Why not invest in a bunch of the smaller companies like Rocket Factory Ausburg, PLD Space, MaiaSpace, HyImpulse, etc? They won’t all be successful, but if just a couple of them are, the competition would put Europe in a much stronger position than if they were to establish Euro-ULA.
I’m not sure we can afford an “either or” strategy.
We should be doing that, we should be doing euro-ULA, and we should be massively expanding (access to) launch infrastructure. There’s only so much you can do when your ranges are literally on the other side of the planet.
So cool to see all the things that Doom can do even all these years later. If you haven’t read it I highly suggest Masters of Doom by David Kushner. Great read all about the two Johns who created this wonderful game.
Despite including a numpad like the Intellivision controller, the GameStation Go doesn’t currently include any games from Atari’s recently purchased Intellivision library. But [YouTube reviewer who was hands-on at CES] GenXGrownUp says including those titles—alongside Atari Lynx and Jaguar games—is not “off the table yet” for the final release.
I only know of the Atari Lynx from reading about the history of Chip’s Challenge but I’d be interested in seeing that.
ATARI is just a brand name at this point, trying to feed off of people’s nostalgia. There’s nothing left of the company that made this stuff in the 80s.
Valve tried trackballs with the Steam Controller but ditched them for trackpads that emulate trackball physics. They found small ones felt bad but big ones were too bulky and heavy. Clearly they like that idea, since every controller-like thing they’ve designed since includes pads.
In a stationary device like a desktop trackball or an arcade cabinet, they settle but a handheld device is moving very slightly while being held and more vigorously when picked up/put down, which can move the ball. Trackpads won’t do that.
Much needed. I finished the game before this latest huge patch dropped and had to use console commands three times just to fix progression locking bugs in the main story.
It’s still a must play for fans of the franchise I would say, but if you can wait it’s probably a good idea to do so. They still haven’t gotten A-life working.
My hypothesis of this is that, this is happening because a lot of people were unable to acquire the PS5 at launch due to supply issues, and by the time the supply issues resolve themselves interest was lost and the customers were like I’ll just get the next one, then the next one ended up being $200 more but since they had already missed the previous iteration and they don’t want to buy a downgrade they were forced to either stay with their current PS4 or by the upgrade.
My point is I don’t think that this is a sustainable model, the more they increase the price the more app that the everyday consumer is going to say man this isn’t worth upgrading between the base model and the pro model, and while they might see short term profits rise, instead of buying both models people will only buy one which will lower long term profits
I think the size may have more to do with the team not splitting up the Unreal build paks. Haven’t checked how well it’s actually split up, but I can say that changing even one small thing could result in a giant update if that build has like one pak file with all the things in it. There are ways to configure it in the build but it’s not a magic toggle either. Worked with a studio handing off UE builds before that didn’t build the game in a split friendly way and it made every upload to S3 take forever cause there were only like two really giant paks.
Also makes me wonder, does Steam not do diff patch style updates for changes within individual files? If not, that could save a ton of bandwidth.
arstechnica.com
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