Well, one is a linear, turn-based, 3rd person party cRPG.
The other is open world, real-time, 1st person with optional followers, sandbox action-RPG with space shooter elements.
Utterly different animals and any comparison is as invalid as comparing BG3 to Elite, DCS or RaceRoom. I've no interest at all in BG3 because turn-based party RPG-s are not really my jam. And I've never cared much about story-telling, either. I like good worldbuilding, sandboxing, looting, crafting, trying different builds, doing whatever the hell I like at any moment while completely forgetting that something called "main quest" exists, getting technical and modding the crap out of a game and this is where Bethesda shines.
Generally the term cRPG is used for specifically tabletop RPG-s adapted to digital realm. Action RPG-s take those classical RPG concepts and adapt them to a first- or third-person action game—basically Doom with leveling systems.
Especially if you’re playing a class not covered by the default companions. My paladin has been awesome, smashing goblins with a Warhammer, and still able to talk her way through just about anything. Playing a wizard, rogue, or cleric feels like it would make it tough to justify bringing someone along.
I tried a rogue that I built into heavy crossbows and line-holding while also having Ass Orion, there are definitely times I feel that it was redundant/wasteful (such as skill checks) but it pays off during stealth fights.
Having 2 characters that can move, enter stealth, and sneak attack in the same turn is extremely powerful.
[SPOILERS BELOW] Beat the cenobite doctor and the toll house lady back to back using this at lvl6, neither bosses got any attacks off on my guys. Idk if this is supposed to be impressive or anything, but In both cases I used both rouges to exploit the bosses AI, although admittedly the toll house fight was clearly designed for stealth.
My bard and Astarion work as a team to do the robbing. When you perform, crowds gather around you, so it’s very useful for redirecting prying eyes so Astarion can pick pockets.
What in the fuck. Can devs please start compressing this shit better? I know this is more of a me problem, but this is like half my SSD just for this game alone. Ridiculous.
I was going to install CoD: Cold War from PS+ on my PS5 since I wanted to check out the campaign but I'd never buy it. Fuckin 230 GB for that shit. I lol'd a bit and moved on to something else. So ridiculous.
Lmao 230gigs fuck that. Sitting here cursing my own life because I have 10 gigs of Sims 4 mods. For 230GB the game better come with a hologram that pops out of a USB port to suck my fucking cock.
The only games I'll bother keeping installed that are over 100gb are my ESO with all the addons on PC, and Star Wars Battlefront II on PS5, and only because my friends and I play co-op every Friday night. But it's still ludicrous. My most played game recently, Battlebit Remastered, is a whopping 3 GB lol.
Just one more reason why the obsession with the latest greatest OMGWTF HIGH DEFINITION GRAPHICS is the worst thing to happen to gaming since the Atari Jaguar.
We can compress textures into ridiculously small sizes, I doubt it's a problem. Audio on the other hand...
In a dialogue heavy game such as this one, each voice line for each language must be shipped with the game on steam. There's no way to split the downloads between regions and languages from within developer console on steam.
I think it's one of the most popular requests devs posted in the dev forums.
Standard lossless compression (without further assumptions) is already very close to being as optimal as it can get: At some point the pure entropy of these huge datasets just is not containable anymore.
The most likely savior in this case would be procedural rendering (i.e. instead of storing textures and meshes, you store a function that deterministically generates the meshes and textures). These already are starting to become popular due to better engine support, but pose a huge challenge from a design POV (the nice e.g. blender-esque interfaces don't really translate well to this kind of process).
Not everything can be easily compressed to significantly smaller sizes. In fact, for any random arrangement of bytes, finding one that is compressable by any significant amount is rare.
I’m sure that what can be compressed is compressed in these game files. What we really need is more intelligent assets. When downloading, the platform should take your localization settings and only download the assets required for that locale. I bet this would heavily reduce the size of many of these games.
I don't think that localization would help much. Most, probably all, assets that are taking up so much storage space are not going to include language directly.
I'd be willing to bet that the game will be available in a compressed format from a repack site with no content loss. At least 30% smaller. A recent example that I just checked, Forspoken, Original Size: 103.9 GB Repack Size: from 63.6 GB
Before I had an unlimited connection for monthly bandwidth usage I would frequently download an already purchased game from the repack site and then have steam "repair" it. Shadow of Mordor/Shadow of War come to mind specifically. Saved so much of my limits at the time.
What they need to do is utilize steam's branch feature to allow smaller installs for low resolution assets and with minimal language support without an opt in to other languages needed.
The steam deck really has me wishing Steam had pushed for that as part of fully verified (or have "great on deck" be a tier above and only for games that do the extras like that). So much space is spent on things I don't need at 800p
Eh… you can have high quality assets or you can have small size, but you can’t have both.
Game assets are typically some of the most heavily compressed assets there are (it’s often quicker, even from SSDs, to load a compressed asset and uncompress it than otherwise). There’s an entire middleware industry grown up around minimising asset sizes while keeping quality. 122 GB to me just screams “this game is fucking massive” rather than “this game is horribly unoptimised”.
“read the runes” … people need to stopping believing that money is money. Money is money AND strings attached. It’s totally different to get 1 EUR from a friend vs 1 EUR from a brank vs 1 EUR from VC vs 1 EUR of public subsidies. Money NEVER comes without string so one must be cautious they are not getting a noose around their neck while signing a contract.
PS: IMHO NLNet is an example of “good” money. Other examples welcomed. In software in the game “industry” specifically I don’t know where one can find non “bad” money so please if you have examples, do share.
Well there was just some base level of hope in the back of some people’s minds that one day they might get their shit together and now that hope is entirely gone.
Not saying it’s entirely cool, but wow base game purchase usually includes all expansions except the latest nowadays and that rolls (you get newer ones as more expansions are released) if you had an account historically.
I haven’t played more than about 30 minutes of a Borderlands game. But from clips I have seen of all of them over the years, they all look exactly the same. Sounds to me like it’s just a poorly optimized game, as is standard for new AAA slop releases.
How tf do companies get to say this shit and still be in business?? Are there that many people who just blindly bend over and take it?? Don’t people have standards anymore?
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