yes, they're now used as PR "hype moments"But I thought gold status meant something.
yes, they're now used as PR "hype moments"But I thought gold status meant something.
Totally! IMO, it's still Hideki Kamiya's best work. There just isn't anything quite like it. Hopefully, his next game is just as good and innovative.Somehow miss this posted when I was catching up on the thread in the morning.
I love Wonderful 101. It is one of the best action games ever made. Still haven't got the PC release but it is on my to-purchase list.
It is not very good, unfortunately. The difficulty level in the very beginning of the game is insane. I really like the concept of punishingly hard, but short and well-defined levels like in Hotline Miami or Super Meat Boy. But what if a game required you to execute five levels from one of those games in a row, and the checkpoint brings you back to the very first level? That is what Ghostrunner expects of you, and it has not been very fun to play for me.Ghostrunner tomorrow!
Ubi already moved Valhalla forward. Original launch date was the 17th of November, but that was changed to the 10th a couple of weeks ago.I'm convinced the Cyberpunk delay is due to both next gen and not stepping on each other's feet with Ubisoft, Cyberpunk is probably the vastly more anticipated game compared to Valhalla but why lose sales when you can sell both games.
I'm loving it. The checkpoint system is pretty forgiving though so im not sure I agree with that complaint. You die it brings you back to the start of the combat encounter, but theres only like a handful of enemies with each encounter. Its really not hard. Especially as you go through the game and it gives you a bunch of upgrades and buffs.It is not very good, unfortunately. The difficulty level in the very beginning of the game is insane. I really like concept of punishingly hard, but short and well-defined levels like in Hotline Miami or Super Meat Boy. But what if a game required you to execute five levels from one of those games in a row, and the checkpoint brings you back to the very first level? That is what Ghostrunner expects of you, and it has not been very fun to play for me.
The checkpoint system was what I was referring to. It is extremely unforgiving imo. The basic act of getting to an enemy and killing him has a large likelihood to fail based on how lucky you are at avoiding the swarm of energy shots aimed at you. Very early in the game, they start to string five or more of those enemy encounters together behind the same checkpoint. The game is infuriating to play for me. It is possible that you can build up enough skill to deal with this game, just like you are able to speedrun Super Meat Boy as well if you have enough patience and skill, but I think the game will be frustrating to play for most people.I'm loving it. The checkpoint system is pretty forgiving though so im not sure I agree with that complaint.
reading between the lines ("almost being a next-gen title"), I'm guessing that the game runs like shit on current-gen consoles (at least the base models), and CDPR is trying desperately to get the game into a state where they don't get reamed by reviewers for it. could be wrong but doubt that the PC version is a primary factor here
My actual reaction
I actually don't know why I found it so funny I actually laughed.
I played a bit today, and liked it a lot, the game is all about learning the layout of the arena by trial and error, and then executing the perfect run. The only thing bumming me out is the controls and movement some times just don't do what you expect then to, Don't know if is because I'm a old man and my reflex are shit, or if there's something wrong with the game, there's a good chance is just me.It is not very good, unfortunately. The difficulty level in the very beginning of the game is insane. I really like the concept of punishingly hard, but short and well-defined levels like in Hotline Miami or Super Meat Boy. But what if a game required you to execute five levels from one of those games in a row, and the checkpoint brings you back to the very first level? That is what Ghostrunner expects of you, and it has not been very fun to play for me.
I enjoyed the demo despite the high difficulty and some frustration with the controls, but doubt I could put up with that stuff for an entire game. will still give it a try eventually thoughIt is not very good, unfortunately. The difficulty level in the very beginning of the game is insane. I really like the concept of punishingly hard, but short and well-defined levels like in Hotline Miami or Super Meat Boy. But what if a game required you to execute five levels from one of those games in a row, and the checkpoint brings you back to the very first level? That is what Ghostrunner expects of you, and it has not been very fun to play for me.
I'm not sure if we're playing the same build? I went back through the first two levels and the game has checkpoints EVERYWHERE. Theres only 3 combat encounters in the first level, 3 enemies in the first 2, 5 enemies in the other. If you die you get put to the beginning of the combat encounter. The enemies also only shoot single shots with gaps in between that are easily avoidable.The checkpoint system was what I was referring to. It is extremely unforgiving imo. The basic act of getting to an enemy and killing him has a large likelihood to fail based on how lucky you are at avoiding the swarm of energy shots aimed at you. Very early in the game, they start to string five or more of those enemy encounters together behind the same checkpoint. The game is infuriating to play for me. It is possible that you can build up enough skill to deal with this game, just like you are able to speedrun Super Meat Boy as well if you have enough patience and skill, but I think the game will be frustrating to play for most people.
