The only thing I don’t like about Deep Rock Galactic is having to watch both the publishers, and the studios logo sequences every time I start the game.
Go to steam, right click the game and browse local files.
Navigate to something like Deep Rock GalacticFSDContentMovies and delete (or move) them.
I’ve played other games with annoying intros. Normally, deleting the files means the don’t play on startup.
Where they are depends on the game. A quick Google found this solution.
You will probably have to re-delete them after an update, and after running a “verify local files”.
I’ve done this with EAC games without issues (incase you are worried)
Lately, I’ve seen it for controller detection on PC games. Larian games like Baldur’s Gate 3 at least use it to change how they render the “Main” menu. I mean, the “Main” menu also changes if I plug in a controller so maybe it’s just an aesthetic thing held over from older video games.
Sometimes windows itself will only let games know there’s a controller plugged in after a button is pressed, but connecting a controller with the game already open can usually be detected just fine.
At some point in this millenium, it became ubiquitous in games to ask for a button press before switching to the main menu and it has become a pet peeve off mine.
Fake news. It was common in the previous millenium too
I knew I wasn’t going crazy! That press any key habit is so ingrained because it’s been around since I played my first game on a 286 PC, probably longer.
That’s the thing. I think it is a carry over from that. Back then a lot of games didn’t have a menu or anything, after you hit the button, you were just playing the game.
Like Mario 1 and 3 have just a simple 1 or 2 player select then you are in the game. Some single player games didn’t have anything, they just would go straight to the game after you hit start.
Now there isn’t really a need since nearly every game has a menu for loading saves, starting a new game and such. So they could go, but are just a vestigial part of gaming history at this point.
I have a similar issue with Diablo 4 at the moment. I’ve been playing on controller on pc. It’s two button presses to skip the intro logos, and a third press will exit the game before even getting to the main menu. The number of times I’ve accidentally closed the game is much too high.
OMG yes!!! D4 has been driving me crazy with this! Especially if I’m playing on Steam Deck, where load times are longer and I have to sit through it all again.
It has a host of other issues besides basic ui problems, my largest pet peeve at the moment is town layouts being completely different. Picking a random nightmare dungeon to run and then porting to town is immediately followed by me opening the map to see which cardinal direction the blacksmith/shop is in.
It’s there due to the technical certification requirements of XBox. All games are required to become interactive after a set number of seconds. When you have a complex game with long loading times, that might be difficult. The load start screen works around that, it’s simple enough to load quickly and it is interactive, i.e. “Press any key to continue”. It’s not useful, but it fulfills the certification requirements, all loading time that follows or might happen in the background while that screen is shown, doesn’t count.
It the same reason why you see so many games have the same “You’ll lose all your unsaved progress if you exit the game” screen, even in games that save so often to be a non-issue. It’s a certification requirement too. There is a whole bunch of stuff like this in games (and movies) that is not there because anybody wants it, but because some contract somewhere says it has to be there or you aren’t allowed to publish your game (see also the way names in movie posters never line up with the people on that poster).
PS: This has been around since at least the Xbox360s, don’t know what Sony requires or how Microsoft might have updated their requirements since then.
If you have a particularly slow PC, this screen would be good feedback that it hasn't crashed while booting the game. It also keeps the game consistent across platforms.
Yeah, they're not gonna do all that stuff for cert and then go "now let's remake our whole intro sequence to be more convenient!", I don't think devs typically have that much free time
The problem is that the majority of games do not tell you what you are actually losing or how to prevent it. Do you lose the last five seconds or do you go right back to the beginning of the game? How far away is the next save point? Games don’t tell you. You have to try to find out. There are a few smart games that will tell you “2min since your last save”, but they are pretty rare.
And of course in modern times that screen is rather unnecessary to begin with: Just save the damn game and let me continue were I left of. Xbox has QuickResume, but a lot of other platforms still have nothing like it.
IMO it’s a good feature and it’s a good thing it’s required. I remember the days when I would boot up a game and never be sure if my system crashed or not.
This requires the game to start giving you feedback before you start wondering if you should do a power cycle.
I mean, better loading feedback would be better than an arbitrary “interactive within 1 second” blanket rule, leading to this whole “press button to continue” workaround.
That’s like a generator needing an earth rod, and the engineer putting an earth rod into a plant pot. Sure, the earth rod is there, and sunk to regulated depth in dirt… but it’s a plant pot.
Just make an accurate loading screen with accurate feedback.
Imo that’s still not enough. Plenty of crashes or failures happen in a way where loading screen animations still keep playing. Having a cursor you can move around to validate that the process is still responsive is important feedback.
