For older consoles I usually stick to RPGs. Resident evil is okay once you get used to the shit controls. But final fantasys, xenogears, metal gear is good, jet moto, Gran Turismo 2…
I have an attention span of a 2 year old, so I never really finish games. But that one of the few to hold my attention all the way through. Even if I initially hates the movement and controls at first since I had expected a FFVII style game
Xenogears is the best game, or at least JRPG, I ever played and I played over 40 JRPGs from the 8bit era to the modern era. There might be a better JRPG out there but I haven’t played it yet.
The only reason I completed it was because I wanted to see the end, but by the end I hated the game so much I can’t play the entire genre anymore without almost physical pain… The mechanics of random battle and grind cause my spirit to flag and my will to drain, now no matter how good the story of the game is I just can’t.
Ironically, Zelda Link to the Past ran at 60fps, and Ocarina of Time ran at 20fps.
The same framerates are probably in the Horizon pictures below lol.
Now, Ocarina of Time had to run at 20fps because it had one of the biggest draw distances of any N64 game at the time. This was so the player could see to the other end of Hyrule Field, or other large spaces. They had to sacrifice framerate, but for the time it was totally worth the sacrifice.
Modern games sacrifice performance for an improvement so tiny that most people would not be able to tell unless they are sitting 2 feet from a large 4k screen.
Had to, as in “they didn’t have enough experience to optimize the games”. Same for Super Mario 64. Some programmers decompiled the code and made it run like a dream on original hardware.
The programming knowledge did not exist at the time. Its not that they did not have the experience, it was impossible for them to have the knowledge because it did not exist at the time. You can’t really count that against them.
Kaze optimizing Mario 64 is amazing, but it would have been impossible for Nintendo to have programmed the game like that because Kaze is able to use programming technique and knowledge that literally did not exist at the time the N64 was new. Its like saying that the NASA engineers that designed the Atlas LV-3B spacecraft were bad engineers or incapable of making a good rocket design just because of what NASA engineers could design today with the knowledge that did not exist in the 50s.
One of the reasons I skipped the other consoles but got a GameCube was because all the first party stuff was buttery smooth. Meanwhile trying to play shit like MechAssault on Xbox was painful.
I never had trouble with MechAssault, because the fun far outweighed infrequent performance drops.
I am a big proponent of 60fps minimum, but I make an exception for consoles from the 5th and 6th generations. The amount of technical leap and improvement, both in graphics technology and in gameplay innovation, far outweighs any performance dips as a cost of such improvement. 7th generation is on a game by game basis, and personally 8th generation (Xbox One, Switch, and PS4) is where it became completely unacceptable to run even just a single frame below 60fps. There is no reason that target could not have been met by then, definitely now. Switch was especially disappointing with this, since Nintendo made basically a 2015 mid-range smartphone but then they tried to make games for a real game console, with performance massively suffering as a result. 11fps, docked, in Breath of the Wild’s Korok Forest or Age of Calamity (anyehwere in the game, take your pick,) is totally unacceptable, even if it only happened one time ever rather than consistently.
I’m usually tolerant of frame drops, especially when they make hard games easier (like on the N64), but I agree it has gotten much worse on recent consoles. Looking at you, Control on PS4 (seems like it should just have been a PS5 game with all the frame drops; even just unpausing freezes the game for multiple seconds).
Loyal subscriber to Nintendo Power, bought quite a few of the official guides. I became gamer tech support amongst my friends, they would call me when they got stuck and I would consult the sacred texts.
I know people working there, in towns where little other opportunities for such jobs exist. I… really don’t fancy the prospect of Ubisoft going bankrupt.
I know people who work there that used to steal my parking spot with their baby Blue Ford Mustang, on a residential street two blocks from the Ubisoft building. They can all go away.
This is rather pedantic and obfuscates the reality and consumer rights. Don’t shill for big corp with that narrative, you could argue you don’t “own” a book either if we’re just doing silly talk in here.
Devil’s advocate: you obviously own the physical media that constitutes the book, but do you really “own” the contents of the book if you’re not allowed by law to make a million copies of it and sell them?
First off, I only called them a moron on a condition, and I stand by my assessment.
Second, playing devil’s advocate is meant to enhance discussion. What they’re doing is muddying the discourse and playing into the hands of copyright-holders. It’s very close to the “just asking question” bullshit that’s so prevalent recently.
You don’t, though. Or rather, you don’t own its contents. It’s not being pedantic, it’s simply correct.
This isn’t a perspective shilling for big corp. If anything, understanding that society has already sleepwalked into a post-ownership era long ago, and that technology has only just now appeared to let the logical conclusion of that come home to roost, should only increase one’s unease of mass unchecked corporate ownership.
You can’t buy a book, copy it, and profit from those copies because you don’t own the IP. But you own the book for your personal use (and you can lend or sell it) in perpetuity, without any dependence on whoever sold it to you. That last part is no longer possible in the digital world with games that are architected specifically so that core functionality is server-side only.
Like with pirating, it was always an issue of expense. They could legally take away your disk at any time and force you to uninstall the software from your computer. It just would never be worth it to go after any specific individuals for any minor infraction of the license. Digital licensing just made them capable of doing that with the press of a button.
It seems I’m miscommunicating. I’m being interpreted as saying, “We’re already here, and this is fine actually.” My point is “We’ve been on the setup for ages, you shouldn’t be surprised this is where we are going without intervention, and we need to intervene right now”.
The world hasn’t slowly built up to being this bad. They’ve been laying the traps for a long time. We’re in the late game, not the early game. There is a lot to undo.
