think it's harder than all of the previous games, and it'll be too hard for many kids, especially the post-game stuff.
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Thread Apex Legends' is new map is a beautiful sci-fi utopia
I like it a lot personally. I think it's a good balance between the design of Worlds Edge and Kings Canyon. I think pinpointing audio vertically has always been a problem in Apex. But it's better here than on Worlds Edge because Worlds Edge had this problem of having 3-5 story buildings. So that meant that there were always so many possibilities as to which floor an enemy might be on. For the most part, Olympus is much flatter, more akin to the map design in Kings Canyon in that regard.
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Thread Apex Legends' is new map is a beautiful sci-fi utopia
They have no cross play with PC for controller players. Partially for the reason you describe. Playing against players with higher framerates is an unfair advantage. That's a big problem on Warzone with folks migrating to PC for an easier time against console players.
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Thread Apex Legends' is new map is a beautiful sci-fi utopia
I played a tonne of Titanfall 2 but it's a lot less upbeat than this art direction. More akin to the older Apex maps like the original Kings Canyon and Worlds Edge. This one in particular looks like it takes a little inspiration from the 'beacon' mission, but on the whole I much prefer Apex's aesthetic to that of Titanfall.
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Thread Apex Legends' is new map is a beautiful sci-fi utopia
I suspect that they would want to keep things fair for console players. For me that's the point of playing on console. An even competitive playing field for all (or close enough). From what I've read they'll be doing 1440p/60fps but will be considering other performance upgrades later down the road. At the launch of next-gen systems it might be prudent to keep the PS5 version running at 60 FPS, as the majority of their player base will still be on PS4. Later on, as most of the community moves forward, they could allow for higher framerates. Just a guess.Probably very possible, it's likely that it's not a priority right now as they are focused on other things. If I were to guess, they might want to get the game up and running on all target platforms first (Switch and mobile are still coming), then they can start thinking more seriously about cross progression between all of those devices.
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Thread Apex Legends' is new map is a beautiful sci-fi utopia
Sadly no cross save or cross progression. It has cross play though. So you could play on PS4/PS5 and play with people on PC or vice versa. Also, the PS4/5 versions will cross save (obviously) so you could play now on PS4. The screenshots in the OP are from a PS4 Pro, so it does look good there, I think.
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Thread PS5 ends the button logic of O for accept, X for cancel for Asia/Japan [Up: Cannot reconfigure]
It makes sense to assimilate the input configurations across regions. It's less work on developers, it's less difficult for players that play games across multiple regions. It also makes sense, that this process leans towards the system that the majority of their users are familiar with as it comes at a lower cost this way. People here are overblowing it. If anything it's a decision they should have made 4 generations ago.
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Thread Apex Legends' is new map is a beautiful sci-fi utopia
I wanted to highlight the fantastic art direction that's come together within the newest map in Apex Legends. I think this games artwork, particularly in olympus is tremendously well composed. This could easily be the setting for a much richer sci-fi game like The Other Worlds or another game of that kind. I think the art and design of multiplayer spaces is something that's actually very underappreciated. Folks write lengthy essays about the design of singleplayer titles, even a middling singleplayer platformer will have a tonne of analysis videos and critique, but the design of multiplayer games tends to be taken for granted. I think they come with particular challenges too, which make good design in this space particularly remarkable. Most notably balancing aesthetic and function can be quite difficult. Even small details that look pleasant conceptually, can end up being a significant frustration for players. Also, when you create a singleplayer game, you have a lot of control of what happens to the player and the experience they have. In multiplayer, you're only able to influence it, with the behaviour determined by the interactions between players. So designing creative spaces with this in mind, can be challenging, particularly when you're balancing the aforementioned aesthetic and function. In any case, Apex Legends has a new mode that lets you walk around the map freely. It's a great opportunity to explore, and I used it to grab some screenshots of various areas of the new map. I'm really blown away by it. I've placed each screenshot inside of a spoiler tag so as not to overwhelm the page, along with a little description of that area of the game. I took many more but I found that these were the most interesting of the lot. It's a shame that Apex doesn't have a no HUD mode, so these shots are cluttered by the user interface, but none the less I found myself surprised by how pleasant this games aesthetic was. I'm a long time Apex player too, but I think Respawn have really upped there game here. I'd love to see a singleplayer game within this space in the future. There's some nice. I just like showing this from the players perspective, as those pre-release images often have things looking a little better than they do in-game. Nonetheless, I think Respawn have really knocked it out of the park with this one.
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Thread Apex Legends' is new map is a beautiful sci-fi utopia
Yeah that's actually an interesting user experience issue. I didn't have that experience myself but I knew about the new exploration focused LTM before I booted up the game. I wonder how many other players booted up the game and found themselves confused by the default activity not allowing you to kill other players.
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Thread Apex Legends' is new map is a beautiful sci-fi utopia
I'd love to see a more open Titanfall style game that took some of the learnings of the map design in Apex Legends. While I really like all of Titanfall 2 I think the wall-running stuff is most fun when you have many options in locations like angel city. It could be great to explore a space like Olympus with that kind of movement (though obviously it would need to be redesigned with wall-running in mind).
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Thread Currently to this point, is the Switch the best Nintendo console?
I think it has some good titles on it but I think the issue for me is that so many of the ports are really quite bad. Hades, Gungeon, Dead Cells are some of my favourite games from this generation, and the Switch just feels like such a bad place to play those games. I think that Nintendo's first party offering is very good, but it does always tend to be. I'd put the DS, Gamecube and SNES ahead of the Switch for me, personally. That might change over time but I don't think the quality of third party titles is likely to, if anything they're likely to get worse as next gen games on PS5 and X1 tend to demand more from their systems.
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Thread Welp with my Pro controller drifting, it has killed all the joy of buying and playing Switch games
In all fairness my PS4 and XBOX controllers all tend to drift within 1-2 years. Analog stick drift is fairly natural as the parts wear over time. When I was working at a large studio, I would borrow controllers from the QA department (Switch, PS4, XBOX) and it would be hard to find one that didn't drift. All controllers with moving parts will experience wear over time. Drift just tends to be the first thing you see because the analog sticks are almost always in motion, with a fair amount of pressure being applied from the player (especially if they're always playing games where you have to click the sticks in).
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Thread Realistically, how easy will it be to get a PS5 next week without a pre-order?
Related to this, when do folks think it will be possible to pick one up comfortably? After christmas? I think realistically I'm going to buy one from a scalper in December. Probably a £150 markup based on what I've seen so far. I did try to preorder but I was always too slow.
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Thread Apex New Battle Pass Is Broken and It Needs To Be Adressed
Doesn't seem so bad too me. It should get faster over time as all of the weeklies become available. People are just upset that they can't max out their season pass in 30 days with 90 to spare. Every previous season, I finished the pass within the first month, and then had no rewards to play for. The changes seek to address that.
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Thread Notion.so is a pretty nice way to track your game collection
Sheets and notion tables can both be exported to csv. Any site that can export your database to csv format has pretty much absolute future-proofness, I would say. That's where sites like backloggery are pretty good also, you can export your data to a csv file and then store it in sheets, notion, excel or wherever.
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Thread Notion.so is a pretty nice way to track your game collection
I actually haven't! I was inspired to use it after seeing how they're using it on the wecanfixitinui discord. I'm terms of user research work, at the moment the stuff I'm working on is very sensitive so I'm very concerned with protecting the data of my participants. I'm working with people with disabilities. So I don't want to put user research information into someplace like notion, because it is technically an online space. I know that you can keep documents 'offline' but I prefer local files for that type of thing. I wouldn't want to mess up and accidentally drag some participant data into a shared area or something like that. Perhaps that's just my anxiety causing me to be overly concerned, after all I have used google docs for participant data in the past, but the difference I think is that google docs can't be found without a link, while notion is navigated as an interconnected wiki. Here's the wecanfixitinui notion, kind of useful if you're into ux and games user research.
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Thread Notion.so is a pretty nice way to track your game collection
I remember Raptr. Also before Neogaf I used to mainly post on Playfire's forum, which was a similar service. I liked the aesthetic there, it was neat. I used to use the profile cards as forum signatures on other forums. Heck, IGN used to have a backlog system too. I remember they added up the value of your collection there.
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Thread Notion.so is a pretty nice way to track your game collection
If anyone is interested in setting this type of thing up in notion you can view my list via sharable link here Then if you click duplicate at the top right, you can delete my game entries and create your own. It's still a work in progress for me, I'm still customising things as I go. I like how the favourites view looks more now, as I made the icons smaller, made ratings visible and also began to add comments on some of the games.
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Thread Aging-Era: How's the age of twitch combat treating you?
What twitch stuff is there? On console outside of Call of Duty which has been popular for a long time, you have games like Fortnite, Apex Legends, Overwatch and Destiny as the most popular shooters on the platform. None of which are twitch shooters in the slightest. If anything we've moved away from twitchy shooters. I would say. Same with racing games too, all the arcade titles are gone. We're almost only left with racing sims. Whenever someone tries to make an arcade racer, or sim-arcade game, they get flak for it being too shallow, or allegedly not knowing what it wants to be (e.g. Dirt and Driveclub).
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Thread The Messengers 'Butterfly Matriach' boss is straight terrible
It's not that it's difficult, it's just mostly that it's a combination of annoying design + flashing effects. It's an accessibility issue built into a boss mechanic, for me. Obviously people's experiences will vary on that side of things, I don't expect most people to leave the fight with a headache like I did, but it happens specifically because the developers thought it was a good idea to have the screen repeatedly flash (with each stage of the boss).
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Thread The Messengers 'Butterfly Matriach' boss is straight terrible
This isn't a difficult boss. It took me a few tries to beat (because I was falling off the edge from time to time) but not too long. I just wanted to talk about this because of how badly I think this fight is designed. 1) The game designers for whatever reason, chose to have the moth flip between dimension repeatedly, over and over again. So this has the effect of flashing constantly on screen. If you're photosensitive or anything like that, this is likely to trigger some issues. I'm a little sensitive to light at times and I left this boss fight with a terrible migraine. 2) The boss fight relies on an attack that reverses your controls. There's no real risk the boss will kill you by dealing damage directly. Instead the intent is that it will mess up (reverse your controls) and you'll throw yourself off the edge. Between trying not to look at the screen during the boss animations, I found it pretty easy to fall for the reversed controls and make a mistake during the platforming. I imagine it doesn't come up often because the boss fight is so easy, that most folks just move through it quite quickly, but I really think this is one of the worst designed boss fights that I've encountered. I don't really have anything else to say, but it's a shame that this game mars an otherwise pretty good game. I probably would never replay the game because it gives me a headache to play. This is more of a rant than anything, but feel free to post your thoughts on this, and if you've encountered similar issues elsewhere. Particularly cases where the design was obnoxious and uncomfortable, rather than difficult.
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Thread Notion.so is a pretty nice way to track your game collection
Now that's cleared up I did take a look at the site and it does look pretty clean. I think my only reservations to a site like that tend to be that they lack flexibility. I enter 1000 games into the list and then I think 'damn, I wish I could filter these by x' but because the site designers set the parameters, for whatever reason you can't. The other reservation I tend to have is whether you can export your list or manage it offline, because the biggest concern really is that someday the site goes offline and then you lose your list.
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Thread Notion.so is a pretty nice way to track your game collection
I know some people don't care about tracking their collection anywhere, and if that's you I suppose this thread isn't for you. I've been exploring notion recently, predominantly as a productivity app. I've used it to consolidate a lot of stuff into one space for work. But also, I find the templates both really helpful, and aesthetically pleasing, so I thought about using it to track my games list. Notion has a local client and you can easily export your docs, which I think is really nice so you can use it offline, and you're not reliant on the online service to have access to your data (as you are with places like backloggery). Here's an example of my list that I've been playing around with Ignore the windows activation stuff logo at the lower right. I think the neat thing about it is that you can create nice visual views, which I've always found are difficult to do with excel and google docs. For instance, I created a view that shows all of the games that I've 'favourited' and 'wishlisted'. Does anyone else track their game collection like this? What are you using? Have you tried using Notion? I learned about notion because a lot of small businesses seem to be using it lately, but the personal plan is actually free and pretty flexible. For me it's replaced Evernote/Onenote + some google docs.
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Thread Notion.so is a pretty nice way to track your game collection
That seems really neat. I think it's a bit too focused on trophies for me though. I like using my own lists to get away from that, because I like being able to say when I'm done with a game, rather than having a relatively arbitary list tell me when it's completed or not. I wish PSN did that type of thing. Instead of just having trophies, mark when a game is complete. I really feel like beating games is what it's all about for me, not jumping through hoops for 8 hours post-credits.
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Thread Notion.so is a pretty nice way to track your game collection
True. That would work well. Semi-unrelated but I wish that we could also tag and filter our games on their respective services, that way I might not feel I needed a system like this. I know you can put them into folders on a PS4 but a game can only be in one folder so it's quite awkward to manage, I find.
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Thread Demon's Souls will feature over 180 videos in the PS5's game help interface
Gives someone in QA something to do for a few months. I wonder if devs will keep up with this expectation though. Seems unlikely to be honest, but I could be wrong. It could be a nice way to format a developer commentary. Maybe instead of help you could look up the video about the design of that particular level or something like that.
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Thread Have you ever enjoyed a "bad" game because it offered something unique or was a diamond in the rough?
Yeah it feels so good to play. The only thing I think I disliked was the overall difficulty. But at the time this was up there with the best platformers for me.
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Thread Was PvZ Battle for Neighbourville the wrong move for the series?
That's an interesting thing to say considering what happen to Geoge Fan, creator of the series. That's precisely what happened with PvZ and PvZ2 with George leaving as he refusing to help EA make a pay to win version of his first game. It's such a shame what's happened to the series broadly, because I think there was a lot more to explore here, and EA have really killed it. Pushing it into this fairly high profile online shooter was a nice idea but it carries too much risk and a single slip up (e.g. battle for neighbourville) probably killed it. The Garden Warfare series is good though, I think. Even Battle for Neighbourville, I think had good intentions. The fact that it wasn't heavily monetised too, was a nice change compared to other games of the same kind.I think that's a misconception though. Battle for Neighbourville didn't have any monetisation at first, and then only the battle pass I think? And the original Garden Warfare games were so generous for players who didn't pay anything, that it was pretty irrelevant. You could earn enough currency to buy a sticker pack within about 30 minutes. Comparatively you'd be spending a couple of hours to unlock a loot box within Overwatch. Coins never felt like a good use of your money, especially as the game had no fomo elements in it either. I think Battle for Neighbourville planned to introduce more of that, had it been successful, but it never got there. Either way, it seemed like they were really reliant on those upfront purchases for this series. Maybe an all out free to play would have been the right bet, but they'd really need to re-design the monetisation systems to achieve that. I don't think it helps that this series is targeting a much younger audience. We're past the time that can release a game with loot boxes, that's also targeted children. EA would have received a lot of bad press with a free to play, heavy monetisation approach to this series, I think.
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Thread Was PvZ Battle for Neighbourville the wrong move for the series?
This is a fairly negative thread because I think the question has a relatively obvious answer. I don't want to be negative because a lot of folks worked tirelessly on this game, but at the same time, I can't say I've been anything but disappointed with it. From the outset it seemed like the wrong move for the series. It didn't seem to be the leap forward that folks might have been enticed by. Instead it takes several steps to the side, reinventing things from Garden Warfare 2, but not necessarily in a way that's better, or worse. For the most part, it's a very similar game, but with a fair bit less content in some areas, and more in others. Critically, the subclasses were removed, which gives you less of a reason to continue to play. Yes it's more competitive than Garden Warfare 2 was due to the lack of weird and unbalanced variants, but it's also far less interesting, I would say. Playing the same class every match, which has the same playstyle feels a lot less compelling. It does feature a load-out system which technically allows to customise your character a little bit, but it isn't as drastic as the different character variants in PvZ. At the same time, it didn't release with anywhere near as much content in terms of maps and whatnot, and without the drive to unlock more subclasses I felt very little incentive to bother with the PvE content. All in all, I feel like they really messed up the core gameplay loop of playing matches to unlock sticker packs and unlock new variants of your characters. They also changed the sticker pack system which I found really rewarding (sticker packs are basically loot boxes except you can unlock them at extremely regular intervals without using any real world money), into a really stingy free to participate gatcha system. When I last played there was no microtransactions involved here, but that didn't make it feel any more rewarding. Playing for an hour only to end up unlocking a hat for a character I didn't care about... great. In any case, I was contemplating either installing this or Garden Warfare 2 today (I know Garden Warfare 1 is a great game too, but I want to play the one with the more active community) and I checked their numbers on gamestat to get an estimate of popularity... I'm not really all too surprised but the data seems to point towards more players gravitating to Garden Warfare 2, than Battle for Neighbourville. I would contend that this is because it's cheaper, with more content and overall a more compelling package. I guess the question though is where do they go from here? I don't know what the purpose of Battle for Neighbourville ever was, maybe to rebalance PvP? I can't really grasp what the idea of this game really was though. It just didn't move the series forward, and took so many features away, I can't understand where they anticipated this going. In any case, 2 months ago they announced there would be no new content updates for Neighbourville, meaning it lasted less than a year... A rather depressing end for a series that was once really quite popular. The reality is that perhaps there will not be another Garden Warfare title, and Battle for Neighbourville could be the end for the series. Do you think we'll see a Garden Warfare 3? I think the fact that this title was subtitled suggests that they had some awareness of the risk that this project was undertaking. The fact that it entered early access instead of a full release with proper marketing suggested the same thing. I live in the hope that EA still have some faith in the Garden Warfare property and that we might see a Garden Warfare 3 in the future.
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Thread I don't think Gamepass or a Netflix for games makes sense
Well, that's why I say that services like this will be complimentary rather than replacing other channels of distribution. I think game pass will continue to grow, but people will also continue to buy in the traditional capacity. Another thing I think affects this in the gaming space is that much of the revenue now comes from in-game digital distribution. At present I think that revenue is about half of what major publishers earn, but it will continue to grow. The point of sale will become less and less significant. So, game pass services become more and more appealing as they offer an avenue to have your game get a foot in the door without giving up the upfront cost entirely (ergo going free to play). Look at games like Rocket League and Destiny, they benefited hugely for being distributed on free services, despite being free to all later down the line.
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Thread I don't think Gamepass or a Netflix for games makes sense
I think there's some merit to the OP's post. I think consumers treat games differently to films and media. I think that the game pass like services are likely to be complimentary, as opposed to the replacement that they have become in the movie and music industry. I don't know about others but unlike a movie, I tend to want to go back to a game and replay it, these types of online connected services aren't very good for that, tying the game up with an online only service, where the game will only be available as long as the contractual deal with the publisher holds. It doesn't align with how I play games wherein I might go back to the same game for many years to come. Heck, several games I've been playing have been removed from Game Pass and Playstation Now before I can could even finish them. Very frustrating, especially if you're investing in a cloud streaming service and don't have access to the game any other way. I think unless that consistent provision is resolved then many people will still prefer to buy their games ordinarily.
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Thread Prediction: Microsoft will release a Mid Gen controller update with Adaptive Triggers.
Didn't Sony do this with rumble on the PS3? Sixasis didn't have rumble but Sony brought it back. Kind of ironic where they are now given their statements about rumble not being important at the time.
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Thread Untitled Project setted on Vampire: The Masquerade Universe teaser trailer | Isometric(?) - SP and Co-Op | Developed By SharkMob | Latter Half of 2021
I'm really confused? It sounds like a multiplayer battle royale game based on the description. 'Solo or co-op' just sounds like modes of play within a multiplayer space. Maybe I'm mistaken but the word 'battle royale' has fairly strong connotations to the battle royale genre. Tencent also own Sharkmob, and I've always got the impression that their studio was working on online multiplayer focused games. That would make sense as Tencent rarely acquire studios working on singleplayer titles.
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Thread PSA: There's a wallet limit on PSN and it isn't very high.
But unless I'm missing something it's not a very good bank account because you can't cash out? At least in the UK you could shift a preorder for store credit, but you couldn't convert it to cash. I used to like the physicality of having pre-orders like that personally. I had a pin-board in my room and I divided it up into 12 months and then pinned all of the preorder slips into their appropriate section. I'd move them around as games got delayed and whatnot. It was a neat way of tracking all of the games I was interested in. Shame that none of the digital stores have a system that emulates that. I would love to be able to preorder / wishlist games on Steam or PSN and have them displayed in a calendar view.
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Thread PSA: There's a wallet limit on PSN and it isn't very high.
