Oh the "use EGS to beta test the game" method. No wonder I'd never heard of it until last monthit was on Early EGScess there
Oh the "use EGS to beta test the game" method. No wonder I'd never heard of it until last monthit was on Early EGScess there
Oh the "use EGS to beta test the game" method. No wonder I'd never heard of it until last month
The lack of details on the page makes me laugh. Gotta get that store page in before the race weekend starts. Maybe they'll announce more details at Bahrain?
It has freedom in the same sense any other non open world game has it. The sequence of sandboxes is always linear, the freedom lies in how many ways there are to complete each one, and in that sense DL has more options and gives the player more agency than Prey or DH2. Can't talk about Mooncrash as I didn't play it.Deathloop can't be above anything Dishonored and Prey because entire thing about freedom of play is just illusion and you basically need to play game in specific way to be able to finish it. As many said Prey Mooncrash is better version of Deathloop. To me Deathloop is biggest Arkane disappointment so far (Redfall could take first place from it).
now listening to the video while playing games on Steam there was one interesting bit about discoverability: games on EGS go into the black hole while Steam will constantly be trying to surface stuffWithout having seen the linked video yet,
That sucks. You should always thank the person that was generous enough to give their keys away.Gave away 8 games last week, didn't get a single "thank you" from any of the winners. I guess I won't tick the "allow juniors" checkbox next time.
The dev called it a "Monster Taming Rogue Vania"Patch Quest 1..0 out now with a discount
I am pretty cold for Wo Long.Shit, have yet to touch Nioh 2, but Wo Long reviews are good. But might buy a month of PC game pass for a dollar to check performance. Well, if it doesn't have Denuvo I can download it arrrr and check for performance.
135€ for a game I can't understand is a bit eeh, but I love to support your work so I'll probably get it this weekend and sit on it for a year or so lol (Still waiting on Nayuta's english patch ). Also if I may ask, since you do the most "communication" for PH3 port, are you the only one working on these ports? Either way, you/you guys are a straight up beast/s. It's just the funniest thing ever that a game series with this kind of mid popularity gets top tier ports. Really shows how much you care about the craft of making excellent ports.Basically. When you are in the graphics setting menu you can hit a key to fade out all the menu and UI except for the current setting, and directly see its impact in the scene you are currently at.
Looks like this:
Same here for Nioh 2 with me. I got to a point where it was mob after mob, and I just got sick of it. The game was great otherwise, but doubt I'll ever finish it. It's strange how some games can be really difficult or punishing but feel rewarding and meditative, while others just feel straight up unfun. Not sure exactly how to explain the difference.I am pretty cold for Wo Long.
The Nioh games both started off so good and I had lots of fun early on but they ended being so difficult that I did not finish either game in the end. Nioh 1 I despaired at the end boss, Nioh 2 I dropped like 25 hours in.
Many people argue that Steam and EGS are just launchers, but I myself don't see Steam as a launcher but as a platform. It basically gives you a multitude of features, many of which are similar to those on consoles, the difference compared to a console platform is that you can navigate it with a mouse and you can minimize it to do other things on your PC. EGS on the other hand is just a storefront with a launcher, nothing else. It's bare bones. It doesn't give me any incentive to buy games there.Valve built Steam FOR USERS....whearas the whole concept of the egs was from the getgo very anti-consumer
Tends to be the rate of progress. Usually getting stuck for a while on a boss is fine, but when every enemy is a chore to fight it's not so fun (and in Nioh fairly quickly you're likely to just avoid unnecessary encounters to keep ressources).Same here for Nioh 2 with me. I got to a point where it was mob after mob, and I just got sick of it. The game was great otherwise, but doubt I'll ever finish it. It's strange how some games can be really difficult or punishing but feel rewarding and meditative, while others just feel straight up unfun. Not sure exactly how to explain the difference.
Could you also buy SMTV, Live A Live, and Rain Code then please?I bought games for my Switch for the first time in over a year+. Got Metroid Prime Remaster and Witch on the Holy Night (and pre-ordered Zelda).
