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?
That’s just the inherent cost of going with general purpose engines. They’ll always perform worse than specialized tech, but modern games are so complicated that custom engines aren’t really feasible anymore.
Unreal is the king of bloat. Rather than “general purpose” they strove for “all purpose” - Unreal Engine tries to do literally everything out of the box with as many bells and whistles attached as possible. The result is that Unreal Engine games require tons of optimization to run well, and even the editor itself consumes tens of gigabytes and runs like crap.
Unity is simply a mess of poor decisions and technical debt. Their devs seem to reinvent a crucial development pipeline every few years, give up halfway, then leave both options exposed and expect developers to just automatically know the pitfalls of each. Combined with horrific mismanagement and hostile revenue-seeking, Unity has lost a ton of goodwill over the past few years. It’s a major fall from grace for what was once the undisputed king of Indie dev engines.
Godot is tiny, decently performant, and great for simple games, but it’s very bare-bones and expects developers to implement their own systems for anything beyond basic rendering, physics, and netcode. Additionally, the core developers have a reputation for being incredibly resistant to making major changes even when a battle-tested pull request for a frequently requested feature is available. Still my personal pick though.
That’s just the inherent cost of going with general purpose engines.
Some studios are able to use these major engines very well, others not so much. It seems like there is a level of expertise needed to make well-oiled games.
On the contrary, custom engines have been bombing.
Look at Starfield or Cyberpunk 2077 or basically any custom engine AAA. Look at what happened to things like ME Andromeda.
…Then look at KCD2. It looks freaking fantastic, looks like raytacing with no raytracing, runs like butter, and it’s Crytek.
Look at something like Satisfactory, rendering tons of stuff on a shoestring budged and still looking fantastic thanks to Unreal Lumen.
There’s a reason the next Cyberpunk is going to be Unreal, and its because building a custom engine just for your game is too big an undertaking. Best to put that same budget in optimizing a ‘communal’ engine, polish, bugfixing and such.
Borderlands 4 is slow because the botched optimization, not because its Unreal.
I've also been playing this, even though it's well out of what I normally play. I'd describe it as being closer to an ARPG than a MOBA, and for both better and for worse, it feels like a roguelike version of mid-seasonal gameplay in ARPGs. Couple of buttons on relatively short cooldowns backed up by buildcrafting meant to make those buttons utterly broken with lots of good opportunities available. There's okay variance between runs. Buildcrafting is super flexible in general, you can move all of your ability upgrades around to other abilities at any time with no cost, you can even give almost everything to friends in co-op.
Not all is good. The game was review-bombed at launch due to the metaprogression and cooldown changes from the demo, and honestly, that was probably correct. The balancing work and the per-character XP requirements ruined some of the fun that the demo had. The worst was hotfixed within a day, even adding a compensation system for demo players, and progress is like 3X faster now, but it still feels like it's too slow and not fluid enough. I sorta settled on having a "main" in a genre that's more fun if you swap between characters to keep things fresh. The devs will probably find a solution sooner than later.
There's some other problems like the performance absolutely tanking in lategame regardless of what you're playing on (my trusty RX 580 performs about as well as my friend's RTX 4080, and that's a pretty universal complaint), there's some multiplayer bugs like a boss attack that only the host can survive, some questionable balancing here and there, one of the 8 characters feels unfinished (Shell), but overall it's been pretty good, fills a pretty unique role and the problems don't really detract from what I'm getting out of it.
I have no clue why it says MOBA gameplay because it is nothing like a MOBA unless there are multiple definitions on that term. The only thing is that you have 4 (5) skills?
Played the demo for like 8 hours which was enough for getting all my 5 chars to level 10 or more which feel enough to put on whatever in the skilltree.
Agree with the slow progress however but I don’t mind too much. I have a lot of fun with the game.
I’ve spent hardly any money on that game. I did the first 20 bucks. Then a 15 to get a tiny mining ship to help get in-game money. But I wouldn’t have even gotten it if it wasn’t for my partner REALLY liking the “game.”
I might like it too… if it actually worked and every bug I’ve ever encountered being perfect for setting all my progress to zero or even backwards. Because you have to buy supplies to do a mission.
So fuck that. I’m not playing it until I can make progress- which will be never.
Vote with your wallet and don’t buy this. Many years ago we’ve got dedicated servers and free map builders. Nowadays we get matchmaking and 3 maps and additional 3 for 20 bucks.
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