What? How? In fairness when I was younger I used to preorder everything. Then the preorders for games I changed my mind about I would cash in towards a game that I did. I worked okay, and if I had a month or so where I was short I could cash in a few preorders for games I wanted less etc. So I suppose I kind of did the same, but I only ever had £100-200 ish in preorders at any one time.
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Thread PACER Console release thread: Contender reanimated! (new Wipeout style racer from R8 Games featuring former Wip3out devs)
I mean more, not challenged than bored. Bored is more subjective. I think if you're into Wipeout and you're the type of person that has say, the elite medals on Wipeout HD, then there's almost no challenge here.
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Thread PACER Console release thread: Contender reanimated! (new Wipeout style racer from R8 Games featuring former Wip3out devs)
I think it might be quite long. I'm not sure. It doesn't lay things out so clearly in front of you like the Wipeout games do. But I imagine you'd get many hours out of it, and eventually, it'll become more challenging too. It's for the early hours, probably a good half of the campaign, it's never that challenging. If you haven't tried it, I'd get BallisticNG, that game is fantastic if you like Wipeout games. Less visual spectacle than something like Pacer though.
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Thread PACER Console release thread: Contender reanimated! (new Wipeout style racer from R8 Games featuring former Wip3out devs)
The combat ones are different yeah. They feel kind of bad compared to their execution in Wipeout though. Perhaps I'm missing some mechanic here but in Wipeout HD you can turn your ship around with a button press, and you also have a 'track position' indicator for all of the other ships. Those two things make a big difference for this style of event as they let you hunt down ships much more easily. Wipeout also credits ship damage and not just ship eliminations. The issue with those events in the end comes down to the same problem that they have in Wipeout, in that it's kind of random how well you perform. In this game especially since it's only crediting the last hit on a ship (the elimination) you can be flinging projectiles out and have other ships stealing your eliminations. Ships that are at low HP do start smoking, but I've never managed to see that clearly on any ship other than my own.
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Thread PACER Console release thread: Contender reanimated! (new Wipeout style racer from R8 Games featuring former Wip3out devs)
I think if you're looking for a single player arcade racer you're likely to be disappointed with this one. The AI do not put up a good race, I have been playing for perhaps 3 hours and seen nothing but first place medals. I don't see the AI beyond the first 20 seconds of a race. If you have any significant experience with the Wipeout series then I think you'll find yourself quite bored. I bought some of the later tracks in the game for quickplay (you have to buy them with in-game credits) and bumped up the race speed to the max and then it provides a decent challenge (though I was still able to hit first on tracks I've never played). I loaded up a 'speed lap' event (where you kind of perform a time trial against other AI who race with you at the same time) and I could see that even the fastest AI here was 2-3 seconds behind my lap times. I think in regular races there's some sort of banding which doesn't let them fall too far behind (as they always hover between the 500-1000m behind me mark) but it's still pretty underwhelming to play a racing game where I never get to see any of the AI. Every race is the same, I 20 seconds moving through the pack at the start, and then I never see anyone again. ' At times the highest speed class also feels too fast, as if the tracks aren't appropriately designed for the speed at which you're going. I was having to manage the throttle constantly just to stay inside the track. Perhaps that's the design intent but usually for these arcade racers it's pedal to the metal all the way. I'm rarely lifting off the accelerator in something like Wipeout or Redout, so it was odd to see that happening here but perhaps there was a mechanic I'm missing. I like the idea of offering difficulty modes which make these types of games accessible to more players. I think games like Wipeout and F-Zero have been difficult to get into in the past because of their default, often immovable difficulties but here we have the opposing issue.
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Thread So is anyone buying a new console from a scalper?
Probably me. I couldn't get one. I was busy with a tonne of real life drama at the time pre-orders were available, and while I was checking daily I was always checking too late. I'll pay up to £700 for one, in December if they aren't available.
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Thread The experience of playing Demon's Souls (PS3) when it came out is unmatched
I loved DeS but couldn't really get into Dark Souls. While I liked Dark Souls I felt so much of my time with that series was just reliving moments from DeS, and they really had the biggest impact the first time around. For instance, dodging dragon fire as its reigned down onto a bridge, that's only exciting the first time, and DeS repeats that mechanic 3 or so times I think. You see the same mechanic in Dark Souls 1 and 3, and it's loses much of the tension it once provided. The next time I was really captivated by a Souls game was with Bloodborn, because I think that's the next one along that really leaps forward with new ideas and themes. It felt exciting and novel again.
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Thread Gotta say... the Avengers game died pretty fast.
Why would I buy the game after such a terrible experience? I know it isn't much different because I've seen my friends play it. That footage I linked wasn't even my gameplay, it was a friends. Commercial betas like the one released for Marvel's Avengers are released primarily to advertise the game, to serve as a demo. They're labelled beta and attached to pre-order incentives so that folks feel priveledged to have the opportunity to play them. Take it from me, someone who has seen these conversations internally. From what I've seen of the full game, the game is trivial in difficulty and very repetitive. Perhaps not so bad as the example I linked (which is not my video, but a friends) but pretty damn repetitive. I think the bulk of the problems stem from designing a game for a very diverse roster of characters with different capabilities. So rather than being all that threatening, the easy solution to that balancing problem is to just make the game rather simplistic on the AI side of things. In any case, it's just not for me based on what I have played/seen.
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Thread Gotta say... the Avengers game died pretty fast.
The game is pretty bad. I think its merits are overstated. Yes combos can look flashy but the enemy AI is quite dull. It's not a very engaging game. This is from the beta on the highest difficulty... Most of the time you can just loop your bnb over and over. It just seems like a fairly thoughtless experience.
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Thread Are you going to tip your PS5/Xbox Series delivery person?
At the minute my delivery drivers seem to have no concept of social distancing so they're lucky if I don't shout at them / report them. Seriously, half the time they knock and literally just wait 1 foot away from my door. Even when I've given explicit instructions to leave the package on the door. I had covid 3 weeks ago and one of the delivery drivers made me go to my front door to take a photo. Even happens with items with no significant value, like food deliveries, even when I've selected the option on their website, to leave the delivery on the doorstep. They just knock and wait... I get it, they need proof of delivery, but they need to be able to respect social distancing too. I had a delivery driver do this 3 weeks back when I actually had covid and was essentially incapacitated. I told him this through the window and yet he still asked me to come outside and stand at the door so he could take a photo.
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Thread Former CDProjekt employee tweets her wage.
Cheers. I don't why my glassdoor page wasn't working... I signed in too. In any case, the salaries there align with what they were saying on twitter. These seem like very poor salaries for junior roles and QA testers, and the hypothesis that this may have changed since CDProject's success with TW3 seems fairly unfounded. The salaries listed for QA are especially poor.
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Thread Former CDProjekt employee tweets her wage.
In all fairness, as someone who is half Polish, wages in Poland are simply quite poor. Obviously this seems shocking, but what about all the big companies that outsource work to China and whathave you? They are paid far less than the people in Poland. Additionally, the cost of living is also far cheaper in Poland than in other countries. For instance the average rent for a city centre apartment today is 2,100 zl (this would be quite a bit lower in 2014), that's like £400. I wish I could live in the centre of my city in England, I'm rending an apartment outside of the city for £700. If you're renting in the city centre you'd be expected to have some kind of flat share, be living with a partner, or quite wealthy yourself. With all of that said, the wage is quite poor. There's no good reason that CDPR should be paying their staff minimum wage, especially when they're clearly benefiting from the sales of their game across an international market. One would expect that CDPR should be able to give all of its employees a very healthy wage.
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Thread Former CDProjekt employee tweets her wage.
Something that's weird is that on glass door it says that there are 65 salaries shared for CDPR on the website. But if you go to view them, it says that there are none. Seems odd. I know that in some circumstances the employer can legally demand the salaries or reviews be removed. It could just be a bug with the site, but I doubt that none of the 100+ reviewers would have left their salary. Most major games studios have a tonne of salaries listed.
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Thread Game Informer: Next-Gen Survey
That makes a lot of sense I think. It fits with the position I've been in. As previously I owned an XBOX ONE X and PS4 Pro, but I also have a PC and I see no need to purchase any XBOX hardware. On PC I dabble in Microsoft's ecosystem, though most of my games are on Steam. I wonder if those people that have shifted are in the same position. Where they previously owned hardware from both manufacturers, but they're switching because PC gaming has them covered for Microsoft's offering. I imagine it's quite likely that enthusiasts that own 'both' are also the type of people who own 'all'. For these people, what it comes down to is ensuring that you have an access point to every game available. I have a Switch, gaming PC, PS4, and XBOX ONE X, but soon the XBOX ONE is not necessary in order to ensure that I have access to every major title that releases. And I'll probably redirect that money to buy a GTX 3080 at some point, so that my PC can keep up.
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Thread Game Informer: Next-Gen Survey
I think part of it is this, yeah. There are a lot of game subscription services now, Playstation Now, Uplay +, EA Access, Game Pass, and I imagine most consumers who are even aware of it, don't look at the full games lineup and figure out the value. I know if I'm thinking about subscription TV services, the reason that I end up subscribing is usually because there is a show exclusively on that service. If there is another way for me to watch I will usually not subscribe. So in that sense, the only pathway that the average consumer might become interested in exploring gamepass might be only when there is an exclusive title that they can only play on that system. Exclusivity to the XBOX platform might be enough, because if they're pulled into the XBOX ecosystem they might explore gamepass eventually as an extension. At the minute the XBOX platform sports no exclusives that are all that interesting to anyone that isn't already bought into their hardware. It's not 2008 and Halo and Gears of War not exciting for anyone but Halo fans, who already own Microsoft's hardware and know what gamepass is. That's not me trying to be dismissive, I like many of the titles like Gears 5, Crusader Kings and Forza, but I think those titles have hit the limits of their audience already. An exclusive Elder Scrolls game might make something of a difference here but I think really you need those absolute must play experiences to pull people over to your services. I subscribed to amazon prime to watch The Boys for instance, and I can't watch that elsewhere. I'm not even certain that the Elder Scrolls series is on that level anymore, if you look at what folks are playing, with the exception of Sony's exclusives like God of War and TLOU, they're almost all big live service titles. Call of Duty, Fifa, Destiny, NBA20K, Fortnite, Apex Legends. To pull the lay consumers interest I think you need titles like those, and many of those are difficult to get because they thrive off of being available on as many platforms as possible, sometimes because they're on as many platforms as possible (e.g. Fortnite). The best bet for Microsoft is probably not to try to buy their way in but to create the 'next big thing' themselves. I think that's why they're allowing studios like Rare to be very creative now, because they want that chance of viral success. Taking risks and building internal studios is probably the best path forward.
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Thread Dear id Software/Hugo Martin: Please make a Doom Eternal Roguelite
I think you would need a lot more upgrades, mods and weapon variants, as well as a distinct structure to the game that enticed replayability (randomised level orders, enemies, and variants of enemies and bosses). I agree with the OP though, a Doom roguelit would be a great fit.
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Thread Jim Ryan on female protagonists and expanding PlayStations reach.
Cheers, I wouldn't have noticed if you didn't quote it. I also don't know how that happened, or where the table body nonsense came from. I've edited the post here and reposted it in the right thread. I guess I just had too many tabs open!
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Thread Jim Ryan on female protagonists and expanding PlayStations reach.
In all fairness, as someone who is half Polish, wages in Poland are simply quite poor. Obviously this seems shocking, but what about all the big companies that outsource work to China and whathave you? They are paid far less than the people in Poland. Additionally, the cost of living is also far cheaper in Poland than in other countries. For instance the average rent for a city centre apartment today is 2,100 zl (this would be quite a bit lower in 2014). If you're renting in the city centre you'd be expected to have some kind of flat share, be living with a partner, or quite wealthy yourself. With all of that said, the wage is quite poor. There's no good reason that CDPR should be paying their staff minimum wage, especially when they're clearly benefiting from the sales of their game across an international market. One would expect that CDPR should be able to give all of its employees a very healthy wage. [TABLE] [TR] [TD][/TD] [/TR] [/TABLE]
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Thread [Polygon] Demon's Souls on PS5, here's what changing
Worth noting that this combined with the lack of accessibility options (such as any settings to slow down the game, or change health / damage and overall difficulty), this makes the game less accessible than the original. In the original, holding a large amount of healing items provided a means in which players could brute-force their way through encounters, so that players who maybe were less able could taylor the experience to be more forgiving, for them. I don't have a problem with the Estus system that's featured in the later Souls games, but I think Demon's Souls' grass system wasn't without it's merits too, and I think it's a little disappointing to see that happen. It's like how people say that summoning is an 'accessibility option' in Souls games. It's an indirect means in which you can reduce the difficulty level, and effectively brute force your way through an encounter that was for whatever reason, too challenging for you. It's the same with the grass system in DS, it was a means in which the player could adapt the difficulty manually, and while I can see the merits of its removal (especially for balancing out PVP), it hits players that benefited from that accessibility feature much harder than others.
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Thread Is Microsoft buying up studios so they no longer have to rely on Halo as a flagship IP?
They've needed more exclusives for a long time. And regardless of how good the new Halo is, it's passed its hey day. Halo's fundamental style of design has always been in question ever since Call of Duty 4 took to popularity. Games that focus on player progression and variety hold consumer attention for longer than games that don't, hence the death of the arena shooter and Halo with it. Every effort to modernise the series has seen backlash from fans, and it feels like the developers are stuck between a rock and a hard place. I just don't think Halo can be the flagship it once was, and of course that factors into Microsoft's desire to make new acquisitions, but that isn't to say that they bought Bethesda specifically because of Halo. Microsoft acquired Bethesda because they want more titles guaranteed to feature on their cloud services, without having to broker specific deals with each developer, they can use a company like Bethesda to make that platform more appealing, which will in turn, also encourage studios that they do not own to participate in their ecosystem. So in that sense the value of Bethesda goes far beyond just Elder Scrolls and what have you. The status of Halo, ultimately doesn't matter at this stage, and hasn't really for quite some time. Maybe if Halo was still the worlds hottest new IP they wouldn't have been quite so inclined to purchase a new studio, but expand internally with more Halo games and content, but that ship sailed a long time ago, with Halo 4, Halo 5, Halo Wars etc. all showing a decline in the series popularity. Regardless of how good the new Halo game is, it seems unlikely that it will light the world on fire. The only context in which Halo really did matter was the launch. It would have been a great title to get the ball rolling. That's why it made sense to leverage it strategically as a launch title while the rest of their studios span up, but sadly 343 couldn't make that deadline and retain the high quality that the series is generally known for, so the delay made sense. Halo, Gears and Forza weren't enough at the start of the last generation either, and I think this is just Microsoft slowly recognising that while also trying to pull more people into their cloud services with games that have strong brand attachments.
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Thread Project CARS 3 |OT| Where we're going, we don't need pit-stops.
A buddy of mine that works at Codemasters sent me his staff code for the Deluxe edition. So I'm giving it a go. So far it seems pretty good. The handling model is really nice on a controller, and the cars have good weight and personality to them. The menus are perhaps a little bloated but I like that the game feels quite rewarding. Each event has objectives to complete and there's a good variety of events outside of just racing. It never keeps you doing the same thing for too long. Visually the game is fine to look at. It doesn't have much spectacle to it, but it looks fine. I think the problem here comes from the fact that this series was focused on simulation, where I think graphical compromises are perfectly acceptable for the sake of achieving things like realistic physics, but arcade racers tend to be more focused on spectacle, which is missing here because of the series history as a sim racer. They'd probably need to refocus the engine to get it looking like it should. But in terms of the driving experience, I think it's really a great game. The cars feel really intuitive to drive but at the same time, grounded and realistic enough that the model is believable. For more casual players that just want the experience of what they imagine driving a race car is like, I think this offers a really good time. For me, the handling model is more fun to play with than Forza Horizon, Driveclub or Codemasters own GRID series. AI offers a good race too. I upped the difficulty to hard from the outset and it feels good. The opposing AI always give me a good race, it's a battle to get up into top 3 and then a challenge to contend those positions. I really like that as I think most racing games really suffer in that department. It often feels like I'm either first or last, and that events are either too easy, or too hard. In Gran Turismo Sport I can't get a good race against the AI without deliberately handicapping myself. Overall pretty good, just would be nice if it looked the part too. If it felt like this and looked like Driveclub it could be my favourite racing game of recent years.
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Thread Game Informer: Next-Gen Survey
In line with what I've seen from other polls and whatnot. In terms of how it's inconsistent with attitudes on era, I think folks on ERA dislike the design of the PS5 much more than the lay person. I think people here think a lot more about how a console will look in their home entertainment centre and whatnot, and I can see the PS5 standing out in a bad way in many. I also think that folks here in general place a lot more favourable view on the Series X and its lineup. The folks I see talk about these systems outside of ERA are really very critical of the game lineup on the Series X. I think ERA also over-emphasises the value of Game Pass. I'm not convinced that most people even want these game-subscription services, the fact that most people want a physical system suggests they're still invested in that purchase and re-sell cycle.
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Thread Did TLOU2 ultimately underperform commercially?
While dev costs and marketing would have been steep there's no way they wouldn't cover them with the sales numbers we're looking at here. I don't know what the physical split (e.g. how much it costs to produce discs, shipping and how much retailers take), but digital sales alone will be around half of that 7m number (based on trophies tracked) which is over 200 million USD in digital sales alone. I don't think anyone needs to worry...
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Thread anyone else just frustrated with Nintendo. I want 4K Mario / Zelda with Next Gen Visuals.
I think they're fine. The only time it really bothers me is when the games have performance issues or obvious graphical blemishes. Breath of the Wild has a lot of aliasing, which undermines its visual presentation (in my opinion), and even simple indy games like Enter the Gungeon do not run all that well. Hades is constantly jumping between 30 and 60 FPS. It's just not a good way to experience these games, unless all you care for is portability. So I'd really welcome a Switch Pro in that sense. But I don't want 4k resolutions, I'd rather just see better framerates for most games.
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Thread Im now the eSports coach at our high school!
In terms of advice I think a lot of what separates great from pro players is their ability to recognize errors and keep going. I consider myself pretty good at competitive games but I don't have the motivation to reflect and keep pushing myself forward. I can usually get into the top 0.1% in ranked on games like Apex, but the push to the top 0.01% that pro players sit inside is actually much larger than it seems when you lay it out numerically. I think a big feature that separates out those players is their ability to quickly recognise what went wrong and how it could have been played differently. In psychology it's part explained by the concept of locus of control, perhaps that's worth reading into. The other huge thing I would say is that as a coach you should emphasize healthy work/life balance and positive mental health. Even as someone that's never aspired to be a pro player, I've struggled with the amount of time I spend on games trying to get better, due to the impact that all that time had on my mental health. I think a good coach would have a good understanding of mental health and how good mental health is important for players both inside and outside of the game (if you want players to perform well in the long-term good mental health will improve their cognition and attitude, as well as helping to prevent them from burning out).
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Thread Which platinum trophies do you think are the most challenging to get?
They're just kill leaderboards in killzone though. If you just play that as your main game for a week, you'll usually get it. When I was playing Apex I was top 0.01% for stats like killcount. It's not exactly hard so much as time consuming. Even if you're a bad player you can get into those numbers, again just by spending a lot of your time in multiplayer matches.
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Thread Should I buy the Dark Souls 3 DLC and When Should I play it?
Is it worth it? I bought the game for like £20 a while back and the DLC costs £20 unto itself. Also when should I play the DLC. Should I play it after I beat the main game? On my first playthrough, or on NG+? Or do you get access to it sooner? I've never bought a Dark Souls DLC before aside Old Hunters in Bloodborne. For context I just beat Dark Souls 3's main game, for the first time. Took 26 hours.
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Thread Should I buy the Dark Souls 3 DLC and When Should I play it?
I'll pick it up later then, everyone here seems pretty positive about it. Shame it's so expensive though. I have a couple of main-game bosses that I missed that I have to clear up first then I'll hit up the DLC. I missed like half of the catacombs area apparently. Just played that missed catacombs area as I was writing this, terrible area. Kept getting lost because everything looked the same and then the boss was just a re-skin of one of those asylum demon type things. Also, full of stupid gimmicks like a giant worm and a ballista.
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Thread Did TLOU2 ultimately underperform commercially?
Looks like it'll be close to 7m sold, based on the number of trophies tracked Seems like pretty good numbers to me. I think it was always going to do pretty well out of the gate though, but we'll have to see if it's affected in the long term. A lot of folks didn't like it some of the narrative elements, so that might affect its long-term appreciation.
