Im not even consistent, it very much depends on the game I am playing. FPS games fet non inverted, but anything heavily utilizing vehicles is inverted.
Thats exactly how I rock as well. Used to be full inverter, but after I went to PC / mouse and keyboard, shooters with controllers im not inverted and vehicle games I am. I am also one of those people who does have hours on flight sims though.
Same, for me it’s about perspective and what I’m controlling. In an FPS, I’m controlling the view window and I want it to directly follow my intention: non-inverted.
In a 3rd person game like Dark Souls, I’m controlling an external camera. It’s the angle I’m viewing my character from and not necessarily the frame of the scene I am considering: inverted.
Flying games? Inverted. Rail shooter like Panzer Dragoon, I’m controlling the absolute position of a targeting reticle: non-inverted.
Those are just by preferences and how I perceive things, some people may take the opposite stand than me. But even those aren’t strict rules, if a specific game doesn’t feel right I’ll try mixing it up to see if something works better for whatever reason.
That’s similar to how I do it, except that I also invert most FPSes.
Basically, my mental model is that I move the camera around. In third-person games with a from-behind perspective, the character’s position is usually a fulcrum that the camera pivots around. So if I want to look up I have to pull the camera down. Hence inverted.
For first-person games I’m less consistent with inverting but I usually do. The camera may not pivot around a point ahead of it but in my head it pivots around a point directly at its front. Some games don’t feel like that to me but most do.
That’s also why I insist on inverting my mouse wheel, by the way – my mental model is not that I send up or down commands to the computer, it’s that I push the document up or down with my finger like I would on a smartphone. The mouse wheel is a touchscreen surrogate. Having the document move up when I push it up feels wrong.
Road cycling is a rich persons sport, gaming is circuses for us poors.
No one wants to play ‘tour de riche’
A /decent/ Downhill game could be good (Descenders wasn’t it., super wide mariokart-esque tracks - give me some goat tracks that need berms on the corners)
Most(as in >half) gamers do not have a top end gaming PC. Shit most don’t even have a PC. And those people likely don’t have the next Gen consoles either. I only have a Ryzen laptop with bazzite, an old Gen 2 or 3 i7 with dual sli gtx260s that I’ve had for the better part of two decades, a steam deck, a Wii, and a super cheap PS4.
But the people that are buying the 5070s day 1 are likely the same people who have a $5,000 road bike hanging in their garage that they haven’t ridden since lockdown.
That’s kind of my point. Some people buy 10000€ world tour level bikes, but you can get a road bike with hydraulic disc brakes new for under 2000€ which will still be a very good bike and be future proof for years to come. And you can get much lower than that if you are willing to go used and ride something a bit older eg. with rim brakes and that will also be an excellent bike, perhaps better than a new one for 2k€.
Cycling is an expensive hobby (just like gaming), but it only gets ridiculously expensive when people buy into the marketing and want the newest, highest end stuff. Which is fine and of course you can get some marginal gains out of it. It’s like buying a 5090: your games will run a bit better, but you can get just as much enjoyment out of an older card for a fraction of the cost.
But what’s wrong with working in parallel? Develop hydrogen while the grid becoming greener. A traditional electric train has the same issue of being grid based.
I have huge respect for the makers of Genshin Impact. The story is simply amazing and makes you want to pay attention to every little detail during your quests (especially the main ones). The Gacha aspect can be ignored as you definitely do not need to pay to have a really good team.
Genshin actually has a surprising amount of horny teenage girls who play it, too. One article says its 55% male to 45% which is honestly very impressive.
Pulling off a game of pretty vast scope, supporting several very different host platforms, on a multi-year development timeline, and having it thrive in a hypercompetitive market is still an impressive technical achievement.
If all they wanted was to deliver “casino for horny teenage boys”, they could have done far less and still achieved that goal.
You’re responding to someone frequenting !conservative and who obviously is projecting as he, like the vast majority of conservatives, always sweep under the rug things like Christian family members and priests molesting children and at the same time claim to be against the “grooming” of children. He’s talking about “horny teenage boys” because that’s exactly how he sees kids and also himself.
I don’t respect any developer that can’t properly render melanin or coarse hair; or anyone who makes excuses for broke-dick hack ‘developers’ who can’t properly render melanin or coarse hair
Shoutouts for my favorite Chinese developed game Gunfire Reborn. Borderlands-style Roguelike that you could almost SWEAR was going to have microtransactions. But no, it's one full price + character DLCs that is just start run, shoot dudes, complete runs. It got 99% good translations and a 100% mobile port! It's completely bewildering why this game didn't get treatment on par with Hades and Dead Cells.
I like Gunfire a lot but it doesn’t have story and av comparable to Hades and doesn’t have the replayability and difficulty of Dead Cells. A better comparison would probably be Risk of Rain 2, another game with a lack of story and budget art, that isn’t as replayable as its betters, but still an enjoyable experience.
It’s amazing how addictive VS is without being predatory or manipulative. The feedback loop to play one more game is solid, in the best way.
So it’s just refreshing that Galante actually has principles enough to stay away from micro transactions. I hope we’re at the point where more developers move away from that - I feel like after the 2000s and 2010s, where game monetization went full nihilistic capitalism, we’re all ready for a change.
When I started playing VS, I was struck by how much the chest opening animation FELT like a slot machine - it was weird to encounter what normally feels like a predatory experience and have it NOT be trying to take your money.
I’m torn on whether it’d be good for more games to do this (mimic gambling without the predatory pricing associated with it) - on the one hand, it would provide alternatives to actual predatory games, like Gacha games, that won’t leave people poor, but on the other hand it also normalizes the concept as a legitimate gaming mechanic. This not only opens the door for more publishers to utilize the mechanic maliciously, but I also worry about what it might do to our brains to be constantly exposed to slot machine equivalents (moreso than they already are with gaming).
Everyone reacts to different media differently so I don’t have trouble seeing this as in earnest. MGS3 has very strong moments IMO. For me it’s the likes of FFX that gets me still 25 years later, and there are others to be sure. Oh boy, Undertale though.
Article mentions the death of flash was a nail in Neopets’ coffin, but they don’t mention the open source Ruffle project which resuscitated Neopets’ flash content.
theguardian.com
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