Nobody mentioning the Xenoblade series? If you like long JRPGs with 100s of hours of gameplay look at Xenoblade Chronicles 2 and 3!!! Recommend starting with the second one, but it’s not neccesary to play them back to back
You should also check out dekudeals if you like to get digital games. It tells you what is on sale as well as being able to organise by ratings from metascore. Hope this helps
I’m getting super close to finishing cyberpunk 2077. I said that last week when I was at like 80 or so hours. But uhh 100 hours in now and I swear I’m really close this time lol.
I really wish they hadn’t released the game so early and hadn’t released so much advertising hype about the game. If the game released in a functional state I think it would have had the complete opposite reception.
If they were to have released the game this January or something and only advertised what is actually in the game, people would likely be praising it left and right. I thought the writing and quest design was a breath of fresh air. I loved how the game gave you agency to make your own decisions and made you think about the implications of all of your actions. Even if many of the decisions didn’t directly matter in the grand scheme of things, it allowed you to roleplay and at least feel like you were staying true to how your character would react in different situations.
I liked how there were so many twists and turns during the quests. Overall it felt like I was playing a completely different game compared to the couple hours I had tried at launch.
Edit: side note, Outer wilds is so good. Give it 5 years and maybe you’ll forget some of it lol!
My first playthrough clocked in around 200 hours. Now, I still do almost everything but it’s faster. Only 150 hours now… About to wrap up playthrough number 5. And I’ll probably be coming back in a year for 6.
Can’t get into outer wilds though. Feel like I’m 50-60% through the game and I have no idea when or how to go where I think I need to. Took a break to play CP2077 run #4 and look where that got me
I loved how the game gave you agency to make your own decisions and made you think about the implications of all of your actions.
Cyberpunk 2077 (Pyramid Song mission)Exactly my thoughts after my actions left Judy leave Night city. Should not have killed Maiko. Made me wonder whether could I have saved Takamura too.
new rimworld DLC came out and that has taken up all my time. I’ve got to admit I had a few doubts about this one compared to the others, but sure enough they did it again and made an absolute banger of an expansion and now I have to sink another couple hundred hours…
Clocked in around 45 hours in Cyberpunk 2077 and I think I might reach an ending in another 5 hours. I had good expectations for this game and this game is just way higher than my expectations.
Love the world building, the lore they are trying to build on side, references to Cyberpunk Edgerunners sometimes.
Recently started Rise of the Tomb Raider, still at the main menu adjusting settings. My PC is a little crap so I gotta take a hit in performance and graphics
It’s not Yakuza 0, that game was so much fun, the minigames were more interactive, and it only felt like a grind when shaking down Mr Shakedown, then putting money into upgrades.
Like a Dragon just feels slower, and more grinding. Story is cool, substories are amazing. But the minigames are less entertaining, and business management is as bad as Kiryus one.
I love mine! The catalog has a ton of awesome community games, itch has hundreds more, and the sdk is really accessible if you ever want to try making something yourself. The season has a lot of variety too, I played through most of it slowly but still have a few of the longer games to finish.
I use a book light at night so don’t have issues with the lack of backlight.
Thanks for the thoughtful reply. I’ll return to this comment when mine arrives to remind myself of the titles you mention. I am very excited to get mine. I’m not a huge retro gamer, but I do love the creativity of constraint. Like setting a movie all in one room. You have to get pretty inventive to pull off an enjoyable experience with so little to work with.
I just got a PS5 a couple weeks ago, after almost a decade of not having a console since my PS3 died. Playing GT7 as my one and only; I grew up on Gran Turismo since GT3. Actually just got all gold on the licenses last night, so feeling pretty accomplished haha. Pretty hard to find time with a newborn and a toddler!
You can adjust them independently because your monitor’s width and height are different. Someone may want to be able to flick their mouse to the left and right edges of the monitor in the same time frame they can flick it to the top and bottom, or vice verse if the monitor is rotated. It’s probably useful in fps or with ultrawide/span monitor setups.
It’s probably useful in fps or with ultrawide/span monitor setups.
That might be the case, but I still think it would just give me motion sickness. That’s what has happened, every time I’ve accidentally had one axis set to a larger value than the other. It just makes me feel like my hands and eyes are disconnected.
I have used them, mainly FPS games. I also have built in functionality to change my mouse sensitivity in my mouse. There’s a “sniper mode” button as well that will change the sensitivity whilst the button is pressed to allow me to be more precise (not that I use that as I don’t play many games like that)
I used the separate x and y options when I was using a tracker ball once. It went slower vertical than it did horizontally so being able to change them individually was a huge help.
Other people that might make use of this feature (and perhaps even render a game unplayable without it) is disabled people, I don’t have experience here, but it’s not hard to imagine use cases, poor hand mobility, limited reach etc.
Never seen anyone change it for the mouse, but I think for a joystick and especially gyro it is more common to have them different. Same basic principal applies to all three inputs though.
In first person games the distance you need to move horizontally is often far more then the distance you need to move vertically, quite often only needing to look up/down a small amount. So you can get better accuracy in the vertical direction by turning down the sensitivity without sacrificing the ability to move quickly up and down. But in the horizontal direction being able to move quickly is generally more important than better accuracy.
Not sure how important the difference is for the mouse though, likely why people don’t use it. But it is an easy setting to split up for the developers so why not give players control over it and set it however they like? Would be nice if you could lock them together, but that is a little more complex and requires more thought to do. And I don’t see game devs giving that much thought about the minor user experience improvements in their games settings when they have a load of gameplay still to worry about.
Since you mentioned joysticks, Joystick Gremlin is a great piece of software if you want to take the customization up a notch and have full sensitivity curves for your joysticks. You can even have modes dedicated to landing vs normal flight at different sensitivity levels.
I’ve definitely seen people use different X and Y settings, on all kinds of different joystick-style deices. I’ve even occasionally set different X and Y values on those, myself.
I’m specifically talking about the mouse situation.
Would be nice if you could lock them together, but that is a little more complex and requires more thought to do
I think the reverse is true. Up until a few years ago, it was VERY rare to see any games (or any other apps) give users separated control over each axis, for the mouse. Back in the day, there wasn’t ALWAYS even a GUI-enabled setting for sensitivity, at all. You’d just type a console command, and it would adjust the overall mouse sensitivity, which would be applied to both the X and Y.
I’m sure there were some of those games, where you could indeed use a different console command to change each axis, separately.
At any rate, once you’ve implemented a setting in the graphical user interface menu system for changing the X and Y, it technically would involve a bit more effort to provide an option to lock them together, so I don’t mind just adjusting X and Y to the same values, myself.
I was just curious whether anyone out there actually is setting their horizontal and vertical mouse movement to different values, at all, or if it’s just an option with nobody making use of it.
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