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Thread How I would fix Breath of the Wild 2 (Ideas to improve the sequel from a Zelda fan who hated the first)
I think it's easy to pull apart a game like this, and many of your solutions come down to 'do this area of the game better'. Do you not think the developer would not have wanted better designed puzzles if they had the choice? Do you not think they would not have wanted the shrines to be more aesthetically varied, given the choice? There are some points that I agree with, but I think in general your post lacks consideration for why the design is the way it is, and in many cases the solutions you provide are not easily actionable. I've broken down the post below. I've removed the solutions for brevity.It's certainly true that the game is not that rewarding, but they focused their time into the systemic design of the world. So, less would have been placed on adding lots of mechanics and features that have to layer into that systemic design. By focusing only on the core features they can make every mechanic interact with the world in a multitude of different ways. I think the risk in unlocking new abilities and powers is that the game may not feel as good, until you unlock those. Take something like Rage 2, where the guns are locked behind vaults, dotted around the world. While in principle it seems like a rewarding way to get people to explore the environment, the reality is that without all of those guns, the gunplay is a little dull, and the game is just more fun, moment to moment when players have all of them available. So the approach in Rage 2 actually backfires, because players only get the best experience out of the game, after completing most of it. Still, perhaps there's probably a balance that you can strike that helps players feel more rewarded than Breath of the Wild, but still gives players all the tools they need to have a good time without feeling forced to get to a specific place so that the game really opens up. That's a difficult balance to strike in a game like this, though. If you consider other open world, fairly open ended games like Assassins Creed Odyssey, they don't have much for the player to attain either. Other than the progression embedded within the players skill tree and fairly arbitrary power increases (armour increases in strength but so too do enemies increase in their defense), everything is aesthetic. Perhaps a future Breath of the Wild game could have more cosmetics, or at least more variety. Dark Souls has a good approach to things like weapon variety (with a tonne of weapons in the games, but none of them are necessarily stronger, or replace what you begin with, they just provide more choice). In any case, there's a lot of approaches they might take to this, but it's up to the designers to make the right decision here. It's also worth bearing in mind that there's a lot of merit to the sheer number of options you have available to you right out of the gate. While the world may not seem rewarding, it is very flexible as a result of all of those abilities granted to you very early on. There are many issues with the weapon system, they make combat pointless as you say (though this may be the point, without an explicit reward (e.g. combat to get past someone, to obtain a chest), then combat is a waste of resources. This makes you evaluate whether you should fight, or flee. I agree though, that there's a lot of odd design with the weapon system. For one, it becomes pointless to open said chest when you already have a vast inventory of weapons, and because the only meaningful rewards are shrine rewards (stamina/health) you know that you'll never get anything meaningful, from the overworld. In that sense, everything in the overworld can feel a little pointless. Consuming weapons and arrows only to open a chest to find a weapon which will later be consumed, doesn't feel very rewarding. So in this sense I think they would do well to look at the overworld gameplay loop and reward structure. Perhaps rupees could be more meaningful in the economy, and push you to delve deeper and deeper for treasure that you could bring back to camp? Perhaps rebuilding one of the villages in a significant way could push the player to find rupees. This is just a hypothetical suggestion, it doesn't have to be as I describe, but reviewing how the player is rewarded outside of shrines would be a good way forward. As for weapon durability, I do think the idea that the durability means that fights come with a cost, creates a problem for the design. But it's important to pull back and look at the system and what experiential goal it's trying to achieve, before criticising or redesigning it. The durability system seemingly exists to encourage players to experiment, but at present the cost and abundance of breakable weapons likely stifles experimentation, as players either, choose not to fight altogether, or just cycle through a selection of the same breakable weapons to force their way through a fight. Neither of those options see players engaging with the world in fun or creative ways. I think an answer to this problem probably lies in other games with disposable weapons / mechanics, like Spelunky. For instance in Spelunky, the player always has their default weapon (the whip, and jump attack) but the player can also find a tonne of different weapons which have value because they are powerful. In Spelunky a skeleton's skull is a one-use weapon (shattering when thrown) but offers considerable value because it enables the player to do things, that they couldn't otherwise do. I think similar to that design, Breath of the Wild might benefit from allowing the player to attack freely (i.e. with a weapon with infinite durability) but then offering more situational tools in the environment that offer very particular value that extends beyond that default capability. This might be something like the wands which can set things alight or freeze enemies, or it could be a giant spear that allows link to charge large enemies down. Weapon durability could still feature, but having durability tied to weapons that all have roughly the same basic functionality doesn't help with variety at all.This is a big one where I think your suggestion is a little redundant. There are a million and one ways in which the developer could spice up the shrines, and make them more varied, but they all come with a fairly hefty development cost. They had 100+ of these Shrines to design, to minimising the aesthetic workload probably benefited the team significantly in getting all of this done. Nonetheless, for future games I do hope more aesthetic variety is something that they consider. There are a lot of means in which they could interject that. It could be, as you say themed around the area its in, or it could be something else. Personally I like the idea that shrines could contain aesthetics and styles from a civilization that did not exist in the world above, and that they let you learn about civilisations, before those? I feel that would make sense as they are supposed to be ancient places. But, that's just one of hundreds of ideas that Nintendo could use to make the shrines more visually interesting. As for the puzzle designs, yes, bad puzzles are bad. In order to get past that Nintendo would need to put more faith in user research and things like playtesting. As is, I don't think Nintendo do much real playtesting, and actually started doing this with Breath of the Wild. Still, I would imagine many of the puzzles relied upon the more oldschool design method at Nintendo, where they simply put faith in the designers to make engaging content that players will enjoy, and then hope that actually happens. You can see that in some of puzzles. There's a disconnection between how you can see a puzzle being experienced in a designers mind, and how it's actually experienced. The ball gyro puzzle is a good example of this. I can see that, someone who's experienced with the gyro controls and enjoys using them, would imagine players having a lot of fun with this puzzle. But when it sits inside the context of the whole play experience, a sudden gyro puzzle with rather strict requirements for precision just ends up being frustrating. So the solution to this issue perhaps lies within better user research processes, which is going to be an ongoing change you see from Nintendo in the next 20 plus years (at present, they are not very mature in this department). It's also worth noting that it's likely that while they experimented with this new open ended structure they may have wanted to keep the detail in the shrines and dungeons fairly minimal. It's possible that during development Nintendo did not know where the shrines would fit, or what the game would look like. The abstract nature of the shrines allows a developer to work on these without great consideration to the world above, which might be appreciable as it allows people to work more independently. Worrying about the context above and what aesthetic and puzzles should feature makes sense, but it might have been a burden that the developer did not want while they experimented with this new structure for the series.I think this was a design choice. I think an alternative could be to have a companion that generally only speaks when requested, something subtle (like Navi from Ocarina of Time), but not imposing. Someone that can be present to speak to when requested, but won't interrupt the sense of isolation. I think that your suggestion of having someone like Zelda to tag along with would really spoil the deliberate tone of the game. And even though I suggested having someone like Navi to accompany you here, it's really not required. I'd prefer it personally, but it's a very subjective thing and for some the game will offer a better experience without any companionship at all.The minimal approach to the story telling is obviously a stylistic choice, as for whether the story content is well written / engaging that's very subjective, but I can't imagine Nintendo were trying to make it bad, or uninteresting. It's likely that Nintendo wanted the story to be free-form (so players could approach it from any angle) and the most cost effective means of making this happen was just to make it very simplistic. Telling the same story 4 times is an easy means of ensuring that no player gets a drastically different experience regardless of the direction they choose to go, but I agree that it's a bit disappointing if you were hoping to be motivated forward by the narrative. Better and more diverse writing for each area would help here, but I think the narrative could also benefit by being much more spread out into the world (more NPCs, more quests, and whatnot to give the world more character). Of course, all of this ultimately just comes down to resource limitations. If Nintendo want to spend more time on the narrative then I'm sure they will allocate the development resources appropriately. Breath of the Wild had its focus in other areas, likely because they wanted to nail that more innovative free-flowing structure before worrying about things like the narrative. By stripping it back it enabled them to play with the games structure without worry. Hopefully now that they've had practice at this more open-ended structure, we can see them bring back more narrative detail and depth. --- Just some closing thoughts. For me most of these were really non-issues, I personally only really take issue with the durability system and rewards embedded into the core gameplay loop. I think had the durability system been more interesting (i.e. weapons be breakable but had value that justified their dispensability, then the game would have been much more compelling for me. Equally, I'd like better rewards than just another breakable weapon embedded into the overworld (and even the bonus chests within shrines). The rest, the aesthetic diversity, the narrative, the puzzle variety. Those are all fair criticisms but likely design choices that resulted from the already heavy development workload of this new approach to the Zelda formula. It's likely that this style would naturally become richer in those areas in future games.
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Thread What's the best mini-golf game?
I love mini-golf, both virtually and real life. I really enjoy playing it with friends, and I suppose this is because I used to play it as a kid very frequently with my Mum and sister. I find virtual golf games really relaxing, and easy to play without actually thinking about anything. Lately a couple of my friends and I have been playing 'golf with your friends' on XBOX Game Pass. As a miniature golf game it's fine. The courses are alright, but at times it gets a bit too 'wacky' for its own good (canons and stuff which I really don't like, I prefer the courses stay 'realistic'). One issue that I have with it too is that it lets all players play synchronously... there's no turn taking, you all just go at the same time, and then there's a timer on screen once one player has finished. For me, I like watching my friends take their shots (and mess up) and watching each other go back and forth attempting the hole is a lot of fun, but in golf with your friends because you go at the same time, you tend to miss your friends shots. Also, I don't see the point in rushing through the courses when we're mostly playing just to chat and hang out anyway. Here's a couple of retro mini golf games that I've enjoyed too... This one was a pretty fun mini-game embedded into the Rugrats game on PS1. I used to play this with my sister a lot, the only big issue was the lack of courses. I think there's only 9 or so holes so it's very basic, but at the time this was the only mini-golf option we had. Monkey golf was actually a really fun mini-golf game, with a fair variety of courses within its 18 holes. 36 if you also have Super Monkey Ball 2. Still, not a lot of variety here once you're done with those 36 courses. I think some of the bigger golf games had occasional mini-golf modes too, like Hot Shots Golf, PGA tour and even the N64 Mario Golf game. They seem alright though I've not seen much of them. I've also not tried many of the other dedicated mini-golf games like Infinite Mini-golf but I haven't tried any of those.
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Thread Best Headset for Next-Gen? (Getting a PS5)
Your friends are too kind. The PS4 camera mic quality is very average but it also picks up everything in the room, from the rustling of a bag of chips to the clicking of buttons on a controller. You can always tell when someone is using one, or a similar device and it's unpleasant.
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Thread Ghost of Tsushima: Legends |OT| Let the Wind Guide Us
I maxed out my Ronin, level 22 now. Gear level is up at 95. I've done all the missions on silver/gold. Gold is pretty easy, enemies are just a bit tankier. Gold survival is challenging, but it's a little disappointing that it takes so long. With gold survival you're on 25 waves, so you're looking at an hour of your time to play through one gold survival. Gold survival nets only one more drop than a gold story mission, and gold story missions can be completed comfortably in 25 minutes. The rewards for survival are disproportionately poor. It doesn't help that nothing but the final 10 waves are actually challenging either. It just wastes a lot of the players time. Also Ronin seems quite OP. If you use the +50% ghost damage, get a perk that does +25% fire damage, and then use a mix of black powder bombs and sticky bombs and you will be able to clear an entire point with the use of your abilities. Meanwhile you can be continuously healing yourself, your team mates, and revive them if they ever go down. I have a couple of legendary items. One is a healing goard which also heals everyone nearby me. I quite like it, it helps solidify my Ronin as the ultimate support character. Another are caltrops which weaken enemies that step over them, they seem alright, I guess. I'm not really invested in the defensive playstyle required to make them work well.
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Thread Who needs the D-pad?
If you think about why d-pads are used in fighting games, it explains why they're useful in all of these other context.The d-pad allows you to switch between directions much faster, and has a very definite press, you always know exactly what you're getting with a d-pad, there's no inbetween, you're either pressing the input, or you're not. So that helps players be consistent with any game that requires precision. On the whole I probably use the d-pad as much, if not more than the analog stick. It really depends what type of games you play. The popularity if first person shooters downplays the value of the d-pad in other genres.
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Thread Should more western devs try the Yakuza dev method?
Games like Far Cry and Assassins Creed sell because they promise to take players to different times and regions. That doesn't work well if the assets are recycled. Fundamentally, Yakuza is a narrative game, a JRPG, so above all else motivates players to continue playing with character development and story arcs. As such, a continuous change in aesthetic context doesn't matter so much. Especially given that the narrative context is rather set in stone, Yakuza, the Japanese theme, and likely Tokyo setting is inherent to the name. So, it depends on those factors really. If you look at franchises where it makes sense to recycle the setting, I think you see that in western game development too. People mentioned Far Cry, but there's also the upcoming Spiderman Mile's Moralis game, which takes place on the same map as the original Spiderman from Insomniac. Again the key factor there is that New York is a specific and important place for the Spiderman story, so players don't have expectations that they will be going anywhere else. But for most games this doesn't apply, because the developers use the idea of a new setting in much of the marketing. Take the Elder Scrolls games for example, each game is themed after a distinct region and therefore, players always expect to go somewhere new. That's half of the excitement of a new Elder Scrolls game. So to answer your question, it's already happening. If there's a way to cut corners and save time, then there are devs in both the east and west that are already doing it. There are a few franchises where I think this style of development could have been used, but isn't though. Life is Strange is perhaps a good example. I felt that they could have told more stories within Arcadia Bay. Maybe in a different time period, or with different characters, but I think they could have reused the setting as I felt there was still much to explore there.
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Thread Ghost of Tsushima: Legends |OT| Let the Wind Guide Us
I don't think anything would be gained from restricting them away from anything, it's just a problem that stems from the fact that these classes are simply Jin, split 4 ways. In an ideal scenario, I think you would probably want each class to have its own class weapon, or at least allow players the option to choose different weapons, so that players could build their character and class, a bit more. As is, the class system is very like Destiny, wherein you have one archetype pushed into different directions with adjustments in buffs, rather than any explicit changes in functionality. Destiny knows that it's classes aren't that diverse though, because they don't need to be. It has variety coming at the player from many different sources (many types of enemies to shoot, many types of guns to shoot them with). Maybe for Ghost 2 we could have different weapons and significantly better enemy variety that really requires different playstyles and approaches.
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Thread Ghost of Tsushima: Legends |OT| Let the Wind Guide Us
It seems fun but as others have said there's no real depth to how you build your character. They've simply stripped down Jin's character into 4, and for the most part, they're very similar. Everything overlaps. You can be an archer, a ninja, a ronin or a samurai and yet 90% of what you'll be doing will be the same waiting to attack, parrying and then attacking. Rinse and repeat because it's just the most effective way to deal with most mobs. It doesn't help that the game isn't well designed for the other playstyles. Stealth feels like it's quite an awkward way to play, you can stealth kill the first few enemies, sure, but once your stealth is broken you might as well just be a Samurai. Plus, stealth kills are so lenient that anyone can get the first few kills as stealth kills just by running up to people and hitting square before they're fully alerted. It's a good enough distraction, but I can't a large audience sticking around. I hope they keep developing on it and try to better differentiate all the character roles, and perhaps add some more missions. I think the 'always night time demonic filter' is a bit tiring too. The main game benefits a lot in that the player gets to experience tremendous aesthetic variety, just the time of day can give a mission a completely different tone. So it's a shame that doesn't vary here too. Still I do like it. I'll play through all the missions at least. I did a few survival too and they're enjoyable enough.
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Thread Ghost of Tsushima: Legends |OT| Let the Wind Guide Us
Everyone can do the same thing though right? Like everyone has 12 or whatever arrows and they can be replenished all over. I've been getting 60+ ranged kills as Ronin in survival matches and that's without any particular predisposition to have a ranged playstyle. The game doesn't even feel as though it's designed well for ranged play, same as the base game. Just as in the base game, most of the enemies can't meaningfully harm you from a distance. Arrows feel like cheating for most encounters, but that's offset by how they're limited as a resource. My issue is more that every playstyle is merged into one, than any one type ranged/close is ineffective than anything else. Close range is just the most straightforward I think.
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Thread Crash Bandicoot 4: It's About Time |OT| Let's do the Time Warp again
Here's my Crash 4 review on the off chance anyone's interested. I don't often review anything, or even write very often, but I'm a big Crash fan so I wanted to do something for this game. I liked it a lot on the whole, but I think the box collection and zero death runs required for collectibles don't sit that well with some elements of the level design, such as how long the levels are, or how the game always seems to want to trip the player up by hiding boxes off screen, or bonus levels that always seem to frustrating puzzle mechanics wherein hitting the wrong crate forces a restart.
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Thread Crash Bandicoot 4: It's About Time |OT| Let's do the Time Warp again
Just for the optional endings I believe. I haven't done it, it'll take me forever if I even go for it. I'll keep ploughing away at it in the background but I worry I'll give up. Crash 4 has so much content, which is a good thing, but that also makes the 106% challenge extra daunting. I'd argue it's harder than the original 3 games combined.
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Thread The Xbox Series X UI runs At 1080p
Just speaking from the perspective of a user researcher, we know that people don't about games in the sense that you're referring. What people care about is the player experience and for that we need to look at a wider picture than just what's inside the game. Players care about everything ranging from the unboxing and installation experience and what the menu looks like, to what it feels like to shoot a gun in the game, or how fluid a character appears to move on the screen. Just stepping away from the 4k UI stuff, but one big example of something players really do care about outside of the games themselves, is ease of use. How quickly they can achieve what they want with the system and how intuitive that process is. When the PS3 shipped, one of its biggest criticisms were that it didn't have a highly functional in-game media bar type thing, like the XBOX 360. You were heavily restricted in-game, and everything you could do, was very slow. That was because Sony didn't reserve many system resources for the OS performance. I'm not saying that's the same situation as the 4k / 1080 debate here (as the 4k / 1080 debate is a comparably minor issue), but that type of example does refute the idea that it's only what's inside the game that matters.
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Thread The Xbox Series X UI runs At 1080p
If the length of my post bothers you, then don't read it. Don't reply to it. It's that simple. Why even reply without anything to add? Your point is that my post was too long? That it consumed too much energy? So you decided to spend your time, telling me that my post was silly, because it expends too much energy? What kind of mental gymnastics did you have to perform to get here? Save yourself the energy replying to this one. It's fine to disagree with me, but in the future if you don't want any meaningful discourse I'd suggest just ignore my post.
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Thread The Xbox Series X UI runs At 1080p
I agree with the sentiment, but that's a perpetual question. To pose another example, how about we drop down to 720p. 720p is fine for the UI right? Do you want games to look and run worse? How about we take away the UI animations. Draw resources from both GPU and CPU, so we can give those back to the developers. Do you want games to look and run worse? We have to draw a line for what we want from the user experience, otherwise the never-ending performance demand of games will intrude upon it. I don't think that a 1080p system UI is a deal breaker, but I do think that 4k is better. Additionally, I think as the XSX is positioned to be the most powerful next-gen system, it makes sense to reflect that benefit throughout the system - they don't need to min-max their OS/game resources to get there, the system is already well positioned, and that affords them the opportunity to take care of the smaller details, such as the 4k UI. And so, I think they've taken the wrong approach here (if true).
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Thread The Xbox Series X UI runs At 1080p
I don’t saw how they’re going to fix this in a patch (as folks keep saying) if they’ve already made the resources available for developers to use. As far as 4k in a dashboard being a waste of resources, I strongly disagree. If you've purchased a 4k tv, then it's simply nice to have everything looking crisp on that display. Also, in my own experience 4k is actually most noticeable on things like UI elements, and less so during in-motion gameplay. So the fact that the UI isn't 4k for me, is a big deal. Also the argument that aesthetics on non-gameplay elements don't matter feels a little narrow minded. Perhaps you personally don't consciously care about those smaller details, but aesthetics do matter. I remember when I was studying psychology at university, one of the phenomena we were studying was pre-cognitive neurological indicators of aesthetic appeal. People notice when something looks visually appealing and those appealing features are viewed favourably. There are lots of interesting experiments in this space too, for instance appeal is often shown to affect task performance. The question isn't whether aesthetics matter, it's how much do they matter, and whether they're worth the cost. But, the problem with Microsoft's decision here, is that in order to answer that question they've consulted a stakeholder with only one possible conclusion. More ram gives the developer more to play with. Even if a developer does not need it, they will tell you that they want it because there's literally no disadvantage in doing so. If they don't need the additional ram, then the won't use it, if they do, they'll be glad it was made available. It's win win for the developer because they never need to consider this from the users perspective. I think that Microsoft took the wrong approach here. You need to identify what user experience you want to provide at the system level, and then deliver that without compromises. Then you can allocate development resources as additional, to that. If Microsoft needed 1gb of extra ram to get the UI running at 4k, then the system should have been built with more ram at the hardware level. If the game developer had their way, the system would boot right into their game, after all. It's not the developers job to understand the users needs from the system level experience, that's Microsoft and I really do think they're failing consumers here. Everyone is looking at next gen platforms as 4K, HDR experiences, and even the system level UI should be delivering on that.
