What controller are you using? The right stick controlled my camera just fine with a dual shock 4 in windows and on my steam deck. Control issues aside, if you aren’t a fan of racing games, this game isn’t going to change that but the demo has me very excited for the full release.
I was using an 8bitdo Ultimate Bluetooth controller on PC. I don’t know why the right stick didn’t control the camera, if it is supposed to actually work correctly. I guess I must have pressed the wrong button or something. Guess I’ll never know now 🤷
Major Problems with game industry right now… Cost to make a game, and from that the repercussions if it fails.
Making an engine doesn’t happen overnight, and then you need new Devs to learn that engine throughout its lifetime. Fine for a big player, but even a large company like CDPR had issues, hence moving.
It’s a shame, but you can’t write off engines like UE. Epic and the Coalition do incredible work with it. UE5 is still VERY new. Look at Fortnite and wait for the next Gears game. Even if the game is dull I’m sure it will be a showcase for UE5.
The opposite is also true. You created an engine already, why do you want a new one? Just add to the existing one. Starfield is not the only industry game working on legacy engines
If you are in a pub and have one pint an hour, you would generally consider that to be a good use of time. This means one hour is worth approximately the cost of your usual pint at your local pub. For me this is about £3.50.
I then divide the price of the game by this number to get the number of hours the game has to provide to make it worth it. So for example Risk of Rain 2 cost me about £21 and I have played about 280 hours, meaning that I have exceeded my pint limit of about 6 hours by nearly 274 hours. Solidly worth it!
Occasionally a game will not reach its pint limit, but will be worth it nonetheless, e.g. The Return of the Obra Dinn, but generally I find the metric exceptionally accurate to my feeling of worth for a game.
The final advantage is that this scales with the cost of living (and usually thus wages) in your area.
I think about 10% of the games I bought since 2016 have not yet reached the pint limit, which is generally pretty good going.
After mostly playing BG3 lately, I’m now back to Factorio. I figured that since my angelbob mainbuss save passed 1GB, it was time to start something new, so I decided to give Space Exploration a go. I hope to have it completed by the time the space expansion for Factorio is released.
In Ultima Online I was part of a really big guild on Napa Valley. We had pretty much all the land north east of the Britannia swamp. We were one of the first, if not the first, guild to defeat the Harrower.
Afaik, yeah. I haven’t played on the official servers for years though. If I ever have a hankering to play it, I find emulated shards that duplicate the experience as it was in 1997.
Edit: I just had to look and see; not only is it still up and running, they recently had some kind of event on the 18th.
I never play these types of games but I distinctly remember my friend having a full on meltdown about how fucked up the first Cities Skylines was like a decade ago, lol.
I guess you’re just talking about one person, but I think Cities Skylines was received quite well in general? I just remember a bunch of praise for Cities Skylines (in contrast to Sim City 2013 which a bunch of people had a meltdown about).
Maybe not everywhere, because then it wouldn’t be nearly as special, but I absolutely adored the “asynchronous multiplayer” aspects of Death Stranding.
Viewing the “strand contracts” tab and looking at how many other actual humans used and “liked” the infrastructure you created, or helped to create. Creating contracts with players who seem to appreciate your work, so that you see more of their structures, and they see more of yours. Only a couple examples. Trying to find the most optimal place for a bridge, or watchtower so that other players will appreciate it and give you “likes.” That nice feeling of warmth you get when you finish building a road that others had started…
Just the whole freaking thing fits so well into the “we’re all in this together, even if we’re (forcibly) isolated” message the game is conveying. Working together with real people that you will never directly see or speak to, in order to make an incredibly arduous journey a bit easier for all. Amazing.
At least I think that was one of the messages, Kojima can be cryptic at times lol.
Again, I wouldn’t want it to become the next “climb the tower to reveal part of the map” mechanic, and get ruined. You can’t just shoe-horn it in, it has to make sense in context.
Might be a controversial statement, but I love Persona 5’s music and art design way more than I like the actual game, if I’m being honest. The anime tropiness isn’t really my thing and I’m not a huge fan of the writing, but the vibes of that game are immaculate.
Game companies get greedier, gamers want bigger and better experiences for less money, investors want higher returns, computers aren’t getting faster at the same rate and the game industry can afford to treat it’s employees like shit because there’s always going to be a constant stream of new people who want to work in it.
Here’s a pre-release video from City Planner Plays that discusses the new roadway options. I believe even C:S1 added in snap-to-angle options eventually, which made it very easy to build roads at right angles. Unless you mean parallel roads? This is something that vanilla C:S1 did not have, but it looks like C:S2 has that on launch. The new road-building tools are one of the features that had me most hyped.
I had such a pain in the ass trying to make highway on ramp and off ramps look good while also being perpendicular to the highway and each other. Ruined the game for me because I couldn’t get past the first offramp to even start building 😓 bugged me way too much
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