Turns out the last game played on my Switch before the Steam Deck made it obsolete was Metroid Dread.
Witch on the Holy Night PC port possibility is high now, as the last time I bought multiple Switch games all if them (except Metroid of course) got unexpected PC ports soon after (Neo TWEWY and Bravely Default 2).
Well buy it no... but play them for sureCould you also buy SMTV, Live A Live, and Rain Code then please?
As someone who absolutely loves good roguelikes I completely agree. Oftentimes, it feels tacked on and is not as well done as it could be if they really went all out to make a great one. I think devs look at it as a way to extend playtime, but a lot of them just end up feeling like crappy padding. Roguelites can be an even worse offender because they tend to be built with forced progression is mind so no matter how good you are it is almost impossible to finish a complete run until you get more "progression" unlocks. Just make a good, shorter game and I will still play it, not everything needs to be based around runs.I also feel that rougelike design is way overused in indie games.
I understand the reasons why (put simply, it allows you to get more game time out of fewer unique assets), but I'm not a huge fan.
I like some, I dislike some but in the end, I don't care THAT much how much a market is oversaturated as long as the whole market is healthy.A bit late to the party for the roguelike discussion but I love them. I think that roguelikes/roguelites and survival games have given indie games the ability to compete head-on with AAA in terms of gameplay length and value for money. It used to be that most indie games were bite-sized experiences compared to the average length of a big game, now you can buy a roguelite and get tens or hundreds of hours of gameplay.
And one other thing I really like about roguelikes: It's almost all gameplay, no prolonged 'cinematic' cutscenes or other AAA trappings.
Not at all! By now PH3 is an absolutely massive company totaling a staggering 6 members, of which 4 mostly work on game ports, and 2 of those are even full time (me not among them)Also if I may ask, since you do the most "communication" for PH3 port, are you the only one working on these ports?
Honestly, I'd like to see a survival horror game with rougelike elements. Playing Resident Evil 2 Remake really made the appeal tick for me. For example, I think a hypothetical Death end re;Quest 3 would benefit quite a bit from some Resident Evil and rougelike mechanics (for story reasons). I've been wanting a rhythm action game for years, and I'm kind of stoked that HiFi Rush managed to fill that void.I'am asking for game developers to do something with their platformers besides rogue like
that's all im asking for
1st person shooters that's fine isometric games that's fine overhead shooter games is where it gets a bit iffy but okay
I think the reason I’m invested solely in PC is because of Steam.Many people argue that Steam and EGS are just launchers, but I myself don't see Steam as a launcher but as a platform. It basically gives you a multitude of features, many of which are similar to those on consoles, the difference compared to a console platform is that you can navigate it with a mouse and you can minimize it to do other things on your PC. EGS on the other hand is just a storefront with a launcher, nothing else. It's bare bones. It doesn't give me any incentive to buy games there.
Oh, quite the big boss now huh? I kinda would've thought so since the ports are so massive in scope! Also news to me that you're actually handling the Switch ports too, since I know Engine Software did some of the Switch ports of games you worked on before. You have a great team, keep on rockin, don't let the ports come stoppin (or something, I don't know)!Not at all! By now PH3 is an absolutely massive company totaling a staggering 6 members, of which 4 mostly work on game ports, and 2 of those are even full time (me not among them)
Jokes aside, for the Crossbell games, the majority of the work was not actually done by me but by our employees. I did do quite a few things myself, including the whole map texture upscaling pipeline, the dynamic shadowing and water, and some important performance optimization, but the majority of the overall porting work was done by others. Specifically, I didn't work on the Switch versions at all -- well, except for the fact that the general performance optimization I did was primarily motivated by getting it to run at a consistent 60 FPS in 99.5% of the game on Switch rather than just 95%.
I did a larger part of the work on Kuro. Basically everything that has to do with the graphics options (except aspect ratio), as well as asset storage / compression of course, and media playback. Others did input handling, all the custom UI, storefront support, ultrawide, and more.