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Thread I Just Picked Up a Skateboard at 27. Am I crazy?
I messed around a little bit as a kid with a skateboard, but never really got any good with it. But at 26 I picked up a longboard and a regular skateboard and I've been having a really good time. I commute almost everywhere on my longboard. I used to skate along the seafront in Brighton, it was a really pleasurable experience and I think it's a really nice way to get into the joy of just riding a board. Also if you're worried about going to parks full of kids... you don't need to, depending on how you want to skate. There's loads that you can do on flat surfaces, and it really depends on what you want to get out of it. For me, I mostly just find it a fun way to get around, but I also mess about on empty streets and car parks on a regular board from time to time. For me it's not a social thing, I just do it alone. I know for a lot of folks it is. But for me, I go to the supermarket carpark at 12 at night and skate alone, and just mess around. It's peaceful, and I do fall from time to time but I'm always alright. I always take a phone with me. When I was getting familiar with the board again I wore a helmet all of the time. I'd recommend it. I don't wear a helmet anymore, though I probably should.
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Thread How do I buy MK11 with everything?
I have the base game on my Canadian account. So that made it extra complicated for me, as first I had to figure out if it was actually worthwhile logging back in, buying some Canadian PSN credit from an online seller and then going from there. I don't really want to keep using the CA PSN account though because when I log into my British account it messes up some of the DLCs and stuff sometimes. Like in CTR:NF I can't buy anything (even though I don't want to anyway). I don't think it's too too complicated on the whole though but I think the switch between the Kollection and the Ultimate Edition should have been seemless. My confusion resulted from searching the store and finding no way to buy the complete copy of the game.
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Thread Devil May Cry 5 SE loads in ~4 seconds on PS5, ~24 seconds on PS4
Seems like it's just a raw improvement. Since mission loading is so brief and you have access to extra ram, you could begin loading the mission before the player even presses 'mission start' (when the mission is selected, rather than when it is actually initiated) and then eliminate the loadscreen altogether if it were truly optimised for the system. But instead, it just loads only when the mission is initiated, like the PS4 version, and benefits from the raw speed on that loading screen. If you know where the player is likely to go next, then (e.g. from mission 1, to mission 2) you should be able to eliminate loading screens entirely. It's open world and other non-linear games that pose more challenges, but the super fast SSD will help a lot there too.
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Thread LTTP: Strider(2014)
It was the game that really got me into playing Metroidvania's. I think it's pretty good. The big caveat to it I think is that the boss fights often really suck. Which is a real shame, and sometimes the level design was a little unintuitive. During the final boss I clung onto a wall in a spot that he couldn't reach and used my bird power over and over. I took no damage, and the boss never posed a challenge. I didn't even mean to do it, I didn't look up some guide to find an exploit, it was just so poorly designed that I stumbled upon it.
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Thread Larian Studios tells Baldur's Gate 3 players to stop being so boring with the character creator
Perhaps, though I did feel there's some sincerity to their closing remarks. 'We're disappointed' and 'we worked hard on this' doesn't have a 'poking fun' feel to it. Also, within industry it's a super common frustration that game designers experience. You create this really cool tool for players to play with, then set these crazy expectations of what they'll create, and then there's often a mismatch between those expectations and reality. So in that sense, I feel that it hits too close to reality to work as a joke, because it's also a genuine reflection of how a lot of designers really do feel.
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Thread Larian Studios tells Baldur's Gate 3 players to stop being so boring with the character creator
I'm not suggesting that it wasn't meant in humour, but the fact that it is the way many designers think, perhaps makes it a pretty rubbish joke. Many designers I have spoken to working on a game with a character creator, expresses something similar to the the feelings in their tweet. Some mismatch in their use expectations, and reality that places blame on the user, rather than the creator. It's also too easy to say what you mean, and frame it inside a joke so as to back away when people call it out. Personally, I've seen swaths of features from games removed or altered because of misinterpreted analytics. Features like character creators, or co-operative modes outright removed from the game because a developer had someone in studio making remarks about how players experience the game, like those featured in that tweet (not using the feature they spent time/money developing). So I suppose that's why you're seeing industry folk speak out against it more so than others, perhaps because that mindset is a very real design issue, and for some hits too close to home. Worst case scenario here is that other game devs see this and then say 'well, people don't use character creators anyway'. Justifying their choice in a single, white male protragonist. Which I think is actually a pretty likely outcome, to be honest. I reckon on more than one occasion, this tweet will be cited (internally) by designers as a rationale for not bothering with a character creator.
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Thread Larian Studios tells Baldur's Gate 3 players to stop being so boring with the character creator
This has been blowing up on my twitter feed. One of my friends has something interesting to say about it, which I'm inclined to agree with. I think blaming players for not being more creative is simply the wrong approach. Larian should be asking themselves what people typically want to achieve from a character creator, and whether this result (generic white male) is the consequence of a) a lack of awareness of the depth and options within their character creator or b) the fact that their players actually, want to make a character like this. I think the second option is quite likely. I imagine a lot of players simply want to imprint their own identity onto their player character. That doesn't mean that they're unimaginative or don't appreciate Larian's fantasy world, it may simply be the case that players are best immersed into a game wherein the characters resemble themselves. I think the starting point here really would be to investigate within their audience, what would you actually want to play as? Outside of the context of the games UX, if you could just create a character, what would it be? Then from there determining whether they're able to achieve those goals. In any case, it poses interesting UX questions and suggests that Larian still have work to do in order to better understand their audience.
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Thread How do I buy MK11 with everything?
Kind of crazy how complicated this is to be honest. Like there's technically 6+ versions of the game you could buy, and if you buy the wrong one you can end up having to re-buy it all over? Regular Physical Digital Digital Aftermath Kollection Digital Aftermath Kollection Physical Aftermath DLC (if you have the base game) Ultimate Digital Ultimate Physical Thanks though. Yeah I'll get MK11 Ultimate Digitally. I don't think it's on the store right now but I need to wait for it to release anyway so that's no big deal. Kind of silly you can't buy and play ultimate right now though, to be honest... like they now have a 40 day period where there's no 'good' entry point into their franchise? You should be able to buy ultimate now, and just receive the content as it comes, particularly as they saw fit to remove the 'kollection'. I feel like someone in their marketing department needs to rethink this whole process. At least they're being good with the free upgrade stuff though, so you can't complain about them ripping anyone off...
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Thread If Demon’s Souls is your favorite in the Soulsborne series, why should I be excited for the remake?
I think the reason I liked it more was because I felt like it had a better atmosphere than Dark Souls. One of my favourite movies as a kid was The Never Ending Story, and seeing the fog consuming the world in Demon's Souls brought me back to that style of fantasy / visual imagary, so I liked it a lot because of that. I felt hopeless, a sole warrior stepping into the fog with a vein hope of saving Boltaria. I liked that the game isn't directly interconnected because it allows the imagination to fill in more of the blanks. The world feels far larger in Demon's Souls, at least to me, even though it is smaller. Simply because the archstones only take you to specific points in the world, but they are not, the whole world. The areas individually still feature the same interconnectedness you might expect from a Souls game, but teleporting you about to completely unique environments leaves a lot of room for the imagination to fill the spaces in between. Gameplay wise, it's largely the same as a souls game. I think it's a bit easier than Dark Souls on the whole, perhaps largely because magic is a bit more powerful. Even a little bit of magic on your build can go a really long way in most of the games boss fights.
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Thread Noted anti-suicide advocate Logic (the Twitch streamer) buys Pokemon card for $226,000!
1) Logic has plenty of money to raise his child, regardless of how much he spends on Pokemon cards 2) This is an investment, the card will only increase in value over time 3) Logic wants to stay relevant in headlines within gaming spaces, he wants to kick off his twitch channel and whatnot, so perhaps things like this purchase fit into that strategy
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Thread How do I buy MK11 with everything?
Like seriously, I can't figure this out. On the store, only Aftermath (free dlc), MK11 (base game) and Aftermath (paid add-on) come up. Isn't there a way to jump in with some kind of complete edition and have everything? On amazon I found the 'aftermath kollection' but for the life of me I can't find that on the PS Store? Also, there are multiple listings at completely different prices. What's the difference? I really don't get it.
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Thread Retro Portables are Neat
There's footage of this device on youtube I think? It doesn't run n64 or Dreamcast well. I think it's the same for a lot of devices that just barely run DC and n64 stuff right now, performance is very spotty.Is there anything like this running Android 9? I was actually looking. If we had a high end device like this that could run current versions of Android, plus Playstation Now and X Cloud, it could end up being a real next gen alternative. The best option I could find was just to buy a powerful tablet and attach a controller, though that's not ideal.
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Thread Which is the more difficult platformer, Crash Bandicoot 4 or Yooka Laylee Impossible Lair?
Basically this. Though I actually didn’t mind the impossible level in Yooka Laylee, I found it fun and felt motivated to try and try again at it. I really liked going back to it and seeing how far I could get with my new hit points. I think impossible lair is actually a really good game on the whole.
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Thread The old God of War games are much more fun to replay than GOW 2018 (Spoilers inside).
I don't think I agree. I do like the older games, but they're much shorter, and I don't think their gameplay has enough depth to hold it for its duration. Also, I don't think any of them are going for replayability, but if they were.... well at least God of War 2018 has various 'builds' you can feed into. New game plus brings lots of variety to the game that your first playthrough would have lacked, letting you see encounters with a new perspective and strategy.
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Thread Why isn't there more hype in here about the Quest 2? (Comes out in 5 days?!)
I think the devices we've had over the last 5 years have already set the stage for consumer expectations from VR devices. In that sense, you're never going to see more or less excitement unless we see a huge innovation within this space. The market for VR has somewhat stagnated, and will only be spurred to grow drastically with significant subversion of those expectations. Drastically smaller form factors would be an example. That's not to say that I believe that the VR market has ceased to grow, but growth within a proportionally small market (compared to say, consoles or handhelds) is in itself, quite small. As it stands, the lay consumer will dismiss the new Oculus, for the same reason they decided not to purchase the first iteration, or an Oculus Go for their phone. The devices are too expensive, they don't like the bulky headsets and for now at least, the lack of wires comes at the cost of visual fidelity and performance. I don't think the average consumer gives a damn about the Facebook integration. They've already demonstrated they're willing to, time and time again, sacrifice their data and privacy for the sake of convenience and entertainment. Signing into Facebook is little different to signing into XBOX Live, it's just another service with a 100 page user agreement that no reads.
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Thread PS5 has 664 GB usable storage, Astro's Playroom 2,4 GB
'Owns 9 games =/= 9.6 games installed' That data is just the attach rate from digital and new physical sales. It doesn't really give us a true picture of what people play, or how many games people are playing. It's likely that a) Players don't have every game that they own installed at the same time b) Players buy additional games used, thereby not being counted in that attach ratePercentage has to be the worst measure of HDD space. I could say I have 100% space free, but if that space was 1 GB then it's functionally nothing. That's obviously an extreme example but it looks like you've chosen this measure because it reflects them to be 'the same' rather than because it offers any real value. The PS5 HDD has 664 GB of usable space. The XBOX Series X has 802 GB of usable space. Obviously the trade off is in storage speed, which I think is well worthwhile, but when we're talking SSD capacity the only real measure that matters here is the space available in GB. How much storage the OS occupies is only meaningful relative to the total capacity, so in the end, the space available is the only useful measure. The XSX will store more games out of the box. Perhaps one additional retail title, or many smaller games.
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Thread Stadia instead of next gen, talk me out of it
I suppose it depends how much of a gaming enthusiast you are. With Stadia, you'll be missing out on a tonne of next gen games. Furthermore, Stadia's experience just isn't as good as local gameplay, whichever way you spin it. There's much more latency, so games will often feel a little 'off' even with that 100 mbit connection, and any drops or dips in service quality (on your line directly, or at any point in between yourself and the stadia server) will result in a negative impact on the games visual quality and responsiveness. As far as playing on your old 1080p TV goes, I don't think you'll miss all that much. At the end of the day, a bump in resolution and colour fidelity affects such a tiny portion of the experience that you take away from playing a video game. I've played plenty of games in 4K or 1080p, and while there's usually a small but noticable difference in visual quality, I'd never really say it affects whether I'm having a good or bad time overall. The most exciting aspect of next gen systems are the SSDs and faster load times, and overall benefits to performance and graphical fidelity. All of which you'll still benefit hugely from on your older TV. Higher resolution in-game assets will look better on your TV, faster framerates will look more fluid.
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Thread Crash Bandicoot 4: It's About Time |OT| Let's do the Time Warp again
I've just about beaten the game and I really do enjoy what I've played so far. I think I will try and go for 100%, though it does seem like quite a frustrating experience. With that said, there is an overall feeling that I really don't like about the game. Compared to other platformers, like Super Mario, Rayman, or Sonic games. It feels like Crash 4 is so overly focused on challenging the player at every moment. Even something that would be a simple reward in other games, like smashing some blocks in a Mario game, can provide a source of challenge in Crash 4, with it not being uncommon to find TNTs or Nitro's intermixed into groups of boxes in order to trip the player up. These elements aren't an issue individually, they're not overly difficult individually, but the feel of the game is one that at least for me, never really feels like it aims to reward the player, or provide any respite for pure enjoyment. In Sonic for instance, you might go down a big hill and in effect, the player has to do nothing but watch the spectacle, in Mario Odysey, you might have a segment with a T-Rex where you get to walk around and destroy everything. In these games, these mechanics are fairly frequent and offer no real source of challenge, they exist for the experiential pleasure alone. Crash 4 doesn't feature anything like that. Every single element of the game has multiple layered sources of challenge (usually level hazards, and the challenge of collecting all of the boxes), and as a result I find that it feels overly intense. The box collection mechanic in particular means that the player always feels pressured to perform. These mechanics also cause the levels to offer very little flexibility to how the player approaches, and plays them. There's always an incentive to collect all of the boxes you see in front of you, and even if you're not on a perfect run, it's always worth trying to pick up every single one of these and aim to get the gem for box collection. There's never a state in the game where it feels like you can play the level in the way that you want, or just for the sake of completion. For instance, there's a segment later on in the game where you get to ride a certain vehicle, and this segment should be a really cool moment that throws back to the earlier games, but during this you're going to feel obligated to collect all of the boxes. So this fast paced gameplay segment can easily turn into something terrible, as you die over and over trying to gather every box. If you compare this to something like the musical levels at the end of Rayman Legends, where the player is forced forward at break neck pace, it's night and day, because Rayman never asks me to complete those levels collecting absolutely every lum, I can simply do my best and enjoy the experience. Rayman's collection totals are still strict, so it's possible I get to the end and I've missed to many, but I never feel like I might as well just restart or suicide if I miss anything. That objective / reward flexibility allows the player to play the game at their own pace, whereas I feel Crash 4 overwhelms the player with difficulty, and often that detracts from intrinsic fun factor that a level or mechanic should hold. I think the bonus levels are another good example of this, and one of the most frustrating elements of the game. In the previous games I used to see bonus levels as a respite from the challenge of the main level. They didn't cost lives, and usually they weren't too too difficult, and it usually wasn't confusing how to achieve everything in the level. But in Crash 4, it feels like these segments are designed to trip the player up. Tap the wrong ! box at the wrong time and you're going to screw yourself over. These levels feature both challenging puzzle elements, and intense mechanical demands on the player in the form of platforming accuracy. While some of the later bonus levels in the previous Crash games were like this, most of them were quite easy, and they offered an opportunity to reward the player with a tonne of more lives. That sense of reward is almost entirely gone in Crash 4 (perhaps an inadvertant consequence I would contend that on the whole, the average player whom will never see the 100% completion badges, would get more enjoyment out of the game if they simply decided to forget the boxes, but that's difficult to do when so many of the rewards are tied to them (since they give Wumpas, meaning they occupy 4/6 of the gem slots on each level). This difficulty is confounded by two features of the games design. 1) Levels feel quite long, longer than they are in previous Crash games, meaning that the relative punishment for missing a box or dying is significantly greater. 2) The linear level design wherein the player cannot backtrack to collect anything, means that again, the punishment for missing a single box is much greater than something like Mario Odyssey. I feel as though if Crash wants to evolve it's formula it should think about how it evaluates the players performance and rewards the player. While the level design is generally excellent, the tasks imposed on the player can often suck the fun right out of them. I would have liked more attributes of the exist purely for their experiential value, and objectives that encourage the player to play the game in a more flexible, and fun way. For instance, if the game never asked players to collect everything, and avoid death at the same time, that would free the player up to take more flexible routes on their 0 death runs, and encourage different playstyles between the two. Another example of a means in which to encourage flexibility would be to forgive the player for missing a certain number of boxes. I'm not saying that's how the game should be designed, but I think that Toys for Bob should think about the level objectives and how they interact with the play experience.
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Thread Console Controller Signal Extender - Do They Exist?
It does sound like an interference problem or something like that, because the Dual Shock 4 is good for a pretty good range. I can operate my PS4 from my upstairs bedroom, that means the signal is passing through maybe 30 feet, a thick wall and a cabinet. I used to get interference issues and they would feel like a briefly spotty connection, or lag on the pad, and they were being caused by my phone, which was using 2.4 ghz wireless. Have you tried other controllers too? Since you seem so close, it doesn't seem like a range issue to me. Perhaps a defect or interference, I'd try and remove those possibilities first before I tried to do something extreme like rearrange my loungue or attach some goofy antena into my PS4.
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Thread Trying not to get spoiled in Danganronpa
One example would be, not to make threads like this. You haven't beaten the third game, yet you're out here asking someone to come by and ruin your day. Not that I would do that, but there's always someone out there, and if you engage with conversations about the game on other forums, or places like youtube, then I'd imagine you'd get spoiled quite quickly.
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Thread Giving my Dad my PS4 on the condition he completes 1 game - what should it be?
I would say that Ideally you would want him to beat a game that will compel him to play more games. My mum (who's 55 years old) beat Uncharted 4 last year after my sister and I chipped in to get her a PS4. She was really blown away by the graphics and went on to play some of the prior Uncharted games too. I think it's a good introduction, since it's got a fair set of accessibility features. It'll aim for you if you want it to, easy mode drastically lowers the difficulty, and so forth. My mum can't complete the tutorial in Plants Vs Zombies, but she beat Uncharted 4, and that really blew me away to be honest. The only caveat I would say, is it sets very high expectations. After playing Uncharted 4, there's very few games that she's both interested in, are accessible, and feature similar quality. She could play something like TLOU, but zombies and horror aren't really her thing. Your Dad might be different, so he might move from Uncharted, to TLOU and games like Tomb Raider and Assassins Creed. All of those have great accessibility and that third person action style game is a genre that's well catered for so it gives them a selection of games to look forward to each year.
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Thread Where is the hype for the CrossfireX campaign?
Decisions on which game to make, or not are typically made by a handful of executives, not the studio as a whole. So while no one twisted their arm, that leaves a lot of folks working on a game that in my opinion, isn't a very interesting project. I also don't agree with the idea that this is outside of their comfort zone. The Crossfire team won't be funding this because they believe Remedy are a risk. Remedy make games that are ultimately, third person shooters, and the transition to making the campaign of an FPS is absolutely, inside of their comfort zone. If anything it sees them reigned in creatively. This is just my opinion though. Obviously for others the project might be more interesting but for me, CrossFire itself couldn't look any more dull.
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Thread Should Sly Cooper get a Remaster?