I also remember lots of games that did exactly what you are saying and there was no way to tell if it had hung during loading or not because you couldn’t check if it was accepting feedback.
Neither of these things can be true, because they’ve been around since long before Microsoft got into the console game. I’m pretty sure Atari 2600 games had that prompt. I know NES games did.
Games must enter an interactive state that accepts player input within 20 seconds after the initial start-up sequence. If an animation or cinematic shown during the start-up sequence runs longer than 20 seconds, it must be skippable using the START button.
What earlier games were doing was very similar, but was done for different reasons. Arcade games had an attract mode that would show gameplay or intro cutscenes in a loop when the device wasn’t in active use and had an “Insert Coin” flashing to attract players. The normal game would only started once coin got inserted into the arcade machine. Early console games had that attract mode too, just “insert coin” replaced with a “press start”.
What makes the modern start screen different is that there is often no cutscene to skip, no gameplay to watch, it’s just a pointless screen before you go to the main menu.
Yes, but you’d have to get there in 20sec first, which in case of very elaborate main menus, might not always be the case. The start screen provides a safety buffer so that you never fail at this certification criteria, as all the loading time after the start screen doesn’t count.
Some games, like the Pathfinder games by Owlcat, use that initial input to determine if you are playing with mouse/keyboard or a gamepad. Depending on that, you get presented with a different UI in the main menu.
Another reason for such a screen could also be Xbox support. Nowadays it’s no longer necessary, because user-handling has been vastly improved with the GDK, but before the GDK was released a splash screen was the most user-friendly way to do user-handling in a single-player or online-multiplayer game on Xbox.
Games used to take a looong time to load before flash storage, so people would go get a coffee or something while loading. Before main menus, it would just drop you into the game while you were away, potentiality missing something. So they added the “press any key” pause to wait until you’re back.
There was (is?) a requirement from Sony and Microsoft about how long a game can take to load as part of the game licensing process. One of the ways it is measured is by counting time from game boot to how quickly the game can react to user’s keypress. A “press start to continue” screen is the most simple thing you can load that passes this requirement. After that the game can do heavier operations such as loading save data, checking DLC or pulling latest messages from online server without having to worry too much about how long these operations take.
I finished Assassin’s Creed Valhalla recently and it drove me up the wall all the time. I mean well over 100 h playtime.
And the game would sit there after every start and wait for me to “press any key”. And only after a keypress it would start checking for Add-ons which took ages. Why couldn’t it have done that already?
Plus the intro videos I had to replace with empty files because no-skip.
GOG's Linux support doesn't extend much beyond providing you with the binaries that the developers supplied. You're left to figure out running the games yourself and hoping the developer didn't make too many assumptions about system libraries.
Valve provides Linux runtime environments for native Linux games to target and run in, plus tools for developers to use to build for that environment. It's not perfect but you'll generally have a much easier time with Linux native games from Steam.
I'm sympathetic to GOG's goals, but generally stick with Steam because of Valve's level of support and commitment.
If you want to keep using the GOG version, you could try running the Windows build in Heroic Games Launcher + Wine-GE or Proton-GE (they're available as runners within Heroic, it works pretty seamlessly). You'll also get Cloud Saves which GOG doesn't support for native Linux builds.
The native Linux version of Baldur's Gate II Enhanced is running fine for me from Steam (on Fedora 38 Silverblue + Steam installed as a Flatpak). It also features cloud saves (and achievements if you care about those), if you're set on playing the native build and willing to switch to Steam.
It annoys me when you close down a game, and it only has the option to send you to the title menu instead of closing out. It's not the worst thing ever, but it's kind of annoying when you need to go, and you have to "quit" the game just to wait for it to go back to the title screen and make you hit "quit" again a second time.
Or, they have a hypervisor, so instead of needing to quit from inside, you just hit the magic button and go back to the console UI. Game is suspended and might resume after power off or switch, or not, depending on the system and user.
You could just ctrl-alt-del or window switch or whatever to get the same experience on a computer.
It differs, on some games it doesn’t work or still takes a long time. For those programs I like to use SuperF4, which kills the process when you press ctrl+alt+f4.
Clicks quit
Are you sure you want to exit? Clicks yes
Goes to title Clicks Quit
Are you absolutely positive you want to exit?
*Clicks yes DO YOU ACTUALLY THINK I CLICKED THREE TIMES TO GET HERE BY ACCIDENT??
Game hangs.
Games that don’t do this: infamous series. The first time on the first one is incredible. But afterwards as a trend, loading the game goes straight to your most recent save with zero menu.
Killzone: Shadowfall. No intros. Straight to the main menu when you boot. Unique and wild every time!
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