I played once on PS4 (yes the one they had to pull from the store) and when the DLC was released I replayed everything on PS5. I had a great time and was doing even more sidequests than before. Wouldn’t mind going back in to 100% it, but there are just too many other games.
Played it at launch and I’ve never had the desire to jump back into it since beating it the first time. I never had major issues with bugs or anything, the story was just on rails, there was no point in jumping back into it to play the same story all over again. Like yea, I guess they changed some systems and mechanics, but whatever.
I played through the game long after it had been patched up. I enjoyed it enough. When Phantom Liberty released I went back to start a new save to play it and after playing through the different character background introductory bit I realized it just wasn’t going to be that different of an experience the second time around. So I just loaded up my endgame save for the DLC. I had fun with that, but going around with a maxed out character blowing everything up with a shotgun definitely trivialized things.
I think there’s not a lot of room for competition, it’s either Gran Turismo on PS5, Forza on Xbox or… um… Mario Kart? On Switch?
You could say the same thing about Football games. There’s Madden and NCAA and that’s pretty much it.
The era of having niche games like Metropolis Street Racer, Project Gotham, Speed Devils, or, heck, go back to the OG Playstation with Wipeout, Jet Moto, Destruction Derby… that’s long over.
Which is a shame because I played the HELL out of MSR/PGR.
Competitive Pokémon tends to go back and forth between times of “stall” (turtling) and hyper-offense (aggression) dominating the metagame, depending on which strategies and team builds players will find. Whenever one becomes dominant, fans of the other will constantly hound tournament runners to change tiering or ban certain pokemon to change it.
As for a “fun” game to go hyper-aggressive with zero HP, max damage, I’ve seen some YouTubers attempt “Danger Mario” runs in the first two Paper Mario games, maximizing FP and BP and never taking HP when leveling, keeping Mario in the “danger” zone where lots of evasion or damage badges will stay activated. They then rely on those badges, items and partner abilities to avoid taking damage.
Initial reviews seem remarkably positive given what we saw in the first gameplay reveal a few months ago. My impression at the time was that about half the voice actors sounded like they hadn’t been given enough context about the scenario and some of the cutscenes had questionable direction, which were bad signs for a curated ten minute slice. I still think it’s ultimately not for me—I don’t really want action combat in my Dragon Age—but I’m glad people are enjoying it.
You don’t want a neural net for your game AI because it’s behavior is unpredictable and therefore cannot be tested.
All of the issues AI companies have now times by a thousand because now the AI have access to a physical presence in the game world. It would cheat and find ways to know things about the game state that it’s not supposed to know, or it would hide in a corner as far away from the player as possible because it’s parameters is to avoid death, or some other unforeseen function of its instructions.
This entirely depends on the quality of the AI and the task at hand. A well made AI can be relatively predictable. However, most tasks that AI excels at are tasks which themselves do not have a predictable solution. For instance, handwriting recognition can be solved by a neural network with much better than human accuracy. That task does not have a perfect solution, and there is not an ideal answer for each possible input (one person’s ‘a’ could look exactly the same as another’s ‘o’). The same can be said for almost all games, especially those involving a human player.
and therefore cannot be tested
Unpredictable things can be tested. That’s pretty much what the entire field of statistics and probability is about. Also, testability is a fundamental requirement for any kind of machine learning. It isn’t just a good practice kind of thing; if you can’t test your model, you don’t even have a model in the first place. The whole point is to create many candidate models and test them to find the best one.
It would cheat and find ways to know things about the game state that it’s not supposed to know
A neural network only knows what you tell it. If you don’t tell it where the player is, it’s not going to magically deduce it from nothing. Also, it’s output has to be interpreted to even be used. The raw output is a vector of numbers. How this is transformed into usable actions is entirely up to the developer. If that transformation allows violating the rules, that’s the developers fault, not the networks. The same can be said of human input; it is the developers responsibility to transform that into permissable actions in game.
it would hide in a corner as far away from the player as possible because it’s parameters is to avoid death
That is possible. Which is why you should make a performance metric that reflects what you actually want it to try to do. This is a very common issue and is just part of the process of making an AI. It is not an insurmountable problem.
Neural networks have been used to play countless games before. It’s probably one of the most studied use cases simply because it is so easy to do.
A little bit of emulation but mostly minecraft. Though a friendly creeper turned my hardcore world into spectator mode. I have a save that is about a day before it but I will probably delete it since I think the point of hardcore is to not save copies. Plus it was before I built the nether portal or got a mending fishing rod. I am thinking of using the beehaw seed that I discovered before to give hardcore another try.
I’ve spent about an hour with “Drova - Forsaken Kin”. The best way to describe it (and I’m not the first person to do this) would be “2D Gothic”. It’s quite neat. Exploration is a bit labyrinthian, but it’s appropriately punishing and bleak, has meaty combat that becomes satisfying once it finally clicks with you. Just like in Gothic, you start out as someone who can barely swing a club and just like in Gothic again, you need trainers to level up your skills. Controls can take a bit of getting used to and I have no idea where the story will take me, but so far, I’m enjoying my time with it. Really the worst thing I can say about it so far is that the music is rather monotonous.
Drova is available on gog without DRM, supporting Linux and MacOS in addition to Windows (also on Steam and every current and last-gen console):
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