The game was alive for about 1.5 days for each year of development that they put into Concord.
Let’s acknowledge for a second that well over 100 developers are about to lose their livelihoods. Now let’s acknowledge that they were building a product from the start that disrespects consumer rights and preservation of the medium, and I’m still glad it failed.
Those artists and programmers had about six years to find different jobs in the industry, I have zero sympathy for the ones that stuck around and did not see the writing on the wall.
Bad marketing, low interest in Overwatch clones after OW2. Some people say diversity pandering but I like to imagine it’s that people still remember Sony being a butt with Helldiver’s 2.
This video does a good job explaining it. TL;DW Its an overwatch clone that came out about 6 years too late, looks generic af and can hardly compete with the free and interesting games already available
The characters look absolutely boring design-wise too, with muted colors for some reason, giving off strong “We have Guardians of the Galaxy at home” vibes. In a hero shooter.
… What’s that about culture war bullshit? Whatever corner of Xitter that youtuber went scurrying under, there’s like a couple dozen people there.
Some people (conservatives and some absolutely brainrotted terminally online leftists) love attributing sales data to Wokism or Wokism being Defeated. thisengineiswoke.jpg.
Literally no-one actually cares, not even conservatives, because they sure as shit play Elden Ring despite the character creation presenting gender as “A” and “B” or whatever. It does not matter. “Go woke go broke” is a literal fucking meme. If people actually cared about gaming politics then FIFA wouldn’t be one of the top selling games every year and reddit would have killed pre-orders as a practice 10 years ago.
The game is bland, a cheap knockoff, already very old-fashioned, infinitely too expensive, terribly marketed and uniquely non-appealing. That’s it, no need to bring weird politics into this.
I also don’t buy his take that the game started development in 2016, this is what was big culturally in 2016, and the team just retreated into a bunker until launch and didn’t have any way to course correct.
That’s not how game development works. I guarantee the headcount for this project didn’t peak in 2016 and stay steady. This was a low-priority item on a few people’s kanban boards for a couple years, probably had multiple starts, dead-ends, and reinventions.
I have to think Sony saw the writing on the wall, pushed the project out the door because they didn’t think it would get any better barring significant reinvestment, and braced for the impact. I credit them just a tiny bit for not writing it off on their taxes and canning the project like Hollywood has been doing lately.
Oh don’t get me wrong, I understand why Sony wants to enhance it. I just don’t understand who it’s for, and who will buy it. I guess it just takes less money and effort than developing new games or IP.
i wonder how much they can really make it better. i would say the part that could be reworked the most imo are the actor’s facial expressions wich looked weird most of the time. other then that idk, ray tracing maybe? lol
PS5 is way better at decompression, so the textures are likely less compressed for better performance. Most likely the PC version will ship with higher resolution textures which would play a bigger role though.
Fucking exactly. Unless the offer the game free of charge for those that have already bought it on ps, there is no reason to have a second account for every other game.
The other games that have had this requirement at least had some kind of store/online function somewhere. AFAIK, GOW:R doesn’t have any online functions. What in the hell is the account even for?
FYI, you can use the same account, you don’t need two.
I own ghost of tsushima on ps4, and logged into my PSN account for it on PC because I was curious how it would work. The PC version shows up in your trophies as a totally separate game ‘ghost of tsushima PC’ so they don’t blend.
But the point still stands, there’s no good reason for a PSN requirement for this game.
As much as I hate more tracking and stuff, would they allow me to use my existing PSN account from back when I picked up a console or two for some exclusives?
I predict some grumbling from the JRPG crowd that just wanted hi-fi visuals in turn-based combat without the reactive combat elements they are discussing here. I have to imagine they’ll make the system flexible enough to appeal to everyone, though. “Turn-based with a little extra” is the new hotness right now, so it’s what will be marketed leading up to the release.
Hoping to see another trailer soon, last one was great!
Wow, thanks for sharing! I can’t believe I missed this one. It’s right up my ally and looks refreshing. I love jrpg’s, but they can get stale after a while. Can’t wait to see what a team new to this genre can bring to the table. Story sounds super unique.
All I really know about this game is the ridiculously stylized animations in its cutscenes and fight moves, which has definitely made me want to try it out.
I still wonder if they will eventually go the other way around, too, and let me use my Quest with the PS5 for things like RE4 VR. Doing the remote play method is jank af.
PS VR2 was designed from the ground up specifically for PS5 – so you’ll notice that some key features, like HDR, headset feedback, eye tracking, adaptive triggers, and haptic feedback (other than rumble), are not available when playing on PC
As someone who just has a PSVR2 and a PS5, I agree. I think being able to include those features in PCVR games might entice VR developers to provide more feature rich ports of their games to PS5. Here's hoping it just needs some kind of official driver or something.
They want people on the hardware as they don’t need to share a cut with valve on software sales. Makes it easier to pitch other services to users when they’re locked into your platform too.