They just need to get a solid PS2 emulator going and re-release some of their classic titles with upscaled resolutions and framerates. I don't think the franchise, at least right now, is worth the attention of a triple A studio remake, but I think Sony in general need to be doing more to preserve the legacy of their franchises. Sly Cooper, Wipeout, Motorstorm, Killzone, Resistance, Twisted Metal, Socom why funnel so much money into these intellectual properties only to allow them not just to fade, but disappear entirely. Then later on they could at least consider rebooting these franchises, but as is they're becoming so irrelevant that they would be worth less than a new IP. Even God of War, which is still one of its flagship franchises, doesn't have its original two games available on PS4. It's hard to understand why this is, honestly. If we compare to a company like Disney, they understand the importance of preserving their brands by making them available to new audiences. In Disney's case, they can reposition and reboot these properties, for continued value (though I must admit the disney remakes are terrible). Sony just don't seem to get that. But, I suppose their banking on Playstation Now to preserve these titles, or something like that. Which is a big shame, because I don't see Now taking off any time soon, or offering the quality of experience that's appropriate for revisiting these titles, even.
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Thread i'm starting Bloodborne now as my first Souls game, what do i need to know?
Probably the most valuable advice I could give anyone playing the Souls games is to try and fight enemies one at a time. If you're getting outnumbered, don't be afraid to run away and 'reset' the encounter. So long as you've killed everything in your path, the space behind you is always safe and you should use that to your advantage.
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Thread Late to the Mediocrity: Infamous 2, spoilers for the first 2 games I guess
I actually think Second Son is a really good, and generally underrated game. I think Infamous 1 and 2 are decent games too. I just really hate the main character. In fairness the other two are standalone expansions, but they're expansions nonetheless. I'm not surprised you didn't remember them as 'infamous games' as for me, they're too attached to their respective mainline entries.
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Thread Master Chief in Super Smash Bros Ultimate, is it actually realistic?
I think it's unlikely now that Steve is present. Of Microsoft's characters he's got to be one of the worst pics. He's popular, sure, but less so than Steve, and a worse aesthetic fit than Steve, so that decision made sense. And beyond Steve, do we need more Microsoft representation in the game? Surely Ori would make more sense if so, since that game at least features on Nintendo's platform. It's possible, but I don't think likely. With that said, Snake doesn't seem like a good fit conceptually, and yet he's in there. It's really a series where anything is possible.
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Thread Jim Ryan: PlayStation about big blockbuster games that cost a lot to make, Game Pass model would not make financial sense
Your argument seems more equally, if not more flawed, since it seems to make a lot of presumptions about the success of a platform and ecosystem that we have no realistic projections for. It's all good and well saying that Microsoft are shooting for an audience that are not presently catered to, that aren't counted for in that 170 million combined bubble, but what precedent do we have that success their product will reach that audience? You're also speculating on the success of titles that have not released yet, sometimes from studios that are entirely unproven (The Initiative). Plus I don't think you're really factoring the competition that Microsoft are going to have for that untapped audience. Sony themselves have their own cloud gaming services and subscription models, and while Jim might say that the game pass model is not for them, you can bet they'll be extremely quick to copy any model that finds success. Plus of course, Google and Amazon will be big competitors for that audience. All of that isn't to say that your vision for Microsoft's success isn't going to come to pass, it may well do, but I think your prediction of the future factors in a lot of unknowns. Honestly, I think Playstation will look more towards cloud services, and that wider audience, once they've cashed in on the PS5. They want and need as many people to buy their hardware as possible, since that's where they make most of their cash. Diluting that doesn't make any sense, so anything that takes focus away from their hardware sales, wouldn't make sense. But I think that's likely to shift in the future.This is what I'm thinking also. Sony aren't stupid. They aware of the market projections for cloud services (I think potentially 3 billion $ in the US market alone). They will want a slice of that pie too.
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Thread So, I must ask: how can people have such massive backlogs?
I play to enjoy myself, if my interest takes me elsewhere, it's usually because I find that new game more enjoyable or interesting at that moment in time. I don't feel bad about leaving games behind, or in my 'backlog', I just play what takes my fancy, when I fancy. I think a lot of folks over think the idea of a 'backlog' and burden themselves with the idea that they need to play all these unfinished games. It's okay to not finish a game. It's okay to play a game for 30 minutes, experience the core gameplay loop and say, I enjoyed that but I don't feel like playing more of it right now. For me, I often play a game for 30 minutes, an hour or whatever and then I feel like 'I get it'. I understand core gameplay loop and what the game has to offer, and it I had decent time with it, but I don't want to play more, at least not at that moment in time. To use an analogy, I play games like a wine taster, sometimes you don't need to consume the entire thing, to get the full experience. I find this especially true for games that built with clear loops in mind, once you've gotten a decent experience of the core gameplay loop, you're only missing some minor variation here and there. Sometimes I enjoy the moment to moment feel of the game enough to keep playing or even beat the game, but I never push forward just for the sake of progressing, or the idea of beating the game.
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Thread I think that Sony and Microsoft are going to have to change things to stay ahead of Nintendo in the future
What else would someone be referring to that Nintendo lack? All three of these companies use cloud infrastructures to both build their games, and for players to experience them. What Nintendo notably lack, is a streaming service. But as I say, I don't think that's much to be missing out in, in honesty.
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Thread I think that Sony and Microsoft are going to have to change things to stay ahead of Nintendo in the future
I'm still unconvinced by this. We still don't have flocks of people gravitating towards cloud based gaming services, despite their availability. Outside of ERA I've never even heard of anyone speak of it, and inside enthusiasts forums, people complain about latency, bandwidth dependency, and lack of content ownership. I feel like we're likely to see cloud gaming sit quietly on the sidelines for a long, long time. Perhaps profitable and complimentary, but not revolutionary.
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Thread Retro Portables are Neat
I looked into the Moqi i7 a lot before buying this and it looked like the user experience was really compromised there. Yeah it can play a lot of stuff, it's got a lot of power behind it, but the buttons don't seem all that great, and a lot of games use emulators that are mapped to the touch-screen, which you then use a button profile to map it to the buttons? It seemed unpleasant, but maybe you can give more detailed impressions. I would say that the user experience is the big issue with these devices right now. The RG350m is okay after you learn a few things, and so long as you have an SD card ready with roms, it's good to go right out of the box. Just point the emulators to your roms, and you're good. But there are a few issues with the user experience, for instance the way to close each emulator is coded, within each emulator. So you close the PS emulator by pressing the power button, the GBA emulator by pressing Start and Select. It's always a bit of a faff and I had to google how to get out of the PS emulator the first time. Not to mention, the system OS treats the right most face button as the 'confirm' button, but many of my games do not. It flips back and forth on a game by game basis based on how the developers have mapped the controls. Not much you can do about it, but it's not as good as say, playing on the original hardware within your region, as you'd never have that issue.
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Thread Retro Portables are Neat
I just bought a ANBERNIC RG350m and I have a Retroid Pocket 2 on its way and I'm already wowed by the ANBERNIC. I know it's not that new or anything, folks have been using PSPs for the same purpose for a long time, but the quality of these devices seems to be skyrocketing recently. The ANBERNIC RG350m feels like it could have been produced by Nintendo/Sony. Really high quality build, in fact I think it's nicer than my Switch and Switch light. It has a metal shell, really nice analog sticks. A nice IPS display that makes the games really pop. I was playing SotN on my PS4 the other day and I booted it on the 350m and it's just all around a better experience. It looks better, feels better, it's portable. Lovely! Here's a couple of shots of my 350m. I was playing SoTN in bed last night and it was such a nice way to experience the game. Is there an OT for these? Maybe we could make one. There's loads of stuff to discuss regarding emulation quality, CFW and whatnot. Not only are the devices really impressive right out of the box, I think you can have a tonne of fun tweaking them.
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Thread Retro Portables are Neat
It depends completely on the game and the emulator and how that's performing. I feel like there's no latency on the device itself, all the GBA and genesis games I've tested seem to provide a near instantaneous response. Both the dpad and analog stick seem nice, at least for platformers, racing and action games. In terms of latency on PS1, I was playing SoTN on PS4, and switched to the RG350m and they felt about the same. No issues doing what I wanted to in-game. I also able to win a few races in Wipeout 3 special edition without issue too, which is a fairly demanding game in terms of your response times. I'm getting games onto the system by using a fairly convoluted method at the moment. You can push them onto the internal SD via the USB port, but you have to use an FTP client to make that work. The easiest way to move games is to have an SD card reader on your PC, and then use the second SD card slot for your games. Just drag and drop the roms you're good to go. I've got an SD card in the post, so until then I'm using the more complicated F2P/network drive method. I paid £120 for the RG350m, and I'm pretty sure I got ripped off at that price but I bought it because Amazon said they could do next day delivery. You can get a regular RG350 for like £60 The only significant downside to the regular RG350 is the screen is a lower resolution, and you have a plastic rather than metal case. The lower resolution screen only really comes into effect in the menus though, so it's not noticeable for 95% of what you play (I don't have the regular 350, but I watched a tonne of reviews before buying). In the end I just paid a lot for mine for the sake of getting it to me within 24 hours. If we compare to the Retroid Pocket 2, which I ordered directly from Retroid, I have no idea when that will arrive. I emailed them and they sent me to a confusing delivery dashboard... So I'm just going to forget the Retroid 2 for now, it's evident they're trying to ship all their orders asap, but getting an exact order ETA from them is confusing. It's probably 2-4 weeks away. The Retroid Pocket 2 cost me £95 though, that was with the expensive shipping option.
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Thread Crash Bandicoot 4: It's About Time |OT| Let's do the Time Warp again
Love the game so far. It feels so good to play and control Crash. My one big dislike is the hub. Why did we lose the warp rooms? It's nice to have playable spaces as hubs, they're interactive and playful, and they immerse you into the play experience (even if the game is unrealistic). Here it's very 'gamey'. You select a tile and click 'play level'. It feels like the map menu from a mario game. I appreciate that it shares similarities with Crash 1's level select, but I think the Warp rooms were better.
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Thread While MS nailed hardware of XSS/XSX, Xbox Game Studio kinda completely botched software for launch/launch window
I'm not doubting that. But prior to Halo 1, Halo's release was also, an unknown quantity, and yet it still had a lot of excitement surrounding it. Resistance was the same, often even touted as a Halo killer, for the PS3. Of course when it actually released, people saw it was a great, but not perfect game. Not quite as good as the 360s own Halo 3 which released a little later, but nevertheless, at the time, it was something exciting for Playstation players to get behind. Having that there at launch is a big deal, I think.
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Thread IGNs 28 Best Game Pass Games
Of these, these would be my must plays. Some good titles in there. Though I already own all of them aside the Master Chief collection and Forza 4 on other platforms that I prefer to play on. I do spin up gamepass to play Forza and Halo from time to time. I think one of the big ones missed off on here is probably Halo 5 multiplayer.
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Thread Very LTTP: Destiny 2 - I've been missing out on a great game
I feel like you're about 200 hours away from realising you've wasted almost 200 hours of your time. Truthfully, that's how I've always ended up feeling. It's always ended with me going 'Wtf am I doing? Why am I playing this?' Still, I can't deny that I had some fun with it. Especially with Destiny 1, but in the end I always find myself pushing myself towards a pointless grind that always leads into repetitive and often poorly designed activities. But by that point I'm hooked on the grind, the idea of improving my character, so I end up forcing myself through a lot of unenjoyable stuff, for the sake progression. It takes a long time to snap out of it, take a step back and realise that I'm sinking so much time into a game which when you analyse it's component parts, really isn't all that good. Sorry to be so negative, that's just my experience with the game.
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Thread Dirt 5 won't transfer progress from PS4 ------> PS5 (but it will on Xbox One ------> Xbox Series)
Borderlands does not. I lost my PS4 saves on Borderlands once already, they're local. Presumably the game just needs to search for a save file using title ID a, or title ID b. Smart delivery on XBOX means that developers don't need to do anything, because there is only a, but it shouldn't be all that difficult for devs to set their games up so that they can read both. With that said, I think people on ERA are blowing the value of this feature out of proportion. It affects what, a small number of titles that release in the next few months? Late adopters possibly suffer, but if you're that concerned then it probably just makes sense to wait and buy the PS5 versions of the games that you want to play. I think outside of ERA, most folks won't even think about it.
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Thread While MS nailed hardware of XSS/XSX, Xbox Game Studio kinda completely botched software for launch/launch window
Prior to launch Resistance was a cool unknown IP from Insomniac with a good amount of hype behind it. I agree it's not as good as any of the games in the original Halo trilogy, but that wasn't the point at the time. The PS3 was launching with a new, big exciting shooter for people to play. And it did end up being pretty good, even if the series as a whole fell short of what it could have been.
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Thread While MS nailed hardware of XSS/XSX, Xbox Game Studio kinda completely botched software for launch/launch window
I agree. I also disagree with the idea that Halo would have turned this around. A single FPS title from a single first party studio is not enough to get me excited about the launch of new hardware. The PS3 had a terrible launch, and that had Resistance. So many of those launch titles are very much known quantities, even with games like Valhala being new games, they're not exciting. I know exactly what that game is, and how it will play. We need games that pull us into what the new hardware has to offer. I do think launch lineups don't matter too, too much, so long as the launch window is populated. But after the initial hardcore audience buy your hardware, it will be your exclusive games that are drawing in new players. Hopefully Infinite turns out good, and some of the other titles aren't as far out as people say. Starfield in 2021 will be a big boon.
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Thread Atomicrops is pretty good
I noticed we didn't seem to have even a single thread about this game on era. I was interested in this game, mostly because Raw Fury tend to publish some pretty good stuff. Then I checked out the reviews, and I was a little disappointed. It has 67 on metacritic for the Switch version, which I think suggests it's an especially good game. But I had a read over many the reviews, and noted that one particularly low score tanks the metascore for the Switch version of the game. That tends to be a problem with indies, which are only reviewed by a handful of critics, as it gives each individual perspective a lot of power. Other reviews lament the lack of content, but then I think to myself playing games like Geometry Wars and Resogun, and good twin stick shooters don't need masses and masses of content to be addictive. In an any case, over on Steam the game has a very positive reception, so I decided to bite the bullet and give it a go, especially as it's on sale on PSN at the moment. And I found after a couple of goes, I really liked it. I find the core gameplay loop of going back to your farm, upgrading it, and progressing further and further into the wild, addictive. I think if you go into it expecting a rogue-like experience, where you're exploring lots of different dungeons, then you're going to be a little disappointed. I think it shines as a more arcade style, twin stick shooter where you're trying to survive as long as possible against increasingly complex enemies and bullet patterns, all the while protecting your farm. As someone that likes twin stick shooters, and arcade games, I really enjoyed this and wanted to try repeatedly to see how far I could get. I think the difficulty is that it's a game with a lot of harsh edges. That's not necessarily a bad thing, but there's a lot of features that players are likely to bounce off of. I think twin stick shooters tend to be quite challenging, so the initial level of difficulty might be too much for some folks to enjoy (though I actually found it quite easy, I see people complain about the difficulty in comments and such), the art style is quite garish, and polarizing. The blend of farming and twin stick shooting is fun, but I doubt there's much overlap between people who like Stardew Valley and those who like twin stick shooters, so it's an odd market to shoot for. But none of those harsh edges make it a bad game, they just narrow down the audience a bit. At the same time though, they make the game unique, something you won't have played before, and I think that's appreciable. If you like twin stick shooters and are keen on the idea of playing one that's a bit different, with a bit more strategy than is typical, then I think you'd like Atomicrops. The game is on sale now on PSN, and I think it's worth the £6.99 or whatever it was I payed for it. I'm finding it oddly addictive. So far, I don't think it's doing very well. Hopefully the devs are doing okay because it's obvious that a lot of hard work has gone into making the game. That's a snapshot of the PS4 player count from gamestat. Just 3,000 players isn't a lot, even if they paid full price. In any case the game has my recommendation, and I just wanted to draw a bit more attention to it.
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Thread Would you have given GTA V a 9,5/10 or a 10/10 in 2013?
It's the most impressive living city we have, so I think that alone makes it worthy of the attention it's received, even if not quite so high scores. With that said, the gameplay could stand to be a lot better, and the depictions of women in the game should be a lot better too.
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Thread Super Mario Sunshine's 92 on Metacritic feels higher than it should be considering today's discourse about it. Was the discourse different back then?
Honestly, I never knew the triforce hunt wasn't liked until ERA. As a kid I just accepted it and I enjoyed exploring the world. The endless expanse of sea gave it such an atmosphere.
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Thread Super Mario Sunshine's 92 on Metacritic feels higher than it should be considering today's discourse about it. Was the discourse different back then?
It's the best 3D mario game, so it deserves higher than 92.Wind Waker is the best 3D Zelda game. So that's why it's ranked highly. I'm full of takes today.
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Thread Super Mario Sunshine's 92 on Metacritic feels higher than it should be considering today's discourse about it. Was the discourse different back then?
I don't think that's true. Maybe they say nothing with a fine degree of detail, for instance I don't think metacritic really tells us a 92 is better than a 96 or so, but I think games with a 92 score, will generally be consistently better than games with a 70, or something along those lines. You have to interpret the scores individually, and there are exceptions for games that have particularly polarising themes, or elements of a game that are especially subjective (such as games that rely upon humour), but I think to say that the aggregate critical reception tells us nothing of a products quality, is a little extreme. As a very basic example, metacritic tells me Yooka Laylee (75) is worse than Super Mario Odyssey (97), and that A Hat in Time (79), sits somewhere in between the two. Having played those three games, I'd be inclined to agree.
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Thread Spelunky 2 is out now on Steam - 10% Launch Discount
Yeah, the ghost mechanic seems fun at first but then you realise it can be super annoying. With that said, in the first game my buddy and I had a lot of fun with it, because we found this trick where if you found a wheel of prizes shop you could sit there all day and make infinite money. Normally the only issue with using it endlessly is that the ghost will come and kill you but if you have one player die and blow the ghost back at the store entrance, you can sit there for literally hours in a single stage. You can end up with virtually every item in the game and a lot of cash. It's pretty funny... and really breaks the game.
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Thread What analog stick layout do you prefer?
It's a lot easier to be more accurate with the right analog stick in the central position (the position it's in on the DS4 or XBOX controller. I think it's easier because your thumb pivots over the analog at a higher position, so you end up with more control. You end up using the entire muscle, your thumb and tendon down to your tendon at the base of your wrist. The upper position allows you to still move the analog stick, but you're using a smaller range of motion in your tendon/wrist. So that can be good for comfort, but less good for accuracy. So that's an explanation of the asymmetrical layout really, it prioritses control on the right side, and comfort on the left. The problem with this layout though, is it assumes that folks don't use the d-pad, because having that at the lower position on the left side, is forcing your thumb into a less comfortable position, for an interaction style that doesn't require precision. D-pad inputs are simplistic, you don't need that wider range of motion that comes from having your thumb extend out from your hand to this lower position. So, anything that uses a d-pad, just ends up being much less comfortable on an asynchronous style layout. It's especially true for the d-pad because unlike an offset analog stick, the dpad isn't raised to meet your thumb. Because of that, I think that the DS4 style design is better for a wider range of games. You can play things like 2D platformers in absolute comfort using the dpad in conjunction with face buttons, and the analog sticks which tend to demand a bit more accuracy, are in a position that helps you achieve that. The compromise is, that if you're playing games that use the left along in the long term, you might find an asynchronous layout more comfortable instead. But for me, as someone that bounces between 2D and 3D games on the regular, the DS4 is just better for your hands. Obviously everyone's experiences will vary depending on hand size and whatnot.
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Thread Spelunky 2 is out now on Steam - 10% Launch Discount
I have a good time playing MP with my girlfriend locally. I don't really think the game is designed well for multiplayer though. It either breaks the game (if you use local mp players as sacrifices, you can always get a chalice from kali) or makes it too hard (where local players always trigger stuff you don't want them to). Sometimes there are scenarios where having another player really does screw you over. Like in the volcano level there are these platforms that fall if stepped on, and unless you both jump at the same time, you leave no way for the other player to progress. Of course you can always use a bomb or rope, and you do get more bombs and ropes in co-op.... but the design isn't ideal. Another example is if one player gets a jetpack, and the other doesn't... it sucks because the camera is tied to someone that's either flying around in the sky, or stuck on the ground. It can feel like playing as Tails in Sonic Mania. Basically, being player 2 just sucks a bit in this game. We still have fun though, and even if player 2 does die it doesn't take too long to revive them.
