Paradise Killer : One of the best Detective/Mystery/Investigation games that I have played, and I’ve played quite a few; I’ve essentially spent the last couple of years trying to collect more of them. It took me a while to try because of the art style, but of course you shouldn’t judge a book/game for its cover/art style, and actually the style grew on me as I played. The soundtrack is quite nice as well, making the general vibe and atmosphere of the game pretty great, and that’s another big reason I still think about that game.- Heaven’s Vault : Mystery/Investigation and Fantasy/Sci-fi in which you play as an archaeologist and where the main gameplay mechanic is translating ancient texts of an ancient language, in order to decipher the history of the galaxy and uncover its great mysteries. And I mean you, as the player, translate them; the game only tells you whether you are right or wrong after you have attempted to translate the same symbols several times.- Planescape: Torment : Finally got around to playing it, and it will definitely stay with me. It was apparently one of the inspirations for Disco Elysium - which should say a lot - but it’s actually a Fantasy game based on D&D 2e. There is about 1 third of the game which was developed by a different team who took a very different approach and so the quality doesn’t really match, but still a great experience over all. I’d say the first two thirds are 10/10, the last third is 5/10, and the end was 8.5/10.
You could try ProsperousUniverse. It’s more of a game you play while you play others, but definitely a “wait, I spent 18 hours on a spreadsheet?” type of game.
Frostpunk. OMG never have I played a game like this. It was emotionally exhausting and I didn’t realize it until I finished the first scenario. I was like if been holding my breath for a few weeks and was finally able to let it out. Started a second scenario and I honestly don’t think I can do it again. I loved it but WOW.
Just look at the Rui’s signature on the forum since most of uploads were his:
Well, it had to happen eventually. All the google drive uploads from my account are now inaccessible, due to me refusing to pay 10x more for unlimited storage, and consequently Google forcing authorization request for each and everyone of the links. It was great while it lasted. I’ll leave the google drive bypass method here nonetheless, who knows, might be useful one day.
Silent Hunter 5 with The Wolves of Steel mod. Those U-boat sailers were crazy. 50 lived in a space the size of an apartment for months. And the aces sailed right into the middle of the convoy to attack at night! They were also extremely outgunned by the British alone, it’s amazing how effective submarines are. Also fuck Nazis but manually stalking and targetting ships is fun!
Sony changed their CPU architecture every time until PS4/5. The only reason some PS3s could play PS2 games is because they had also had PS2 hardware in them. Xbox has been x86 the whole time.
The simple answer is that microsoft is a far more advanced company in terms of programming an OS, the gap shows when you compare console securities, where virtually every nintendo or sony device had software vulnerabilities, while microsoft consoles tended to need to be hardmodded
As someone who programmed drivers for nt, it’s not, the reason it’s easier is because they started later.
Xbox is a mature x86 windows platform, vs ps1 which is an embedded mips system.
They started with their windows directx stack and just kept with it, while ps did a random walk all over the place.
Msft also had really boring hardware, like, they started with a crappy pc, then made a crappy ppc pc, then went back to a crappy pc. The software was simplistic, while Sony made really interesting hardware designs, that turned out to be hard to program, till the ps4 when they just gave up.
Msft traditionally isn’t very good at operating systems, they’ve just had infinite resources and infinite monkeys for 40+ years, and they’ve been stubborn enough to make it work somehow.
I would argue they had to give it up to get the indie scene onboard as I heard many nightmare stories for indies from PS3 era. Was it worth it? I’m sure contributed a great deal to the success of PS4 but it made the PS into just a more affordable gaming PC.
Totally worth it, they spent unimaginable resources trying to make those architectures programmable, now that’s all almost free, they just compete for published titles and maybe some secondary features.
MSFT was in a better position because they didn’t need to spend those resources, and more importantly the devs didn’t either, they could write windows games then port them over easily. Now it’s just as easy to do that for ps4/5. All that matters is nailing exclusives and looking cool, plus some marketing which msft sucks at.
It’s too early to decide if it was. Yes it was the safest bet, Even though PS4 had a great deal of success you also need to keep in mind, a lot of it was because of politics. Nintendo and MS made huge mistakes at that time and Sony basically ate their lunch.
The older generations were always innovative and pushed the envelop as far as possible, but now PS just a gaming PC that is not upgradable like an actual PC. if you don’t recall, the most hyped thing about PS5 was the controller, which is not what you expect the main point of buying a new consol to be.
On the topic of exclusives, I personally hate them. I think it makes a false sense of value in modern consoles where in the past they were intentionally made to take advantage of the architecture to showcase the unique quirks (and ofc the power) of this machine in a tiny box. Now they are usually just political leverages even though the games can be ported to other platforms.
So to reiterate, I agree it definitely had positive net for Sony in the short run, we’ll have to wait and see if it will payout in the long run.