This is basically where I stand with roguelikes. These days most roguelikes I see are less about having a vision for the game and more about cutting costs and inflating game time. It's gotten to the point where I'm just too tired to bother, so unless there's some huge word of mouth like Hades if I see a "roguelite" anywhere on the store page that's an instant ignore.But yeah, I've played a bit of Dead Cells, Hades, and The Binding of Isaac to know that rougelike mechanics have to be handled delicately in a similar vein to procedural generation, they often can be abused for marketing or to create artificial replay value. Same for Metroidvania and Soulsborne mechanics.
Yeah, the thing is that Valve has actually put in quite a bit of effort to make controller support on PC far less of a pain than it used to be. Plus it's generally easier to authenticate a game for corrupted game files compared to the other launchers. Plus the Steam Deck has standardized resolution scaling and framerate limiter options, and Steam's Big Picture is the only tenfoot interface on PC that comes close to console functionality and polish.I think the reason I’m invested solely in PC is because of Steam.
Just imagining a hypothetical PC landscape where it’s just Epic, Uplay, Origin, and the other launchers - I honestly don’t think I’d bother with PC.
Looks like valve's alien swarm in roguelike form, I'm not convinced by the video.
Oh, quite the big boss now huh?
Valve's Alien Swarm wasn't that good (hence it was free, felt like an abandoned project that was once gonna be expanded on but it wasn't meant to be more than anything else), folks should hunt down the original UT2004 mod Alien Swarm and some of the extra campaigns released for it, now that was really ace.Looks like valve's alien swarm in roguelike form, I'm not convinced by the video.
There's a maintained mod of the original to grab for free which is fun to boot
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Hello, I'm the Giveaway Bot! TioChuck is giving away 7 gift(s).
This giveaway is a raffle and will be closed after Mar 3, 2023 at 11:45 AM. A winner is chosen randomly with the key delivered via a PM.
Codes are Humble Bundle Gift links.
The raffle has ended.
Yeah, from what I played of Returnal, it's a fun game. The gameplay loop is really fun, it feels okay to play on a controller, I really dig the environment art, the audio implementation in the game is pretty nuts (raytraced audio with Dolby Atmos on headphones probably makes it the best sounding game I've had the chance to check out), and the DualSense implementation is really good (I like the adaptive triggers, speaker sounds, and haptic feedback).Returnal is mostly fantastic. I've cleared every biome (in the base game, not DLC) a bunch of times at this point, and just have a couple little things to find for achievements. The flow of the game is great, you can rush through if you want to just push your luck, or take your time and explore and backtrack to maximize your resources. The weapons are rather distinct and the weapon mods make the weapons even more distinct from themselves as well. Higher tier mods take way way too long to unlock, in my opinion, though - entire biomes or more. The boss fights are all epic, the sound design is incredible (I was utilizing audio cues I didn't even know I was hearing), the difficulty is high but almost always feels fair once you understand the game (mostly dodge, sometimes jump, never walk straight forward or backwards). My main complaint is that it's hard to recommend it because there is absolutely no difficulty adjustment at all - either you just play the game as-is and focus it down and learn and don't take long breaks, or you don't get through it. There's effectively no meta-upgrades as well so some people that chip away and roguelites when the difficulty is high to start won't find that path here.
It needs some optimization, and they need a patch to address the crashes people are having (I never did, but I haven't played coop, used HDR, or the pylon weapon, but maybe also just lucky). It's a shame they don't have something even as basic as Hades' god mode so the game would be an easy recommend, as it is I don't think I know anyone IRL I could recommend it to unless I try to carry them through coop.
With the way stuttering seems to be a plague with every single modern AAA game, I’m hoping Valve brings back a single configuration of Steam Machine so that developers can optimize specifically for it.With the GPU market the way it is, a few years ago I was thinking it would've been neat for Microsoft to add a desktop mode to the Series X, but at this point, I see the idea of Valve reviving the Steam Machine concept with their own in-house hardware and priced okay or subsidized .