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Thread Instead of Destruction All-Stars, Sony should have given Lucid the Twisted Metal license
I think Twisted Metal was a product of its time, and as a popular franchise it also comes with too much baggage. People have too many expectations of how that franchise should feel, how it should play, and what form it should take. It would ultimately restrict the studios creativity, and leave them between a rock and a hard place. In scenario a, they create the Twisted Metal game that's faithful to the originals. It feels like the originals games, with updated visuals and perhaps a new twist on the existing formula in one way or another. It's reasonably well received for it's faithfulness to the franchise, but ultimately fails to gain an audience among players who are looking for more depth than is typical of games in that fairly rigid vehicular combat genre. In scenario b, they create something more creative, akin to what they wanted to build with their own IP, just using the twisted metal franchise. Again, it's reasonably well received for its game design, but slated for its treatment of the intellectual property, with critics and fans suggesting the studio did not understand the original games. In both cases, the game struggles to stand out. With that said, I don't think Destruction All Stars looks all that interesting either. I think that Lucid have a very talented technical team, but there's something absent creativity. You can see that in Switch Blade too, it's very accomplished on a technical level, but it's just not all that fun to play. It feels like a mash up of scraps from different game ideas, a moba and vehicular combat game, with some weird tag system, where you play as a human briefly after you die... it doesn't have a clear direction for the player to get invested in, and I think it's not only the gameplay that suffers for it, but the marketing too, as people see it and don't know what they're looking at. Destruction all stars looks like it has all of Switch Blades problems. With slightly better branding and marketing. Only time will tell if it makes all that much of a difference.
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Thread Was Marvel's Avengers a success?
Well I think part of that stems from the fact that licensed IPs aren't often associated with high quality in the video game space. People have been burnt for so long by licensed video game titles being synonymous with bad video games, that they're probably more cautious. I also think that people consume a lot of media surrounding a product before they buy, today. Predominantly in the form of youtube reviews and impressions videos. I could go into a Marvel movie and know what I'm going to get, without watching a youtube video. I know it'll be at least entertaining and it doesn't cost me more than £10, so that's fine. In the same way, folks will buy a Call of Duty or FIFA game without really thinking about it, they know what they're going to get. But licensed video games are such an unknown quantity. Perhaps, Marvel should stick to a particular style and quality standard for their IPs. Work with maybe one or two studios that they know can put out consistently high quality titles that offer a good representation of their properties in the video game space. Build that relationship with players, and then, if they must, try to monetise it into a bigger, avengers style game. MCU wasn't built in a day either, and it feels like Marvel Avengers takes too much for granted. It's not given that players will flock to your game if it features the Marvel license, you need to prove you can make persistently good quality products in this space, first.
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Thread Was Marvel's Avengers a success?
I wouldn't expect Steam numbers are all that indicative of the success of a game like this. It seems targeted towards a console audience. This site tracks how many people have logged a trophy on Marvels Avengers... 1.6 million. Seems like an alright number I suppose? Now let's compare to unsuccessful vs successful games... 1.5 m sales early followed by a slow incline. It doesn't say anything for engagement which I think is the biggest factor with these titles. The developers want people to keep playing, endlessly... which we know didn't happen with Anthem. Obviously these trophy stats are only a proxy for sales, but I think they paint a good picture of how the population of a game develops over time. Note that you don't have to earn a trophy to tally into these totals, you just have to load the game up on an account. That creates some issues as you could have one copy of the game logged multiple times, if it's played on multiple accounts. In that sense it counts total users, rather than total sales. Nevertheless, at the moment the answer is that it's impossible to say much about the success of the game because we know nothing about it's sales performance over time. If you look at Plants vs Zombies Garden Warfare 2, it didn't pick up sales very quickly but it was able to sustain its sales throughout the 2 year period. Even today, new users are picking up Garden Warfare 2. According to Gamestat more new players are picking up Garden Warfare 2 than Battle for Neighborliness, which is a strong testament to the long-term popularity of the former game. The metrics here that are most meaningful are total sales, and weekly active users (not daily, because there might be specific reasons that people are more or less inclined to log in during certain days). We can see here that the early for Marvel Avengers are... to be honest, a bit underwhelming. They're in-line with Anthem, and a far cry from something like Destiny 2 (which isn't pictured hear, but has 5 million users tracked on PS4 within its launch window). That isn't to say that Marvel Avengers won't be a successful game, but it doesn't look like one right off the bat. Success will depend on whether they can draw in new players, especially going into the holiday period, and with upcoming updates. The data in the OP, regarding daily active players on steam definitely makes it look like the game has a problem with churn. We would need to be see data from previous days / weeks to really understand what's happening. But it looks like a lot of folks that bought it on Steam, aren't coming back to the game. This might be what you see from the typical churn rate of a free to play mobile game. The data we have is a little different, since we'd normally want to know how many players we had on day one, versus now, but we only have concurrent players. Nonetheless you can use the concurrent player count to similar effect, just be aware that you're probably getting a much larger number of players logging in over the course of the entire day. Usually, retention measures would be Day 1 daily active users Day 7 daily active users Day 28 daily active users And for a mobile free to play, you might be expecting a 10% retention rate by day 28 (pictured above). Using the CCU numbers on steam, we have something similar to that...but the big issue here is that Marvel's Avengers isn't a mobile free to play, people have paid money to be here. So you might expect retention to be quite a bit higher. I'm certain that Crystal Dynamics do. So at least in my opinion, it points towards a problem with player retention. I don't have data on what churn rates should look like among console games, but if we look at something like Destiny 2, that's much better performance than the 10% retention rate that the Steam data paints for Marvel Avengers. But no one can really know outside of Crystal Dynamics and their publisher. That trophy data I presented is only a proxy for game sales, Steam data only represents the audience of the game on single platform. We don't have the complete picture. Nevertheless, if I had to make an estimate based on the limited information that we have, I'd wager that the game is significantly underperforming, on all fronts.But, there are still factors that are up in the air. I'm sure that the developers have a big marketing push planned for this game, as well as updates and whatnot, surrounding the upcoming holiday period. Whether this games future will be one akin to Plants vs Zombies Garden Warfare 2 (healthy growth, decent player retention), or Anthem (poor growth and retention) will be more evident at the end of that period. So I think a good time to pass judgement on this games success will be around late January, February time.
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Thread Developer's/creator's choice: a gatekeeping excuse to keep easy modes out of games.
In general I think that the developers vision argument doesn't hold up. Because developers usually don't have a vision for a specific difficulty. They have a vision for a particular player experience. That's an important distinction. Because for instance, if you watch my Mum play something like Beyond Two Souls, and after 30 minutes of failing the intro quick time event over and over again... you're not going to look at that player experience, as a designer, and say 'yeah, that's the designed experience, that's my design vision'. You're going to want to change the game, so that that player can experience the game in the way as the rest of your audience. My Mum has very slow reaction times, so she couldn't keep up with a lot of the demands in Beyond. She couldn't experience the design vision. Critically, difficulty isn't a set of parameters that you can tweak in a game. Difficulty is the subjective experience that results of an interaction between the players abilities, and the challenges presented by the game. No two players are going to experience the same difficulty. So, assigning specific parameters for how your game should be played, ultimately falls short when it comes to providing the player experience envisioned by the game designer. In the example above, Beyond didn't achieve its design vision for my Mum, because the pre-set difficulty (requirement for reaction times) was too steep. I don't think many people at Quantic Dream would look in on that experience. Watch how the game was not simply difficult, but impossible, and say 'yeah, that's our design vision'. Truthfully, difficulty settings aren't just accessibility options (which they absolutely are), they also reflect an understanding of the fact that your game won't be experienced in the same way, by all players. In that sense, difficulty options go beyond accessibility, and are simply good game design. For what it's worth, my full time job right now is 'game accessibility researcher'. What I do day to day is speak to developers and players about accessibility (more so, developers at the moment).
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Thread Does anyone else wish they had made all their digital purchases on Xbox 360/Xbox One instead of PS3/PS4?
I don't make purchases expecting them to be used on any hardware other than the hardware I make the purchase on. So no. But, it would be nice to play Motorstorm again. That's the biggest thing lost really, the past exclusives. However, it's hard to blame Sony for wanting to innovate with their hardware. I think they made the wrong decisions with the PS3, but I'm still glad it wasn't just a plain black box. They thought the Cell would deliver a better experience to players, so that's a noble endeavour. And once they'd gone down that route, that was bye bye forwards compatibility. But, that's okay. I do wish they put more work into emulated backwards compatibility though. I think they have such a huge library across PS1, PS2 and PS3 games, they would really put the XBOX back catalogue to shame if they put the effort in. Even getting PS1 and PS2 emulation on the PS5 early, and opening a digital store front for any developer to make their roms available would be a nice addition for me.
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Thread Sony needs to clarify the PS4 --> PS5 Cross-Save situation
This is the fairly obvious answer. PS4 saves should literally be the exact same data, so there's no real reason they wouldn't be movable over. Even if Sony for some silly reason didn't support PS4 cloud save transfer on PS4, I'm certain the new system will allow you to move saves via USB. But PS4, to PS5 games, that's different save data which means we need some sort of software based process going on to interpret the save so that it can be used in the PS5 versions of the games. That's going to be on a developer to developer basis. Sony can't universally do this, but it shouldn't be that difficult for developers to do either, so it's weird to see it not happening for games like Yakuza 7.
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Thread Whatcha Buying in 2020? (NEXT-GEN EDITION)
So far the preorders I have are Spiderman Miles Morales PS5 PS5 Pulse Headset XBOX Series S I don't want an XBOX Series S, and obviously, I can't play my Spiderman game without securing a PS5 preorder. So I'll be sat there on launch day with my new headset and no system. Alongside an XBOX Series S that I have no interest in setting up. It's going to be a great time.
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Thread Your first PSN Trophy?
Same. When I got my PS3 I would just play the campaign over and over. I was so wowed by it, and I really loved both the game feel, and the general level design. So it was easy to want to replay it, even though it actually has no explicit replayability. Aside a few boring collectibles, there's not much reason to go back and do it again, but I just loved how satisfying the game was to play.
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Thread Is Metroidvania a genre?
I think metroidvania is probably a genre reserved for titles that directly mimic the structure of Metroid, Castlevania or something in between. I don't think RPG elements are a requirement, so in that sense I think that metroid-like is probably more fitting for many of them, but metroidvania just allows the term to cover a wider scope of games, rather than having two terms (metroid-like and castlevania-like). As for using metroidvania as an adjective, I don't think that actually has a lot of value. I think some degree of 'metroidvania' design in open world games is almost a given today. A large number of games are driven by ability acquisition, with players motivated to keep playing by the idea that they're progressing, and growing stronger by playing. Therefore, one of the means in which you make the player feel like that progression is worthwhile, is to hint towards it earlier on in the game. You see it in everything from the Batman Arkham, and God of War games to Spyro Reignited and Pokemon. I don't think it would really help anyone understand what Spyro 2 or 3 is doing if I were to use the term metroidvania, or Pokemon for that matter. I think we have better terms for describing that element of the design that more people will understand. Spyro 2 is a 3D platformer where you collect gems and orbs in order to progress through levels and learn new abilities. Spyro 2 is a 3D platformer where you progress through a series of levels with metroidvania elements. I think just saying that you learn new abilities fine. The player can presume that the abilities are used for something valuable, such exploring more levels, because that's the predominant nature of the game. Describing it as having metroidvania elements wouldn't help many people understand what's going on, because a lot of people aren't familiar with the term, and it's quite a minor part of the game, really. I think for game designers, for discussions on forums on ERA and whatnot, metroidvania works fine as an adjective as it describes a specific type of gameplay loop where the acquisition of abilities is allowing players to probe deeper and deeper into the world. In that sense it's like a game design pattern, or a term that encompasses a specific set of game design patterns that might help people who are well versed with game design nomenclature understand the type of design that your game is trying to convey. But ultimately if I used the term with my mum, or even my sister (who both actively play games), they wouldn't have a clue what I was talking about. I'd describe Ori and the Blind Forest to them as a 2D platformer and metroidvania, but I would never use the term as an adjective to describe any gameplay elements with them, just because it doesn't mean anything.
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Thread What is the best first person shooter on ps4?
Apex Legends Titanfall 1/2 Doom Overall I'd say the best titles are underwhelming. The problem is that there's not many developers pushing into creative spaces within the FPS genre, who also have a sizable budget. The developers with the big money are content making the Call of Duty's and the Battlefront's, and games like Doom and Titanfall stand out because they are at least doing something to push the genre in an interesting direction.
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Thread Anyone enjoying Nexomon Extinction more than Pokemon SWSH?
I picked this up yesterday and it's really good. The biggest drawback is the art direction. As others have suggested it feels very mobile. It doesn't look bad, but at times the art doesn't look consistent. Like you'll have 3D models next to 2D sprites, then in another scene you have some weird almost flash-like animation, a high resolution character on a lower resolution background during a scene. It doesn't feel like it all comes together that well in places, and while it doesn't look bad, it does persistently remind you that it's a lower budget game. Other than that, the Nexomon designs are really cool, and I like that you have a lot of flexibility to building your team. Progression feels quite rapid, and even though the game requires you to 'grind' it has a lot of features that make it more convenient, like rainbow cystals that you can find in the environment that heal your whole party to full, meaning you don't need to go back to town. You can take battles as and when you want them too, as trainers don't aggro you from a distance, and wild encounters require you to walk into the rustling patch of grass. The world seems fairly interesting to explore, though I'm only around 10 hours in. There's a lot of people to speak to, but anyone who has anything interesting impactful to say (like offering a trade, or offering a quest) has a marker above their head which honestly, is a nice addition. On the whole, it's a good alternative to Pokemon and I think if they keep iterating forward, especially better realising the games art direction, then Nexomon could be a real competitor. It seems like a popular game among players too, 5 star rating on the PS Store, very positive on steam, etc.
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Thread How Oodle Kraken and Oodle Texture supercharge the IO system of the Sony PS5
I get that, but on the site I linked I can see a difference when more detailed textures are compressed. Even though that difference is very slight, you can pick it up in the minor details. I doubt that I would be able to see that different at all, in a scene as simplistic as the Warframe scene. I'd like to see the comparison on say, close the in a detailed scene in something like Modern Warfare. I'm pretty certain you won't be able to see a difference regardless of the scene / game. It's just that, in the close-up textures presented on the radgame tools website, you can see a difference despite the claim 'invisible to the human eye'. There's a visible difference as you flicker between the compressed and uncompressed, highly detailed textures, in their demo (linked below).
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Thread How Oodle Kraken and Oodle Texture supercharge the IO system of the Sony PS5
That image looks untextured though. Not the best point of comparison. I'm sure that there's a texture applied to those assets, but it lacks detail. You can see the real differences here... Pretty much non-existent. I dispute the idea that the differences aren't visible to the human eye though. I can see a difference in the compressed and uncompressed textures, but not a meaningful one.
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Thread Find me a game ad more terrible than this
I don't agree with the content of this add. But did it get people writing about the white PSP? Yes. I think it's the wrong approach. You want your game to stand out for the right reasons. But to the marketing team, the result of this is probably better than no one talking about the product at all.
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Thread Why is everyone in games acting like disastrous climate change isn't a thing & that we just continue business as usual?
You might like this article. It fits in with how some of the data/cloud-driven elements of our societies future can be made more environmentally friendly.
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Thread What does a paid upgrade for Spider-Man tell us about PS5 BC?
I think also for games that have dynamic resolutions and things like that, you'll see them hit the upper end of that dynamic resolution consistently. So, on the whole you should see a performance improvement in terms of framerate in many games, and a mild visual improvement in some games.
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Thread my rights to have a free digital upgrade with no extra costs and I am not rebuying your stupid games.
Honestly there's been a lot of drama associated with this, on channels like Jim, encouraging anger towards devs selling their updated re-released. However, I think if you purchased your version of the game for a PS4, you're ultimately only entitled to run that version of the game, on a PS4. If they give you a free upgrade, great, but it's not fair to expect one. If the developer had to go back to their code to alter, and improve the game, then that cost them money. Rereleasing the game will have cost them time, and resources, and in order to make any upgrades worthwhile, there has to be a sizable financial incentive. I think the logical answer here is an upgrade path. Reward loyal consumers while charging a minimal fee. I think for games that are releasing around now, like say, Cyberpunk. Those upgrades should be free. It's in the publishers interests to advertise those upgrades as free because otherwise consumers will feel that they have the alternative option to simply wait, and buy them on new hardware. Spiderman released ages ago now, there's no chance that consumers made the decision to purchase while pondering if they should wait for a PS5 upgrade, but that consideration will get in the way of sales for games like Cyberpunk or the new Call of Duty if it isn't promised ahead of time. Just my opinion. Please don't beat me up because it's anti consumer or whatever.
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Thread Who is Xbox's best first-party developer (revisited after Bethesda acquisition)?
ID and Playground. I think Arkane make decent games, gameplay wise. They're very creative and interesting from a mechanical perspective but I really don't think they're especially good at story telling.
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Thread Your thoughts on Engagement Based Matchmaking?
That's not how a lot of things work inside industry. To be honest, it's rare that industry lead research is published at all, and from my personal experience, it's not at all uncommon for developers to speak about matchmaking as an engagement problem. Often times, research is actually lagging behind what is actually being practiced, inside industry, because studios do not want to publish what they are doing, for fear of their competitors adopting the same strategies. For instance, Ubisoft published their SDT survey, describing how they were applying motivational models to improve player engagement in their games, in 2018, however that survey was first used on The Division in 2016, likely during development sometime between 2014 and 2015, 3-4 years prior to the publication of the research. The authors also write 'to the best of our knowledge' they're unaware of any title that 'formally' treats the matchmaking system as an engagement problem. But the reality is, that unless you're working within any particular studio, 'the best of your knowledge' is very limited, everything is NDAed and studios often do not publicly share information that they might feel provides an advantage against their competitors.
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Thread Skill Based Match Making
I was going to say this also. In Apex Legends ranked I get to like, top 1% but then I constantly meet people who are in the top 0.1% or so and they feel like they are so far and away from me it's insane. I have a 5.0 KDR and some of them have 15+. When you get to those very high levels it also becomes problematic because you're in a very small pool of players. So the matchmaking really struggles to get you matches with similar skill. In theory, it'd be better if you sub-divided even that small player pool, into another rank, and let the 1% fight each other to find out who belongs in the 0.1%, but then you'd have endless matchmaking times for the 0.1%. At the end, you're always going to have people ahead of the curve. Who get put into a bracket where there skill is ultimately, not consistently matched by the rest of the matchmaking pool.
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Thread Skill Based Match Making
I'm fairly certain that much of what you're seeing in games today is not skill based matchmaking, it's engagement based matchmaking. A few years back there was data pushed around the industry that showed that hard SBMM had no impact on retention compared to no SBMM. But engagement based matchmaking, which essentially manipulates the matchmaking parameters to ensure that no one loses too often, was more effective. I think this lack of impact refutes the idea that SBMM leads to a better player experience. Obviously those alleged benefits aren't all that material. The notion that without SBMM, players are getting rolled over and quitting all the time, doesn't appear to hold true, at least not in that study / game context. Here's my previous thread about EBMM/EOMM. The aim of something like the matchmaking system in Apex Legends is not to make sure you have an equally skilled game every time, but to make sure you keep playing. In order to do that, they benefit by identifying what scenarios cause people to quit playing (often, losing streaks) and taking steps to prevent those scenarios from occurring (throwing you into games where skill is unbalanced in your favour). So that's why you flip flop between thinking your great, and thinking you suck. At least that's often my feeling when playing many modern online games.
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Thread Spelunky 2 |OT| Speak "Friend", and Enter
This is going to sound quite weird but are the backgrounds blurry for anyone else when your moving? I played the game earlier today for 30 minutes and got the worst retinal migraine. I felt like it was blurry when I was moving, which does make me feel very unwell in games... but it's quite rare. I can't tell if the blurring is real or the result of my migraine, since my migraines also blur my vision and make me super light sensitive.
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Thread Disgaea 6: Defiance of Destiny announced (Switch/PS4, Switch Exclusive in the West, Summer 2021)
Folks are talking a lot about Switch exclusivity here, but is that confirmed? I know it's the only announced platform for now, but it might come to PS5 and others later?
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Thread A call to Era's developers and mods about the "think of the poor devs" argument.