That thumbnail tells me everything I need to know about their awareness of the game's perception.
I can't help but admire the sheer shamelessness from KT
I knew I shouldnt have clicked that thumbnail because it looked like two thighs....
I can't help but admire the sheer shamelessness from KT
So now we're waiting for official KT hentai content, correct?
I can't help but admire the sheer shamelessness from KT
In general working long hours is not great. One of my friends who I work with also has another job and pre-Covid he was working something like 16+ hours a day and would be doing something like 90-100 hours a week. He was getting something like 4 hours of sleep a day.Damn
100 hours a week is totally crazy and unhealthy. I feel like shit when I work for +50 hours a week and I can't even imagine how they are with those exploitative hours.Damn
If I've learnt something, about all these crunch stories, is that even if they delay the game another year crunch isn't stopping. I mean they were gonna continue doing it during post launch support.Rather than delaying the game for another 20 days, can they delay it for two months so the employees are allowed to have relatively reasonable working hours like 50+ hours a week?
I wonder if something is bugged with your game. I have had checkpoints every encounter. Never had to do 5 in a row (those would be 5 different checkpoints).It is not very good, unfortunately. The difficulty level in the very beginning of the game is insane. I really like the concept of punishingly hard, but short and well-defined levels like in Hotline Miami or Super Meat Boy. But what if a game required you to execute five levels from one of those games in a row, and the checkpoint brings you back to the very first level? That is what Ghostrunner expects of you, and it has not been very fun to play for me.
I think every game has a crunch period, a game is never really complete to a developer. You always want to improve or will see a bug that needs fixing.If I've learnt something, about all these crunch stories, is that even if they delay the game another year crunch isn't stopping. I mean they were gonna continue doing it during post launch support.
Sure, but there is a difference between having an intensive period toward the end of a project and this crunch culture that most game studios seem to have that never seems to end. If what we know is true, this has been going on for a long time.I think every game has a crunch period, a game is never really complete to a developer. You always want to improve or will see a bug that needs fixing.
Smother me
I can't help but admire the sheer shamelessness from KT
Pretty bold of you to assume that they will have anyTomorrow we'll be far away
Tomorrow is the judgement day
Tomorrow we'll discover
How many RTX 3070 they have in store
One more dawn
One more day
One day more
Don't destroy my dreams plsPretty bold of you to assume that they will have any
Im waiting for reviews for Legion before I decide if I should get Uplay+ now or wait until Valhalla.Get WD Legion for 14.99€ (for a month) or don't get it?
I agree with this. Every project needs a deadline and there is no way a game can be "perfected". Crunching may be needed but 100 hours/week is outrageous.Sure, but there is a difference between having an intensive period toward the end of a project and this crunch culture that most game studios seem to have that never seems to end. If what we know is true, this has been going on for a long time.
1hr 36 mins left for reviews.Im waiting for reviews for Legion before I decide if I should get Uplay+ now or wait until Valhalla.
Oh Ubisoft....Uplay+ is not available in my region so I can't try out WD Legion.
Crunch is tied directly with working conditions, games can take longer to be finished we need to understand that. However, crunch can also happen in small games, it all depends on the working conditions like I said. The only difference is that we don't read news about those studios.Crunch and big budget productions go hand in hand. If people really want companies to end crunch they need to ask for, and actually purchase, smaller games with worse graphics and then demand them to be delivered without crunching. If people accepted as a necessity and wet themselves at the idea of bigger games and better graphics every gen, they’re actively supporting crunch culture and everything they might say against it is just an excuse to feel good with themselves. The idea that you can ask, at the same time, to have a game with a ridiculously never-seen-before high budget and to have it delivered in a billion years so that development doesn’t need crunch is frankly laughable.
If a game required hundreds of millions of dollars of investment to be made (like Cyberpunk and pretty much every big budget production) it cannot take long(er) enough to be completed to avoid crunching. The "AAA" industry surely requires fights from the inside to achieve better protections and guarantees, but that won't take away crunch, which is part of this model of production that wasn't necessary, it was pushed as necessary by companies (with all the "bigger and shinier" bombastic announcements), and it has now been accepted and required as necessary from the gaming audience.Crunch is tied directly with working conditions, games can take longer to be finished we need to understand that. However, crunch can also happen in small games, it all depends on the working conditions like I said. The only difference is that we don't read news about those studios.