It was not like this back in the '90s. Games you purchased were on disk/disks. You installed the game and played the fully completed game that did not require an online connection. You owned that game.
After the Digital Millennium Copyright Act of 1998 things changed. So it has not always been like this.
I guess I personally don’t really care about the legal aspect, I’ll make my own moral assessments on what I find reasonable to pirate etc. regardless of legality. Law only occasionally overlaps with ethics.
But on a philosophical level, a rethorical question I ask myself is; what does it really mean to “own” anything digital? I have to ponder on that for a while.
Before the internet, the concept of game ownership was much easier. Whatever the seller chose to call it, as long as I had complete control over when and where I could play the game, I owned it. I would consider any game where the ability to play it cannot be willfully taken from me by digital means to be owned by me. Nowadays, that mostly applies to cracked games or systems only. No game that requires an online connection to play would apply.
Oh that’s easy. For me at least. In my analysis, the law is wrong.
Where are the assets stored. On local storage? Then I own a copy of the assets.
Where is the game logic executed? Locally? Then I own a copy of that game logic. A server? Then I own non of that logic. A hybrid of the two? Then I own a copy of what my hardware processes.
Where is the game save data stored? Locally? Again, that a copy I own. On a server? I’m licensing it.
Here’s a good analogy: Monster Hunter: Processing, assets, and saves are all on individual machines. I can be cut off from the internet, and still play. I own a copy.
Diablo IV: the assets are local, processing my inputs is local, but my saves and the game logic are all processed on a server. I own a copy of the assets and input logic. Blizzard owns the rest as they process the rest.
If they want to do the whole “resources=expense” then I get to consider MY resources as expense too.
I don’t think most people’s sense of “ownership” of a copy of a game has anything to do with whether or not they’ve legally bought a license.
For most of my collection, I own a physical thing, that represents the ability to play that game, using hardware I bought, whether I bought those things today, last year, or even a decade ago. Some of my games are digital, but I still have possession of a copy I bought, and can play it whenever I want. I paid money for the right to play a game when I want, and that’s a notion of ownership.
If someone can take it away from me, that isn’t aligned with my notion of ownership, and also isn’t worth spending money on imo. I own some GameCube games, and yes, technically that means I have a license, but they still work physically and legally. There’s nothing to enforce against me.
The thing that changed is the ability to revoke that license. And that amounts to a different concept than ownership. One not worth paying for.
That’s not what they meant. The person who said it was “director of subscriptions.” They meant gamers need to get used to all games being SaaS because they are of the opinion that that’s what’s going to happen. SaaS is capable of generating magnitudes more money than any other paradigm, so this is of course the wet dream of the bean counters.
The problem with the statement, of course, is threefold:
People don’t like being told things that sound a lot like "just hand over your money and like it, dumbasses"
SaaS is also capable of failing spectacularly
(most important) In no conceivable world would it be possible to have every single game be a subscription service
Shit, the world can’t even support half a dozen streaming video subscription services, but they think everybody’s going to gladly pay monthly fees for every game they play?
Also loved the characters crossing paths, that was amazing to me. If I recall correctly you pass a security officer on the way in in HL, which is the starting point of Blue shift
I think I got the latest tomb raider trilogy and death stranding, uh, last year or the year before? All free. My perception of time is getting fucky again tho so take that into account.
I got Bear and Breakfast a few weeks ago and that’s one I had on my Steam wishlist. Along with quite a few others.
I do feel the slightest bit of guilt whenever I get a have that I definitely would have bought otherwise, especially because I tend to like indie games, but from what I’ve heard they’re paid reasonably well to do it.
Yeah, I was about to buy my wife the tomb raider series (it’s one of her faves) for Christmas and then I had to think of a new present. No complaints with that.
gog doesn’t have regional pricing and their launcher at this point is worse than epic’s. as an old fuck I like having old games back but it’s not convenient at all.
Galaxy definitely sucks, but to say it’s worse than EGS seems pretty far out there. EGS has been caught snooping around files and taking system logs without notice on top of just being overly resource intensive, totally bare bones and easily broken.
I’m talking user experience. egs used to be the slowest app I’ve ever used but right now egs starts and works faster for me than gog. also its video player works faster than steam’s, by like a mile. I don’t know if it’s just me because I never hear anyone complain about steam’s video player but for me it’s so goddamn terrible in so many ways I want to punch a wall every time I’m curious about a game while browsing steam because the video just takes fucking ages to get going and the controls are horrendous. I end up just searching on YouTube.
It’s going to sell like crazy. It’s not just that it’s a Mount, but it also has an auction house and mailbox that you can use anywhere at any time. The only other mount that has the AH is no longer attainable regularly, only on rare occasions for gold cap.
I am going to get it, but I’m going to use my gold in game to convert to bnet balance.
I was going to say who cares if they’re selling a mount skin, but if on-the-go access to the auction house and mailbox isn’t normally accessible, this seems shitty.
It’s one of the most overhyped things in the game. I can more than afford it (both through $$ and in-game currency) but I just do not care. There’s easy to get mailboxes and the auction house is in every main city now.
Not to mention the amount of people who have the original auction house mount and the influx of people with this one - it is barely a convenience.
I think it’s a terrible decision because of this. The whole point of hubs is to get players together and interacting. Putting AH and mail around hubs requires many players together. Giving folks a mount means the hubs stop being hubs and contributes to the continued decay of the multiplayer aspect.
Take this with a grain of salt. When I last played hubs still mattered. If that isn’t currently the case this is just old fart complaints.
This was certainly the hardest part of the game due to the controls, but it still pales in comparison to actually difficult games of the era that were designed to take quarters first, provide gameplay later
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