Someone asked me to post my thoughts over here so I'm going to repost what I posted in the other thread: From someone that's worked on multiple games, and I suppose had my livelihood tied to the success of the games industry broadly, I agree. I hear this all the time, the idea that you shouldn't skip out on the purchase of x game, because it 'punishes the developers as a whole' but the reality is that This is a capitalist economy, workers are not at the value of their labour. Your money ensure job security for staff working on the project, but they're not directly benefiting from it. Even if the game does well, they might be let go for some arbitrary reason, if the game does poorly, they might be kept on to work on other projects so long as the game was a technical / critical success. There are many individual factors that influence an employees job security working in the games industry. The relationship between your individual purchase and professional success of individual or group of employees is tentative. Besides, you can be sure that a lot of people who care about x issue less than you do, will still buy the game, your individual purchase is not an all or nothing deal for the developer. It's £50, and you can only hope that there are enough likeminded people, so as to dent their balance sheet and have someone notice. (such as, continually working with someone, or on an intellectual property that is socially harmful). If the developer or publisher is in that situation, its their responsibility to protect their staff. Either by dissociating from the people that are causing said social harm, or at the very least, compensating for it.If I'm a game developer working on something that's causing social harm, then I want that to be penalised. I'm not saying that people deserve to lose their jobs, or anything like that, in an ideal world the publisher takes the hit and moves them to a new project. In an ideal world, those who did lose work as a result of consumer backlash would be supported by universal basic income, so that no one had to suffer. Yet, we don't live in that world and it's still important that we have this feedback loop. I'm not going to buy every controversial game because some of the people working on it depend on their livelihood. I don't buy FIFA games because I think what the FIFA organisation do is unethical, I'm not going to support systems that I disagree with.If you're oh so concerned about the financial well being of the senior management at whatever triple A publisher has riled everyone up, go buy another game, from anyone else. They all pay salaries. Heck, if you want to do someone a real favour, go find a cool indy game. Go give someone on Itch.io your money instead, they'll appreciate it, it'll pay their rent. You'll be paying something much more representative of the value of their labour.
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Thread "Punishing the Devs" is a shitty counterargument for not wanting to buy a game
From someone that's worked on multiple games, and I suppose had my livelihood tied to the success of the games industry broadly, I agree. I hear this all the time, the idea that you shouldn't skip out on the purchase of x game, because it 'punishes the developers as a whole' but the reality is that This is a capitalist economy, workers are not at the value of their labour. Your money ensure job security for staff working on the project, but they're not directly benefiting from it. Even if the game does well, they might be let go for some arbitrary reason, if the game does poorly, they might be kept on to work on other projects so long as the game was a technical / critical success. There are many individual factors that influence an employees job security working in the games industry. The relationship between your individual purchase and professional success of individual or group of employees is tentative. Besides, you can be sure that a lot of people who care about x issue less than you do, will still buy the game, your individual purchase is not an all or nothing deal for the developer. It's £50, and you can only hope that there are enough likeminded people, so as to dent their balance sheet and have someone notice. (such as, continually working with someone, or on an intellectual property that is socially harmful). If the developer or publisher is in that situation, its their responsibility to protect their staff. Either by dissociating from the people that are causing said social harm, or at the very least, compensating for it.If I'm a game developer working on something that's causing social harm, then I want that to be penalised. I'm not saying that people deserve to lose their jobs, or anything like that, in an ideal world the publisher takes the hit and moves them to a new project. In an ideal world, those who did lose work as a result of consumer backlash would be supported by universal basic income, so that no one had to suffer. Yet, we don't live in that world and it's still important that we have this feedback loop. I'm not going to buy every controversial game because some of the people working on it depend on their livelihood. I don't buy FIFA games because I think what the FIFA organisation do is unethical, I'm not going to support systems that I disagree with.If you're oh so concerned about the financial well being of the senior management at whatever triple A publisher has riled everyone up, go buy another game, from anyone else. They all pay salaries. Heck, if you want to do someone a real favour, go find a cool indy game. Go give someone on Itch.io your money instead, they'll appreciate it, it'll pay their rent. You'll be paying them for the value of their labour. Hopefully I don't annoy anyone with these thoughts. I know this kind of topic can be controversial.
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Thread The DS Lite remains the ultimate handheld gaming device in my eyes
I mean in practice, not theory. I don't recall all that many games that used the touch screen all that well. Yes, it works as a menu interface but I don't think that alone justifies the design when it comes at the expense of form factor and battery life. Yes, the DS does have good battery life compared to those other systems, but those systems have lower battery lives because they come packed with much better screens. When I'm evaluating the 'ultimate' handheld, I'm also thinking about emulation, which is where I think the dual screen factor becomes really lacking. When compared to alternatives, you're using a system with fairly poor picture quality, and a lot of wasted screen space. In general, I think you'd be better off with a retroid pocket 2 or similar device, than you would a DS.
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Thread What prevents Microsoft from matching Sony’s price on the high end?
I think that's very subjective, but you wrote it as given. If anything I think that most people will see it the other way around. Gamepass certainly offers more objective value if we want to simply count the total price of the games on offer, but I don't think that's how people (at least traditionally) consume games. I think the way the majority of consumers purchase consoles, is they see a game they like, and then they look at the necessary steps to play that game. Their sense of value is tied to the experiences that the platform offers to them, and it's the unique experiences (the ones they can't get with other platforms) that end up influencing the consumers sense of value the most. At least that's my take from players I have spoke to about their platform ownership in the past. Sometimes it was simply 'it was the cheapest platform I could play FIFA on' but I'd say a majority of the time those conversations came down to a particular title they could only experience on a particular platform.
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Thread Did the Tony Hawk's series just have the biggest comeback ever in critical reception?
To be honest we're seeing this with a lot of Activision's old franchises. They seem to know what they're doing better than any other studio on this front. If you've fucked up your franchise, it's okay to take a few steps backwards and ask for a do-over. Consumers will forgive you because all they want are good games. Though we can't confirm it yet, Crash 4 looks great. Crash Team Racing Nitro Fuelled is great. THPS1+2 is a fantastic remake, and I expect we have games like Spyro 4 on the horizon soon. More developers should take note. If you can't figure out what you're doing with your IP anymore, perhaps go back to when it was great, and then you can try and iterate from there. From a good foundation you can move the franchise forward to something new and appealing. I think there's often a misconception with these older titles that it was just nostalghia, and that they weren't truly good games, but I think games like THPS prove that that just isn't true. If anything, those older titles, driven to entertain above all else, are much more enjoyable than many modern games that seem driven to get as much time (and money) out of consumers as possible.
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Thread What the hell happened to sports games?
EA were making pretty good games then they figured out that they could get more money by manipulating kids through ultimate team than they can by consistently pushing out good games. Therefore, most of their development efforts are funneled into FUT, at the expense of everything else in the game. But to them, it doesn't matter because they're making a crazy amount of money pulling kids (and adults) into these pseudo gambling games.I think the suggestion that you can't have a meaningful discussion about the design of these games, while also criticising FUT and EA is a little unfair. Yes, a lot of folks on ERA dislike EA and how these games are handled, but most of that distaste is well founded. When I was working in industry, we'd often get people in called 'detractors' to give insight onto a game. People who had for whatever reason, didn't like a particular game or IP anymore, and those players often provided the some of the most valuable critique.
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Thread Mulan (2020) - Review Thread (RT: 81% | MetaCritic: 69)
The worst movie I've seen this year. I was shocked at how bad this was. Generally poor acting. Little character development. Then you'd have these scenes which expected some kind of emotional payoff, but it wasn't built up or earned, so they'd fall flat. Fight choreography was generally poor, with most enemies just going down way too easily, especially the final fight. There just wasn't anything to like here. Sense of scale for the combat was also terrible, often felt like 5 guys fighting another 5 guys. The costumes looked fine I guess, but not realistic as I felt that they just looked overlight bright and clean. I'm sure the armour details were realistic enough, but anything they do in that department was offset by magic bird lady flying about and ruining everything. Just a terrible movie.
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Thread Ubisoft India Explains Why Prince of Persia: The Sands of Time Remake Looks the Way It Does
Seems a bit unfair to compare some of those so directly. Crash and Spyro are faithful remakes of the original games, but games like FF are complete re-imaginings. FF 7 Remake is entirely a different game to FF 7, but Spyro Reignited is just a graphical overhaul, really.
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Thread Should Nintendo's shadowdropping of announcements be the norm?
I thought a shadow drop was a term reserved for dropping a game without an announcement? But in this case, you're talking about how they didn't announce, their announcement? Isn't that just called a surprise? Are surprise announcements good? Yes.
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Thread Street Fighter V has had 2.7 millions new players pick up the game since it came out to PSPlus (Not purchased)
We can settle this to some degree. 11% of players have the trophy for playing '10 network battles' (this excludes battle longues). I think it's likely players would do a standard network battle (ranked or casaul) sooner than they would end up in a battle longue, so that probably captures the majority of people who have actively played the online multiplayer. Obviously, it doesn't capture players who play less than 10 games, but I'd say if you're not sticking around for 10 games then you wouldn't have had a tangible impact on the online community anyway. So based on that data, we have 270,000 new players giving the game a real go online. That's sizable. However, it's also likely that people who play the game via plus, engage with it differently. After all, they didn't really want to be playing SFV. If they had, they would have bought it a long time ago, they're playing it because it's free, which might mean they only dabble in the story mode to get some trophies, or that they feel altogether less confident playing online because they're less familiar with how fighting games work.
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Thread EA Play (former EA Access) joins Xbox Game Pass Ultimate/Game Pass for PC at no additional cost
Yeah basically. I'm kind of done with Apex now though because I was playing it so hard that I found it was harming my mental and physical health. 2000 hours on Apex within a year is too much. I'm going to play CNC remastered though, which I wouldn't have done before.
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Thread EA Play (former EA Access) joins Xbox Game Pass Ultimate/Game Pass for PC at no additional cost
I just see things differently here, perhaps based on conversations that I've had with folks in industry, about how publishers are looking for new ways to distribute their games in more recent years. Consumers see these services as offering good value because of the sheer quantity of games on offer, but in reality these services are not something which will save the average consumer money. Getting the titles out there is a method of getting players embedded into EA's live services for the long haul for titles they wouldn't have otherwise been interested in, it's a strategy that's explicitly designed to increase consumer spend, not one that's designed to reduce it. I like game pass and I pay for game pass ultimate, but more specifically I suppose I do not like EA's games and their typical monetisation structure. Many of the additions to game pass offer obvious value but I feel that the majority of players will still end up purchasing the EA games they actually want to play, and at the same time, we see EA with a foot in the door for many of their live service models (some of them outright manipulative and in my opinion, harmful) that they wouldn't otherwise have. That just doesn't represent a fantastic value proposition to me, and folks replying with 'insane value' and things like that, I feel are overplaying the value more so than I am downplaying it. But, that's just my perspective. Obviously for any one individual, it may represent more or less value, than any other.
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Thread EA Play (former EA Access) joins Xbox Game Pass Ultimate/Game Pass for PC at no additional cost
Well that much is natural, but it seems as though it needs to be said else anyone that argues against the value proposition for themselves, is accused of downplaying the announcement. Hence the footnote on my post. I'm quite a fan of game pass on the whole though. It's almost the only way I consume games on PC, just not a fan of EA games in general. Packed with what I believe to be often unethical MTX, and their sports games () benefit organisations whom I believe to be quite simply, evil.
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Thread Speculation: Could there be a third PS5 sku as yet unannounced?
Nah, there’s no dev kit for it so that’s not going to happen. For the Series S, the XBOX dev kit has for the longest time allowed developers to switch between ‘S’ and ‘X’ mode. The PS5 dev kit doesn’t have such a mode, so even if they did announce a new model now, devs wouldn’t have had time to adapt their games for it. Most PS5 games I’m aware of have gone gold now. So a new SKU now seems like an impossibility.
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Thread LTTP: I'm somehow enjoying playing Mafia 3. It's crazy.
It's really not that bad of a game to be honest. The only issue I remember having was that the city felt empty. Combat was still fun, it's just that was almost all the game had to offer really. The story was decent enough. It's like, most of the component pieces are good, it's just that it's missing a few pieces to make it a great game. It's easy to see how Hanger 13 could make a Mafia 4 based on Mafia 3's foundations, and have it turn out really well. That's more than can be said for many games and studios, wherein there are so many raw design issues, that it's difficult to see a way forward for the series without reinvention. I actually attended Hangar 13's opening party in Brighton a few years ago. I only spoke to a few of the people there but they seemed nice. I'm hopeful their future games will be great.
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Thread Now That We Have The Deets; Non Xbox Owners, Will You Purchase a Series S?
Have a PC so I don't see myself buying an XBOX, but maybe. We'll see... That poll is pretty damning though. Especially when you consider a certain proportion of the 'buy' votes will be from people who are already XBOX owners and didn't read (or care for) the entry criteria for the poll. When making polls it's best to include an option that fits their category even if you're not interested in their data (so, in this case, you would have an option which says, 'I already own an XBOX console). I did own an XBOX ONE X until very recently though. My PS4 Pro broke maybe 6 weeks ago and I had to trade the One X in to buy a new one. But I didn't feel like I missed out on much since I have a PC with Gamepass anyway.
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Thread I think Microsoft should do benchmarks on the Xbox Series S vs Xbox One X
I don't think Microsoft will want to emphasize one system is weaker than another. If anything they'll show their games on the Series X and not talk about the series S outside of its pricepoint. They'll emphasize the highest end graphics, will emphasising the lowest end price point. At least that's my take.
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Thread How do you feel about bots being masked as human players?
I recently loaded up Spellbreak for the first time, and it was pretty evident that the first game that you play, was against bots. The game makes an effort to make you feel as though they are human players. They have human, ish names like TheScrubKiller and things like that. But on close inspection, you can see that all the names follow the same format. Additionally, the player behaviour isn't typical. They don't jump where you might expect them to, they don't react to your attacks in a way that you might expect (e.g. if you get shot you might try to reposition, but a bot does not). As a user researcher I've run usability tests on games where players thought they were playing against real players. In mobas especially the bots were much more convincing to new players than in first person shooters, likely due to the freedom of movement. So while in Fortnite and Spellbreak they might be predictable, they can be made to be convincing and I suspect the AI in shooters will improve over time to the point that they are also, convincing. In any case, how does this affect your enjoyment of the game? Do you regularly recognise that you're playing against bots, and does that matter to you? For me, if I can tell that I'm playing against bots, the experience is ruined and it makes me feel like I'm wasting my time. It immediately makes me want to play something else. I think it's better in scenarios where the game is open about what's happening, telling you to play one bot game before playing against real players, but games that do that are quite rare, with most games I see opting to try to fool the player instead.
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Thread How do you feel about bots being masked as human players?
I played Fortnite before they added bots so I don't know, but I think so. Yet I feel that Epic's AI would probably be fairly capable? In Spellbreak the bigger problem is that it affects the atmosphere of the game. It not only feels like a cheap win, but an entirely unenjoyable one, bots don't run around frantically searching for fights, so the game feels very quiet and empty compared to matches with real players which are much more dynamic, and engaging.I'd really be interested in studying whether how convincing they were as an AI affected players sense of competence. It all relates into social determination theory of motivation. Social determination theory posits that among other components, players need to feel component in order to feel motivated to continue to play. Featuring bots at the start enables players to get a kill, and therefore, attain a sense of competence. However, I would hypothesize that awareness that the AI is in fact AI, and not a human player, would detract from that, and possibly even have the inverse effect.
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Thread How do you feel about bots being masked as human players?
I agree with that. However, running around a ghostly quiet arena searching for terrible bots isn't exactly a good experience either. At least not for me. I think the bot has to be convincingly challenging to instill that sense of competence in players. That's my experience.Yeah perhaps not because after my first game it seemed to be a mix of both bots and players. With mostly bots, but occasional players. It's not altogether clear though. Since bots are mixed in there, it's hard to tell who is who early on. Obviously the first game is a bot game, but after that, I don't know.
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Thread How do you feel about bots being masked as human players?
I think in some games bots or artificial advantages can work... though I'm not sure about increased damage as you suggest, as that might mess the experience up for other players. In Rogue Company your first game is against bots too (I think?) but it's not so obvious. They aim and shoot at you, I couldn't tell. I think in those Gears of War style arena shooters, it's hard to notice, and they can give you a good game. But if your bots are bad, then it just doesn't work. Like in Spellbreak, because the game features a large 'open' map, pathfinding can't realistically be scripted, which makes the AI harder to design. They need to be able to design AI that can adapt to a wide variety of terrains and make decisions that at least make them look like human players. Most of the AI in Spellbreak just move in a straight line to the zone, then stand still and shoot at you if they see an enemy. It affects the dynamism of a battle royale, fights don't flow as they should, and in my opinion, it's really unenjoyable. In Paladins, the bots are the worst because they can't actually use many abilities. For instance Evee is a squishy character that flys around, but the bots controlling her have no programmed pathfinding for her flight ability, so they simply don't fly around. It makes the game seem very dull until you get to play with human players. I think the best solution is a bottom tier SBMM pool, for the players who are either new, or really bad at the game. New players can enter that pool and get a kill or two before moving into the rest of the community. But players who can't play the game well, or say, players with disabilities can stay in that pool and play with folks who they have a chance of killing. Maybe you could mix bots into that pool to make up the numbers, but I don't think it's satisfying for it to be all bots, especially if the bots are very poor like in Spellbreak or Paladins.
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Thread How do you feel about bots being masked as human players?
I won my first 3 games before I found a player that I felt acted like a human, and even in that game I felt like some of the players were not human. Apex uses a very low skill / new player queue instead, which I think is a viable approach too.
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Thread Hot Take: Spyro Original Trilogy Better Than Mario 64
I really think they're both just fantastic games. If I had to pick one it'd be Spyro 2 because I just have more fun with that game personally. I can appreciate that they both have good and bad elements about them though. Mario has a pretty poor camera, and it does feel clunky in places. Especially during smaller levels like Big Boos Haunt, or when you're swimming. Swimming in Spyro feels so fluid, in 64 it's a bit of a chore to be honest. But I think one big difference is that most of the time, Spyro really isn't a challenging game, most of the time it's not even a platformer. Sure you're jumping up ledges and exploring a 3D environment, but it's rare that platforming is the explicit source of challenge. It's a game that feels like it's designed for you to get to the end. Whereas Mario 64 really challenges you to see if you can get the star on each stage. The peculiar thing about Spyro, is that it features occasionally really rather extreme difficulty spikes. Usually the chases or flying levels end up being much more difficult than the rest of the game, there's a notorious on-rails section from the third game that's a perfect example of this too. It just wants to do a few too many things at times, I think. But there's something really satisfying about Spyro. I love how quickly you can move through the levels. The camera is pretty good and keeps up with the action. Flying and swimming both feel liberating, giving you almost complete freedom of movement. Smashing crates and collecting gems has a really good feeling. Mario has it's own style, with platforming systems that afford creativity with 'movement tech' but we have to be realistic, the average player, particularly when the game released, did not play these games like that. So, I really like both of them, but for different reasons. It's cliche to say it, but they're apples and oranges really.
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Thread Destiny celebrates 6 years with more than 167 million Guardians created and 8.6 billion hours played
While I found myself disappointed in Destiny, I do feel that it's the most influential game of the past decade. For better or worse.
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Thread "Adjust your brightness until the icon in the middle is barely visible."
I usually set it as suggested but if it's a competitive multiplayer game then I often set it way brighter than I'm told, as this often enables you to see enemy players in dark spaces, like interiors.
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Thread EA Play (former EA Access) joins Xbox Game Pass Ultimate/Game Pass for PC at no additional cost
I think some people are perhaps misunderstanding what is actually included in EA Play. It's just the EA Vault, which are typically older titles. If you relied on the EA Vault to play the sports franchises, you'd be playing them 8 months the outdated versions of the game for 2/3rds of the year. If you're the type of person happy to play their sports franchises almost a year behind the annual installments, then you're probably also aware that you can pick them up for £2 second hand. EA Play in particular thrives off of the idea that they're offering value through games that people are no longer purchasing. Not to mention, most of these games have transitioned to heavy games as a service models, so many of them are they're each trying to nickle and dime you in their own way. Still, free is free so there's that, and there are some cool games in their if you dig around, like Unravel and A Way Out.
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Thread ResetEra Game of the Decade 2010-2019 (NO 2020 games) -Voting Thread (READ THE OP)- [Voting Ends October 4th, 12PM EST]
I'll come back here and write something. [x] Animal Crossing: New Horizons [x] Apex Legends [x] Bloodborne [x] Crash Team Racing: Nitro Fueled [x] Enter the Gungeon [x] God of War (2018) [x] Hollow Knight [x] Life is Strange [x] Nex Machina [x] Persona 5 Royal [x] Spelunky
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Thread Sony announces a special week... for PSVR
I feel like you'd be a fool to jump in on PSVR now if you don't already have one. It's so far behind everything on the market, and there's surely another headset somewhere on the horizon. I'm interested in upcoming PSVR games, but we need a new headset before I'll jump back in.