Exclusives are terrible for the customer, but they’re a way for corporate to control the market, which is a good for them.
We’ll see, but I was on the dev side of that nightmare, Sony would have gotten crushed the next gen, they barely made it out of ps3 with their extended developers in tact, nobody liked programming the cell, everybody loves the current system.
But it does reduce competitive surface area, so we’ll see. Nintendo is winning now because they didn’t follow the same path but they did innovate, more than almost anyone before.
My question is: What innovation do you see that could have been worth a unique architecture to Sony’s developers?
I agree with your sentiment, after all what is a game console without games.
What I want isn’t necessarily a unique architechture, rather I want a unique experience. I think looking at Smartphone landscape expresses my concerns much clearer. All phones today are basically just reskins of same phone in design, purpose and architechture. Sure there are some novelty phones with smaller audiences for the sake of novelty but what makes you choose a phone over the other is just marketing at this point. I’m afraid that’s where we’re headed with consoles. The difference is the home consoles are replaceable.
That’s not necessarily a bad thing, to use the phone metaphor, every improvement in one phone rapidly spread to others, so even budget phones have features better than the top of the line phones a decade ago.
Now game developers can go back to focusing on games, and console makers can focus on trying to make better consoles without having to blow ludicrous resources on supporting developers or just making the thing work, they just rely on amd making better chips which seems to have worked.
I totally get where you’re going, and I agree we need that macro-innovation as it were, but games were a nightmare of hacks and bullshit for decades, I think a period of consolidation is good right now, then we can start the whole race all over again with crazy new tech.
It doesnt say anything about modern consoles though. Although its dofferent at the start, their modern consoles are still effectively full of exploits. Hell VERY recently, “backup” PS4 titles are running on the PS5. Security is the main reason why BOTH the PS5 and the Nintendo Switch do not have easily accessible web browsers while Microsoft can.
I heard that the Xbox is basically like a PC (since Microsoft is so adept at this), so backwards compatibility is natural. But what you said about x86 architecture is interesting.
The original Xbox, Xbox One, and S/X are all basically x86 PCs, but the 360 was basically a Power Mac. Microsoft was literally using PowerMac G5 towers as early development kits for the 360.
Supporting 360 games is pretty time consuming and requires emulation. MS has been slowly chipping away at it for years.
The Xbox 360 was based on the same weird, in-order PowerPC 970 derived CPU as the PS3, it just had three of them stuck together instead of one of them tied to seven weird Cell units. The TL;DR of how Xbox backwards compatibility has been achieved is that Microsoft's whole approach with the Xbox has always been to create a PC-like environment which makes porting games to or from the Xbox simpler.
The real star of the show here is the Windows NT kernel and DirectX. Microsoft's core APIs have been designed to be portable and platform-agnostic since the beginning of the NT days (of course, that isn't necessarily true of the rest of the Windows operating system we use on our PCs). Developers could still program their games mostly as though they were targeting a Windows PC using DirectX since all the same high-level APIs worked in basically the same way, just with less memory and some platform-specific optimisations to keep in mind (stuff like the 10MB of eDRAM, or that you could always assume three 3.2GHz in-order CPU cores with 2-way SMT).
Xbox 360 games on the Xbox One seem to be run through something akin to Dolphin's "Übershaders" - in this case, per-game optimised modifications of an entire Xenon GPU stack implemented in software running alongside the entire Xbox 360 operating environment in a hypervisor. This is aided by the integration of hardware-level support for certain texture and audio formats common in Xbox 360 games into the Xbox One's CPU design, similarly to how Apple's M-series SoCs integrate support for x86-style memory ordering to greatly accelerate Rosetta 2.
Microsoft's APIs for developers to target tend to be fairly platform-agnostic - see Windows CE, which could run on anything from ARM handhelds to the Hitachi SH-4 powered Sega Dreamcast. This enables developers who are mostly experienced in coding for x86 PCs running Windows to relatively easily start writing programs (or games) for other platforms using those APIs. This also has the beneficial side-effect of allowing Microsoft to, with their collective first-hand knowledge of those APIs, create compatibility layers on an x86 system that can run code targeted at a different platform.
The PowerPC cores aren’t the problem, emulating that is pretty straightforward. It’s the many SPUs that present a huge headache to emulate in a performant manner.
And yeah, MS building everything on Windows and DirectX also makes things considerably easier.
Funnily enough, one of the few legitimately impactful non-enterprise uses of AVX512 I'm aware of is that it does a really good job of accelerating emulation of the Cell SPUs in RPCS3. But you're absolutely right, those things are very funky and implementing their functions is by far the most difficult part of PS3 emulation.
Luckily, I think most games either didn't do much with them or left programming for them to middleware, so it would mostly be first- and second-party games that would need super-extensive customisation and testing. Sony could probably figure it out, if they were convinced there was sufficient demand and potential profit on the other side.
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