That still doesn’t make sense. All this does is enable the PS VR headset to be used with a PC to play steam games. It gives people that already own a PS VR another option for usage: plugging it into a PC and playing VR games they purchased through steam. It lowers the barrier to entry for the user to experience PC VR games by being able to use hardware they already have on hand instead of having to purchase an Oculus or Index. Valve still gets their software sales cut because you can only use the PS VR to play games in your steam library on PC.
They don’t care about you buying the hardware itself, they want you to buy into the PlayStation platform where they get a cut of all sales and don’t pay a cut to valve.
Yeah that’s quite the letdown. I’ve been hoping to upgrade my VR headset from a Quest 2 and I was looking forward to this so I could get away from Meta, but those features were a big part of the appeal of the PS VR2. I don’t own a PS5, so buying a headset that should be able to do all these things but can’t would kinda sting. It seems this was intended as more of a bonus for existing PS VR2 owners rather than an attempt to drive sales to PC-only players. I hope those features do make their way to PC eventually, because HDR on the OLED screen would make this an amazing PC VR headset and I really wanted that. I’m going to have to pass on this headset for now though.
AFAIK, HDR was theorised to have been disabled due to problems on AMD GPUs, as said by a third-party driver developer (iVRy). They also said that issues with USB communication was why they weren’t able to do it properly either with the adapter having a more direct connection. The adapter should be able to support it when SteamVR is updated, so hopefully Sony releases firmware updates for it.
twitter.com/iVRy_VR (I’d provide a Nitter link but it’s playing up right now. Use whichever redirector extension if you’re that bothered.)
I’m new to VR. Over the past few months I was considering a Meta Quest 3, specifically because I wanted to finally play Half-Life Alyx. However, I really didn’t want to give Meta money/data (I deleted Facebook back in 2019), so that’s why I’ve held off for so long in hopes that either Valve updates the Index or another option comes out.
Could you elaborate what I’m missing with some of these features compared to a Meta Quest 3 or Valve Index from a PC perspective? In my eyes, playing this on PS5 is a bonus to me.
HDR - I understand colors won’t be as deep and brightness/blacks as high/deep which is a bummer considering the OLED screens inside the PSVR. I don’t think the Meta Quest 3 had HDR? Neither does the Index?
Headset feedback - vibration on head? I’m assuming the other headsets don’t have this, so I’m not missing much from PC games that don’t leverage this.
Eye tracking - I don’t believe Meta Quest 3 has this, neither does the Index? So it’s in parity with the PC feature set?
Adaptive Triggers - I have a PS5 and when this feature turns on, it’s kinda cool for a second but then it gets old fast. The only really good execution of Adaptive Triggers I’ve experienced so far is in Returnal. I just finished up FF7 Rebirth and the adaptive trigger sequences in there seemed dumb and unnecessary.
Haptic feedback - is this just a more detailed rumble?
I guess my main question is, doesn’t this seems like the better option when compared to a Valve Index or Meta Quest 3? For my particular circumstance,I don’t mind being tethered by a cable (at least I don’t think I will, again I’m new to VR. Besides I’d be tethered anyway using a meta quest 3 on PC) and the headset screens on the PSVR2 seem to be really nice compared to the others.
Adaptive triggers make sense because not many games use it even on PS5 and it’s a very specific function that isn’t replicated by any other hardware yet; but why doesn’t eye tracking or HDR work with existing software on the PC side?
Because their eye tracking and HDR software are made with proprietary licenses they don’t want to pay to port over from PS5’s flavor of BSD to whatever OS you run on PC.
But why would I have to use their software? There’s no other options for the triggers that I am aware of, but there’s tons of software for HDR and face tracking. A lot of it is FOSS, too.
They probably don’t see any value paying development time and resources for something they won’t ever use and won’t be able to recoup the costs of, when they can better spend it on shit that helps them make money.
I’m just wondering if the internal camera would at least be picked up as a generic camera so you could use any of the things that let you get face tracking just from a camera feed (as I do now), or if they literally have no translation drivers for it to even be detected on Windows or Linux as hardware.
Someone told me adaptive triggers work in some games on PS5 controllers, I don’t know why the VR controllers couldn’t do the same. Maybe I just heard wrong
They do work in a couple of PS5 ported PC games. IIRC, Returnal and R&C: A Rift Apart have working adaptive triggers on PC. But you also have to have the controller plugged in with the cable; it doesn’t work via BT.
I was excited when I saw full DualSense support, including adaptive triggers, in the patch notes, but then disappointed when it didn’t work wirelessly. I don’t understand why it doesn’t work over BT on PC; it does on the actual PS5 🤷🏻♂️
It’s a shame it requires a PSN account. I got an account, but making it a requirement is deal breaker in my eyes. Hopefully it will find it’s way on to GOG one day, plenty of other of activities to do in the meantime.
Wasn’t the new CEO just talking about how they were counting on PC players to go out and buy the console for sequels? I’m over here still waiting for Spider-Man 2, no intention of buying a console again.
blog.playstation.com
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