blog.playstation.com

Viri4thus, do games w PS5 price to rise in Europe, Australia and New Zealand

Uh, newsflash, the Euro appreciated vs RMB and USD to the tune of 10%. GTFO with this “trying times” nonsense. You’re increasing the price because there’s a massive hole in your accounts thanks to Jim Ryan’s regarded chase of live service games. How much did he get as severance and how many consoles do you need to sell for those 50€ to cover that golden parachute?

SkunkWorkz, do games w PS5 price to rise in Europe, Australia and New Zealand

Is this because of collusion between the two Japanese console makers?

Flamekebab, do games w PS5 price to rise in Europe, Australia and New Zealand
@Flamekebab@piefed.social avatar

I guess I don't get to play either of their exclusive games.

hal_5700X, do games w PS5 price to rise in Europe, Australia and New Zealand

Man, they’re pushing people to PC gaming. GG Sony.

Apple87sagan, do games w Ghost of Yōtei comes to PlayStation 5 on October 2

I am super excited for this. The first one was beautiful, great fighting gameplay and amazing storytelling.

DoucheBagMcSwag, do games w Ghost of Yōtei comes to PlayStation 5 on October 2

Oh shit this year that was faster than expected.

Now give me infamous 1 and 2 remaster SuckerPunch. Or maybe a new game?

ampersandrew, do games w Ghost of Yōtei comes to PlayStation 5 on October 2
@ampersandrew@lemmy.world avatar

This is a date you pick when you want to be nominated for the Game Awards, and also when you’re confident that Grand Theft Auto won’t interfere with your sales.

KingThrillgore,
@KingThrillgore@lemmy.ml avatar

Sony would be in the loop on the GTA 6 release window

yesman, do games w Elden Ring Nightreign Interview: reimagined game design anchored by in-depth combat
ampersandrew, do games w PlayStation State of Play Returns June 4
@ampersandrew@lemmy.world avatar

This would be the last exit that makes sense to either delay Marathon or cut their losses and let it die a quick death.

simple,

It’s 100% getting delayed, not sure if they’d announce it in the show because they wouldn’t want negative reactions to their big event.

ampersandrew,
@ampersandrew@lemmy.world avatar

The word was they cancelled their marketing, which doesn’t mean a delay is definite. When Concord wasn’t going well, they just put it out and hoped for the best despite a beta with terrible metrics, and…that’s an option again, where they’re not throwing good money after bad.

DoucheBagMcSwag, (edited ) do games w PlayStation State of Play Returns June 4

Come on PRAGMATA…

… Right?..

EDIT: YOOOOOO I CALLED IT

ampersandrew, do games w MARVEL Tōkon: Fighting Souls debuts at Evo 2025
@ampersandrew@lemmy.world avatar

I love Strive and tag fighters, so this should be way up my alley, but I’m concerned about a couple of things. First and foremost, it’s Sony published, which doesn’t give me a lot of confidence that the online is going to work on Proton when it has to go through PSN. Second, there was a moment in the gameplay trailer that showed air teching, and that usually means hitstun decay, which is a mechanic I’m not a fan of. But at least if this one doesn’t work out for me, Invincible Vs will also be showing at Evo.

heavy,

Could you explain a little more about the air tech and hitstun decay?

I’m not good at tag fighters but I do like fighting games.

ampersandrew, (edited )
@ampersandrew@lemmy.world avatar

Every time you hit the opponent, you put them into a certain number of frames of hitstun. If you hit them again while they’re still in hitstun, there’s (typically) nothing they can do about it, and that’s called a combo. Hitstun decay is a mechanic to prevent infinite combos by making it so that, as the combo goes on longer, each hit does less hitstun than it normally would until the combo eventually drops, and the character getting hit can “tech” out of the dropped combo with some invincibility. Here’s a good explainer on how infinite combos are prevented and have been prevented in the past, as well as some of their drawbacks; the video author calls “hitstun decay”, “hitstun scaling” instead.

I don’t like hitstun decay for a few reasons. For one, it’s not easily observable. If you’ve got a combo limit meter (like Skullgirls, Killer Instinct, and the upcoming Invincible Vs), you can see how much the move you just used has gotten you closer to the limits of the combo. It’s not intuitive for a player to track how close they are to the combo dropping with hitstun decay. So because of this, you’re basically just memorizing combos. If you land a hit with a move, or in a situation, that you haven’t practiced, you have no idea how to guarantee that you can finish the combo, which means that if you’re improvising, you’re just quickly routing your combo into a knockdown. As a player, I hate memorization, and as a spectator, I hate watching a game that has just a few bread and butter combos and quick routes to knockdowns when they don’t know what to do. I do like one game with hitstun decay, Guilty Gear XX Accent Core +R, which at least allows you to do “tech traps”, where I’m expecting my opponent to air tech, and if they do, I get a new combo for free, so there’s a mind game there that most games with hitstun decay, in my experience, don’t have.

Hitstun decay is, by and large, the most prevalent form of infinite combo prevention in games with big combos, but it’s the one I dislike most. Guilty Gear Strive, Mortal Kombat, and Tekken all use juggle decay, or gravity decay, where the opponent just falls harder and harder until eventually they hit the floor, and you can’t combo them anymore. This is, of course, much easier for everyone to observe. My favorite method though is just using a meter to limit combos, because it allows for something much closer to freeform jazz. Every combo in Killer Instinct is different, because if you use the same combo every time, the opponent can break it. In Skullgirls, you’re usually unable to do enough damage in a single combo with its limits, so instead you’re looking to tactically drop your combo and sneak in a new one, which is called a reset.

heavy,

I see. Thanks for explaining.

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