Like a Dragon: Ishin! Patch 1.03 is now live on Steam and includes the following fixes:
- Stuttering
- Crashes on startup
- UI elements positioning on ultra-wide displays
- Monitor selection/resolution settings displayed in a multi-monitor environment
- Various bug fixes
Fable was announced in 2020 and eurogamer leaked its existence back in late 2017.Andy Robinson [VGC Podcast]: Avowed and HBII nearest after Starfield, Fable recently went into full production, Perfect Dark and Everwild "not close"
Yeah... This is why I've been hiding my give-aways behind post counts. I've got nothing against the good juniors, but I've gotten a bit sick of the few juniors that do hang around and exist solely to swoop up codes while contributing nothing to this community.Gave away 8 games last week, didn't get a single "thank you" from any of the winners. I guess I won't tick the "allow juniors" checkbox next time.
Thanks for the heads up.Build your own Platinum Collection (October 2024) | Fanatical
www.fanatical.com
A lot of first time in a bundle games.
Feel free to correct things that I say, but here's my beef with the idea of optimization being easier on a single set of hardware. The optimization process of a port, from what I've seen, and from my own experience with licensed game engines and modding existing games, comes down to engineering systems that scale properly with different sets of hardware. Whether that's related to UI/Resolution/Aspect Ratio stuff, arbitrary framerates, controller support, or scalability settings. A lot of that can be advocated for, That's a majority of the stuff that the user is going to reasonably see and interact with. The way that I've seen some illiterate groups explain it, they think it consists of boolean statements for every hardware combination imaginable, which would be unsustainable for many reasons. Some games that I've seen where patches fixed problems with certain sets of GPU drivers mostly consist of workarounds or addressing illegal uses of API calls. There are some scenarios where users without updated drivers can introduce stability problems (Intel iGPUs are especially infamous for this), but that can be resolved. There's system requirements (Usually targeting console specifications) for a reason, and I've always made it a point to keep all of my software on the bleeding edge. Low Level APIs like DX12 and Vulkan generally require far more work and optimization, but that comes with the territory of not having GPU drivers manage a lot of that for you. There was an NVIDIA driver engineer a bit ago that wrote an article on the work that goes into maintaining GPU drivers (Workarounds for specific games primarily), and how DX12/Vulkan/Mantle would be a good solution for avoiding this problem, but considering game releases as of late having flawed DX12 and Vulkan implementations, and DX12/Vulkan games still getting workarounds and optimizations in Game Ready Drivers, I do think that having that extra control comes with exceedingly great responsibilities, most (outside of iD Software) are seemingly not ready to handle. Even consoles like the Switch and the PS4 have higher-level APIs that developers can opt to use instead (Super Mario 3D AllStars uses varying levels depending on the game, and PlayStation 4 has both GNM and GNMX).With the way stuttering seems to be a plague with every single modern AAA game, I’m hoping Valve brings back a single configuration of Steam Machine so that developers can optimize specifically for it.
Or theyre managed quite well if the teams arent crunching and are setting realistic targets.Fable was announced in 2020 and eurogamer leaked its existence back in late 2017.
Everwild was announced in 2019 and is "not close".
Perfect Dark was announced in 2020 but had to be rebooted after the new studio they made collapsed and they had to bring in crystal dynamics (and latest story is they are also struggling on it)
Hellblade 2 was announced alongside the series x in 2019 and it seems like it won't be out until next year.
...I'm starting to think xbox studios may not be the most well managed studios out there.
Schreier has said in the past delays and longer times don't usually equal less crunching it just means they're crunching for longer periods. That's not to say these studios are crunching, I have no idea.Or theyre managed quite well if the teams arent crunching and are setting realistic targets.
Don't forget State of Decay 3. They showed that cool snowy hunting trailer and nothing since.Fable was announced in 2020 and eurogamer leaked its existence back in late 2017.
Everwild was announced in 2019 and is "not close".
Perfect Dark was announced in 2020 but had to be rebooted after the new studio they made collapsed and they had to bring in crystal dynamics (and latest story is they are also struggling on it)
Hellblade 2 was announced alongside the series x in 2019 and it seems like it won't be out until next year.
...I'm starting to think xbox studios may not be the most well managed studios out there.