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Thread EA decided to add full-on commercials in the middle of gameplay in UFC 4 a month after it's release so it wasn't talked about in reviews
If they had these adds up front, then people and reviewers could have expressed their views on this aspect of the game prior to purchase and have voted with their wallets. This practice is unambiguously wrong - and it's not akin to adding lootboxes to the game post-launch either, because usually those lootboxes bring new content, so they're not technically changing the existing content of the game. This changes the existing content, by placing adds over the top of it. Also folks saying it's a good feature because UFC already features adds. I think that's some wacky mental gymnastics. You're telling me that if you had a choice, you would want to see adds in real life UFC? Often, the benefit of video games is that we get to experience things, without all the crap that it comes with in real life. You're familiar with seeing advertisements in UFC, but that doesn't mean that those advertisements make UFC spectatorship a better experience.
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Thread [Poll] Did we overestimate the influence The Legend Of Zelda: Breath Of The Wild would have in the design of open-world videogames?
I agree but you can see that influence already. Marvel Avengers, Gotham Knights, Suicide Squad, all releasing in the same period, all with their own monetisation model. I know that the monetisation model for Gotham Knights and Suicide Squad hasn't been announced, and I know that the studio has said that Gotham Knights isn't a 'service model game', but it's not especially clear what they mean by that, and I bet they will be packing it full of DLC and extra things to do that keep the player engaged, even if they don't end up featuring things like a battle pass. You're also getting Outriders, Godfall, Borderlands 3 DLC, Destiny 2 New Light, Warframe updates and so forth, all within the same year. Ghost Recon recently turned full GaaS with breakpoint, and the Assassins Creed games are more and more focused on selling XP boosts and cosmetic DLC than ever before. In the racing space, you have games like The Crew and Need for Speed doing the exact same thing to their own franchises. Obviously it's in the sports franchises too, like FIFA. We're seeing it happen to action games in the aforementioned super hero games, it makes sense that we will see this style of design spread further and further. Destiny is in my opinion, by far the most influential game of the last year. They transitioned from Halo into something that was infinitely more monetisable, and for a lot of developers that's very appealing. They'll come a point where we'll be debating between gaas lite style games, like Assassins Creed which have heavy monetisation but no FOMO or seasonal passes, and full gaas orientated games like Avengers which are packed with events and battle passes. We're almost there to be honest. I expect next gen launch to be packed with gaas titles, probably even a majority when you start counting the free to plays.
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Thread [Poll] Did we overestimate the influence The Legend Of Zelda: Breath Of The Wild would have in the design of open-world videogames?
From what I've heard from casual conversations with developers, I'd say the most influential game that you're going to see for next gen titles is probably Destiny. A lot of live service, living world type stuff.That disneyland park design has featured in a lot of game dev talks and articles, and you hear people cite it commonly as an influence on their design in the last 10+ years. There's a GDC talk about that disneyland style park design in games, dating back to 2009. A lot of the open world games were playing now are designed in the way that you describe. Look at Sunset Overdrive for example, a game that chooses to use waypoints to guide the player towards current mission objectives, but also designs the city with key landmarks that draw the players attention to different directions... https://************/4Iub.png Games like Arkham Knight do this well too... Those games are more directly story driven than Breath of the Wild, the narrative isn't emergent, you can't just explore and stumble upon another means in which to progress. I think that's the key difference, but the open worlds themselves, they've been designed around that disneyland style, driving players forward with landmarks for a long time. In that sense, it's more the narrative structure that differentiates these games from Breath of the Wild, than it's open world. You could arguably make Arkham City much more interesting to explore if its narrative was emergent, and the player simply discovered cool locations and unravelled the plot, but I think a good story is much harder to tell in that format. I think Breath of the Wild reflects that too - where the story isn't exactly good, but honestly doesn't really need to be either. In the future I think we'll see more games try to strike a balance between this approach and the traditional. I expect you'll still see quest markers leading players to the next story location, but at the same time, having other points of interest being discoverable rather than marked on the map. Witcher 3 is very satisfying to play if you elect to turn points of interest off, leaving you to discover these sidequests yourself, and games like Far Cry actually do have strong visual indicators of side activities if you choose to turn its markers off too, with enemy camps and other activities clearly visible in the distance. I think Ghost of Tsushima tried to strike a balance between this recently using the 'fog of war' element to allow the player to unveil the map and its markers yourself. Ultimately you'll still discover everything because as you get unveil the fog of war, points of interest get marked on your map. I think we'll see a lot of developers experiment with systems like that, because ultimately they don't want to produce lots of content that the player will never see. In some ways, it's brave for Nintendo to do that, but you have to reflect on certain things like the lack of voice world in Breath of the Wild. Many of those points of interest that the player misses are very low cost from a development side of view, but a single side quest in something like The Witcher 3 might have cost the studio millions when you add up the man hours.
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Thread Sea Of Thieves..... I mean Blazing Sails - A new pirate Battle Royal Game
Its quite disappointing really because being able to put all of this together as an indy team, they must have quite a bit of talent behind them. To waste it on a clone of Sea of Thieves is just disappointing to see. With that said, I could be wrong but I don't see it as being illegal as some are suggesting. Just look at the mobile space and you'll see this is actually really common. So long as they haven't directly copied anything (code, assets etc), it's probably fine.
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Thread Core-A Gaming Sidenote: Why Motion Inputs Still Exist
The video doesn't really justify the motion inputs though. It just explains the balance implications of the charge moves. If you had one or two specials you could still have charge moves by just allowing them to be activated, only after holding back. Isn't this how it works in GBFV? You have to hold back to use a charge move, but there's no special input required if you're using the simplified inputs. Really, I think it's just the case that people have gotten used to the way it is. It's okay to say that, it's okay to design with that design legacy in mind because it's how people in this audience expect the game to play. Plus, that mechanical barrier isn't meaningless. It means that if you practice the game even a little bit, you'll be vastly better than you were a few hours ago. Just learning the moves and how to execute them means you can beat someone who hasn't played before, there's value in that very obvious skill acquisition that comes with an albeit small mechanical barrier. I'm glad that fighters are experimenting with alternative inputs though. I like GBFV, but I wish it didn't punish you for using simplified inputs. I feel that it defeats the purpose.
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Thread Atomic Heart Gameplay: 'Plyush' Mini-Boss Fight featuring Mick Gordon music (2021 | PC, PS4, PS5, XB1, XSX)
I just watched this footage. This game has been blowing up on youtube for years now, because the trailers look weird. But honestly, it looks pretty bad. That trailer in the OP, the dialogue is awful and completely breaks the tone of the game. The combat looks dull, flalling around with a pretty feeble seeming melee weapon. If it's an immersive sim why release a trailer with 5+ minutes of clumsy melee combat? Why not show off some of the creative problem solving you can achieve in the game? There's moments that kind of neat, like where he activates a drone on the floor and it kills a few enemies... but that's the best bit in the entire trailer. The combat reminds me of Prey but the best part of that game was the creative solutions that allowed you to circumvent combat scenarios, not the combat itself.
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Thread Epic: Apple has blocked your ability to update Fortnite on the App Store
I do think 30% is too much but if anything I think Apple should be making deals with smaller developers not larger, so that they can more easily publish their games onto the store. Epic should be paying 30% - principally because they can afford to, and they're benefiting from the ecosystem and user base that Apple have cultivated - but garage game devs that need money to eat and keep their businesses going, should not be paying 30%.
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Thread Let's talk Monster Hunter future: last Iceborne DLC and Switch upcoming game
Probably worth noting that the development costs and time for Monster Hunter World will likely have skyrocketted compared to previous games. Also, there's been that small matter of a global pandemic. There's also the matter of new hardware. Many developers haven't had PS5 dev kits for all that long. So, I wouldn't be surprised if we don't see things on that schedule.
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Thread LttP: Spider-Man PS4 + DLC expansions - I never want to fight enemy mobs again in Spider-Man
I think the combat is a lot better, you have a lot more control over what Spiderman does at any one moment, than you do in Batman. In Batman, the animation your character uses is determined for you based on the distance and type of the enemy, in Spiderman, it directly corresponds to what you press. It felt like the different between a quick time event, and a combat system. In Spiderman, you're choosing every action he takes, in Batman, you're just reacting to the enemy attack indicators. It helps too that Spidermans combat sequences are player controlled, if you perform a 10 hit aerial combo, it's because you wanted Spiderman to do that, Batman however will endlessly perform a combo provided you keep hitting the buttons. I think they improved on Batman's combat system pretty dramatically. At least that was my feeling when I played the game.
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Thread Ghost of Tsushima and its Ubisoft-Style world discouraged me from exploring
That's right. Most people don't finish games, and even those that do, it doesn't mean they liked it. You simply can't infer the players feelings from trophy completion percentages. For instance, a game that's 1 hour long might have really high trophy completion percentages, but does that mean that it was loved by players? That seems unlikely. The only thing it tells us is that for whatever reason, they were motivated to get that trophy. This motivation could be that the game was really fun and players really liked playing it, or it could be, that it was a trophy that was not too difficult to acquire, or didn't take too much time. Or perhaps even, that getting that trophy was tied up with other rewards in the game, so players felt compelled to do everything because that was the only way to get the true ending (or some such reward).Right. In general I don't think people feel compelled to do everything, even in games with really well designed side content. The Witcher 3 for instance has a considerably rarer platinum trophy percentage, and yet I think that game has much more compelling side content than Ghost of Tsushima. Does that tell us that Ghost actually had better side content than Witcher 3? In all likelihood it's just a reflection on the fact that the side content in Ghost is easier and in particular, shorter.
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Thread Ghost of Tsushima and its Ubisoft-Style world discouraged me from exploring
Most people don't even finish a game. Most people don't play for more than a few hours. In any case, I don't think the trophy completion percentages really say anything about how players experienced any one particular aspect of the game. Even if they had collected everything, it wouldn't mean they did or didn't enjoy it.
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Thread Borderlands 3 - Psycho Krieg and the Fantastic Fustercluck Official Reveal Trailer
Flipped the other way around for me. Felt like the first DLC was rushed out of the gate for the holiday period. It was fine, but it's quite a slog mostly due to a lack of enemy variety and dull narrative. The motivation for the DLC is to 'steal a casino for Mad Moxxi', and it doesn't really get all that much more interesting than that. The stakes are much higher in DLC 2 and 3. Also, it doesn't help that almost all of the guns in DLC 1 are terrible. DLC 3 has many of the best guns in the game, like the Lightshow and Flipper. DLC 2 has some vital class modes that completely change some build possibilities and a really good artifact that everyone will want. So, at least for me, I'd say DLC 1 is completely missable, but DLC 2 and 3 are great. I liked the stakes in DLC 3 and the way DLC 3 is setup with the old-west narrator gave it a distinct flavour. It was nice that there was a clear villain from the very start, and it looks like Gearbox are building her up into something more for either a future game, or DLC. DLC 1 also just felt like a big missed opportunity to have a lot of fun with the casino mechanics. I mean, it's set in what is supposed to be a huge entertainment plaza, but for the most part, it ends up funnelling you down through corridor after corridor killing loaders. Loaders are perhaps the least enjoyable enemy in the BL universe to kill too, since their armour is very strong against anything but corrosive. It really limits which weapons you can use compared to the rest of the DLCs which have more diverse enemy types. In any case, my ratings would be as follows... DLC 1 6/10 DLC 2 8/10 DLC 3 9/10
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Thread Risk of Rain 2 version 1.0 is now available! (new survivor: Captain) [Out now on Steam, consoles at a later date]
Auto aim two escapes and ability to shoot while sprinting. I don't think the auto aim is really a big factor, and if anything it makes it a bit harder for her to kill bosses than some characters because her basic attack is always targeting the wrong thing, but it's her mobility that makes her easy to play. If you just keep sprinting, then most enemies can't hit you. Unless they're using some kind of hitscan, then they always miss, so that becomes a huge benefit for huntress. You don't even really need to learn all of the enemy attack patterns and such with her, since if you keep sprinting you'll evade most attacks anyway. I think Mul-T is actually harder to learn than commando since he's so slow. He tends to get hit by everything so he's punished more on small mistakes.
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Thread RTTP: Grim Fandango: Remastered
It's the only P&C I've ever really enjoyed. The thing is I don't really appreciate the puzzles in these games, and Grim Fandango I also found quite obtuse a good portion of the time. I cheated to get through the game, and used a guide whenever I found myself stuck. I'd try and figure stuff out on my own, but I wouldn't beat my head against a wall if I couldn't figure something out after 5 or 10 minutes. I got satisfaction from the puzzles I solved, and even those I didn't, I tended to find the solutions interesting. Often I felt like 'man, I'd have never figured that one out'. I don't remember the specifics of every puzzle so I might be mistaken on some details, but I remember one example where you had to get into some place at the docks. Unfortunately, some blue collar worker bees are blocking your path. How would you assume you get a group of blue collar workers to let you past? Well, you have to go speak to the angsty goth looking people in a bar a few screens away, trade them something so that they give you what is effectively the communist manifesto, and then you can give that to the bees, which starts a labour revolution and causes them to move. It's a leap I would have never logically made, but even though I had to use a guide seeing the solution play out was quite creative and amusing. I didn't feel annoyed that it wasn't clear to me.
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Thread Sega will release a Sonic Mania + Sonic Team Racers double pack on the Nintendo Switch
In terms of car gameplay, it's mostly the same yes, but it lacks all of the other modes, and details like the transform boosts, risk boosts and wave-airtime tricks from Transformed, which I think really set it apart in terms of mechanical depth. Pushing your luck with how many tricks you could pull off on a wave, or how close you could get to an object before pulling a way for a risk boost, that was a big part of the excitement in that game. If you go back to the original, instead of those mechanics you had very very fast boost charge while drifting, so you had very effective snaking in S&SAR, they traded that away for more diverse demands on the player across different vehicle types, and that was fun too, but the move to Sonic Racing felt like a step backwards. It felt like we stepped back to 'cars only' but at the same time, we'd still lost all of the mechanical depth of how those vehicles worked. Snaking was still gone, and there was nothing built into the vehicles to replace it. I don't think replacing the boat and plane sections with team mechanics offered an equivalent trade off, particularly because the AI are not in my control. If I'm doing well then I'm usually at the front of the race, at which point I don't care what my team mates are doing. Also, the item system just seemed flawed, because if you all just pass items to one another, you endlessly get super meter? It seems it's always better to pass your item than to use it immediately, which to me seems like a fairly problematic design flaw. Plus, the courses themselves are very simplistic in TSR. So you have all of that mechanical depth stripped away from the core driving, and then you have very straight forward track designs. There are no tracks anywhere near as demanding in TSR as tracks like Burning City Rangers or even a technical but short track like Tree Tops from S&SAR. Also the car handling is not the same. At least not in my experience, it definitely feels stiffer. The power class in particular feels very stiff and unresponsive. Not like a vehicle with low turning/drifting stats in TSR. This sentiment came up in both previews and reviews too. It's not that they feel explicitely bad, but for someone that spent forever grinding lap times in TSR and S&SAR, I just felt that they felt a little bit worse. Perhaps, because the tracks are never as tight or challenging though. For what it's worth the game is actually made by a completely different team than TSR, so it's not just differences in budget that give the game a different feel. TSR was made by Sumo Nottingham, and the first two games were made by Sumo in Sheffield. Either way, I didn't like it as much as the previous two games and I think you have two better kart racers to play on the Switch, CTR and MK8. I felt that Transformed was actually more fun than MK8, at least for me, but TSR doesn't come close to either of those games.
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Thread Granblue Fantasy Versus is a great example of a fighting game that failed to live up to its potential (in the West)
I think there's a fair bit wrong with it. It pulled some of my friends into the game because they found its simplicity appealing, but then they didn't stick around for a number of reasons. First, the game doesn't really have an especially large roster of characters out of the box. There were usually only a couple of characters that they wanted to play, and then that was that. Second, the games singleplayer options were really lacklustre. The games story mode is frankly awful. The narrative itself is quite dull, and then the missions are mostly devoid of challenge. They had a nice idea making it into a 2D brawler, and co-op was a great idea too, but it just just not well designed so it doesn't hold up. Also, because the mechanical depth wasn't really there, I personally found it became a little repetitive after a while. Some characters were certainly more complex than others but playing someone like Gran, it just felt like I was doing the same thing over and over. Another issue was that for all of its accessibility, it ultimately still relied heavily on fighting game fundamentals which were still hard to learn. For my more casual friends, just like every other fighting game it just ended with them stuck in the corner constantly taking 40% of their lifebar. It's not the games fault at this point, it's their unwillingness to learn, but the fact that the game still has big combos makes it look as off-putting to pick up as something like KOF or SFV. I think for a lot of new players they don't even get to the point where they understand whether the execution is difficult, or not, they just look at a big string of attacks and think 'well, I'll never be able to do that'. Finally the IP and characters just don't mean much to the mass market in the west. Gran Blue isn't big here, anime fighters aren't big here, that artstyle doesn't appeal to a lot of people. I think if this game was the next Street Fighter or something like that, a lot of those more casual players would have checked it out and ended up sticking around, but as is, they had it written off based on the artdirection alone. Ultimately I think that style of game could be big, but it would need a larger roster, I think it'd benefit from a lower entry cost (because that audience that you're after with these more accessible fighting games, are also the audience that aren't going to drop $60 on a fighting game) and better singleplayer options. For the competitive community it needs better netcode too. I do really like it though, I find it really fun to play. I'd like to see ArcSys take this approach with an IP that's more popular in the west at some point. Take something like Dragon Quest (just a hypothetical), throw in an excellent story mode and rollback netcode and I think you could have a really popular fighter worldwide.
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Thread Sega will release a Sonic Mania + Sonic Team Racers double pack on the Nintendo Switch
1 good game, 1 bad game. They should just re-release Transformed on Switch. It blows my mind that Transformed only has 78 on metacritic on the Wii U (the 'collection') and Team Sonic Racing has 72. Those scores might have you think one isn't all that much worse than the other, but that wouldn't be true. Team Sonic Racing has stiff controls, dull track design and very little to its mechanical depth compared to Transformed or the original S&SAR. I think that problem with Transformed was that they created a very high workload for themselves needing to design tracks and vehicles for all three modes. Team Sonic Racing is obviously on a lower budget, so they had to make a load of concessions. Smaller cast, less diverse track design, no shifting vehicle modes...
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Thread Covid-19 will be around for ever, says former UK chief scientific adviser
Well, the seasonal flu is 'around forever'. So I don't think he's suggesting it's different to that. The headline is obviously designed to grab attention, but what was said seems fair. I just hope that the vaccination period is longer than 6 months, and that vaccines cover a wide range of mutations (I don't know if that's possible?). Flu vaccines work for 6 months, and are only effective 67% of the time right? So that's pretty crap. I can see the majority of folks not keeping up with those vaccinations, even if they aren't explicitly opposed to vaccination.
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Thread Do you think most future Sony first party games (God of War 5, Days Gone 2, Spider-Man 2, etc.) will have a multiplayer component?
Yeah. I'm pretty certain that Sony's games are going to shift to include multiplayer content so as to encourage people to engage with them for a longer period of time. Horizon will have co-op. Tsushima has co-op confirmed. Day's Gone will probably have co-op. TLOU has MP coming (even if it's going to be standalone) God of War seems unlikely since its so cinematic and story driven. Plus, it's centered on one character who brings to it their own specific group of powers. You can't just translate that to a new character without a lot of work. In Ghost of Tsushima, you can just split the mechanics from the main game across 4 different classes, and then you have a co-operative game. Spiderman, I'm not sure. There are a few issues there, for instance Marvel might not want Sony competing with Avengers. I think it will depend on the franchise and where it logically fits. I really do think that co-op fits into games like Days Gone and if they end up doing some Spiderverse stuff then it could be really cool in Spiderman. Ultimately though it just makes sense for Sony to push in this direction. I've been thinking for some time that the industry is likely to come full circle again, with 'tacked on multiplayer' being included everywhere. However, I think that this time the multiplayer inclusions will be more thoughtful and appropriate.
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Thread Over the Counter sleep aids?
If it's an ongoing issue you should speak to your GP. It sounds like you need it. I used to take melatonin and that used to help regulate my sleep a lot. I don't know if it's available over the counter where you are. You should let us know which country you're in because the medicines available over the counter will depend on country/state legislation.
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Thread Jim Sterling: You Have To Buy Control Again For A 'Free' Next-Gen Upgrade Because Ha Ha Ha!
It doesn't really matter what the next-gen version has, or doesn't have in terms of graphical and technical features. None of them are about to justify the cost of a full-fresh purchase, and the vast majority of them will already be present on the PC version. It costs Remedy a small amount of resources to port this to next gen systems. If they want to nickel and dime the folks that purchased it