Even if they spend $300M making it, they’ll likely still make their money back, even in a world where Game Pass exists. I think their tech stack is so ancient that it ought to be thrown straight in the garbage, and they’ll get more mileage out of an Elder Scrolls game that’s forked from what Obsidian built in Unreal for Avowed. It also sure sounds like, much like studios like Arkane, Rocksteady, and BioWare, they were so high on their previous successes that they couldn’t admit to themselves that any decision they made was a bad one. If they can learn from their mistakes and take the L on Starfield (an L that would be considered a W for most other developers), then Elder Scrolls can potentially meet fans’ expectations. If they keep making games the way they’ve always made them without trying to adapt to the times, they’ll follow the same path as Fallout 4 and Starfield.
Then, you look at what most people are playing right now, and it’s Skyrim.
As a side note, Morrowind is also quite big still. /r/Morrowind has 178k members and is very active. Project Tamriel Rebuilt regularly getting updates. OpenMW getting more popular.
For me the big issue with Starfield was the obsession with massive maps/worlds etc that were either empty or filled with junk. The travel system and loading screens also made the game as a whole completely disjointed.
The only reason I’m hopeful is the continuous map as opposed to content being spread way too thin on thousands of planets. If they get the content more dense then hopefully it’ll be at least half decent.
I’m totally with you on Bethesda / Microsoft trying to get the most money out of the least effort and that’s my biggest reason I’m not getting hyped for it. The goal for them is currently the most cash rather than making the best game possible. Annoyingly this has infected pretty much all big game studios these days. Ironically, that approach is better for the short term but horrendous for the long term outlook.
I’ll be sticking to the golden rule though: NO PREORDERS!
Survival game set in the cold Canadian wilderness. Most “survival” games are actually just boring crafting games but TLD is very different for me as it is mostly about exploring in the freezing cold with natural predators around to keep you on edge.
I grew up with a Wii, and never held an n64 controller, so I always will wonder: How do you hold those? Do you hold it like a regular controller and then reach your thumb out to the joystick in the middle, or do you hold the middle grip and then one of the other outer ones, and have to reach as well? Is it subjective?
So, there’s more than one answer. When it came out the idea was, and it’s debatable how much Nintendo used this concept as a marketing tool or with a design in their head, tha the controller allowed flexibility. For different games, different sections or different preferences, you could hold the two outer handles, and get a basic SNES type thing, or you could hold the mid and either one of the sides.
I feel part of it was a bit of mistrust, maybe from some early testing or internal, about the accuracy or the familiarity of users with the joystick, the design allows people to opt into it or go for the tradizional buttons.
I recall some weird stuff was supposed to be meant for the full left side combo, so directional buttons + analog stick. That was a bit of a far reach…
So beside all the intentions, 99% of the games were played with your left hand on the middle handle and the right hand on the righ handle. Consider there’s a very comfy trigger button below the middle handle that is mirrored or mirrors the left shoulder button.
Not a puzzle game, but Noita throws you right in without any explanation or tutorial. Everything is trial and error to the point where people complain that you can’t figure things out without the wiki. Love the game though, one of the most unique games I know.
The Souls games never really held your hand either.
Hollow Knight, The Binding of Isaac and Elite Dangerous are other games I can think of that want you to figure things out.
I’m not sure what you are referring to here. The Dual Shock 2 was the standard PS2 controller throughout its lifetime.
Do you mean the OG PlayStation, which had the standard controller, then the dual analogue stick, and finally the Dual Shock with the two analogue sticks plus rumble?
I liked the analogue sticks, loved Katamari. Rumble didn’t add enough.
Oh gotcha. You mean before it went Dual Shock 3? Sorry I thought you were referring to the multiple iterations the PS1 had.
Advantage over Dual Shock 2 was that it was wireless, and I do appreciate that, but I completely agree that PlayStation layout is great.
I do like the Dual Shock 4 when on the computer, as the little touchpad on the front helps with SteamOS when dealing with shitty interfaces for 3rd Party Launchers that demand a mouse and keyboard.
If I didn’t encounter them occasionally then Dual Shock 3 all the way as I dont normally need any of the other “features”.
You can’t invade solo host unless they specifically use an item for it
If you are coop you open yourself up for invasions and since a session has a 4 player limit you’re always either in the majority (aka ganking) or on even grounds if you decide to only summon 1 friend and let the invader live long enough for another to show up. If you invade you are pretty much always going to be in a 1v3 situation.
First of all, favorite for what? For accesibility reasons if it's not a dual stick game I am defaulting to a fightbox-type device these days. I favor a WASD configuration, rather than a thumb-for-up configuration and I currently favor a tiny, minimalist haute board box with cherry switches (blue for buttons, greys for WASD). It's great, it lies on my desktop and it causes minimal strain even in high APM games.
For dual stick stuff, it again depends. Is this a shooter where aiming is a factor? Because then I'm gonna want some gyro. The DualSense is amazing to hold, just bonkers build quality. It is heavy and ugly as sin, though. It also doesn't work perfectly with every PC game, so it feels like a hassle to use it as my default. There's the KK3, which has gyro in Switch mode and seems to be less fussy than the DualSense. Plus they are trying to sell their hall effect sticks to third parties, so those are very smooth. It is a jack of all trades, though, and I actively hate KK's dumb extra button configuration, with start and select all the way at the top, I keep pressing the screenshot buttons by accident.
If there's no twitch aiming, and thus no major need for gyro, Victrix's Pro BFG is fun. It has modular design where you can put the dpad on either location. The dpad isn't great, but hey, the fightbox's there for that. It does have a six button configuration, too, if you're a controller fighting game guy. The best feature, though? Replaceable eight-way gates for the sticks, Gamecube-style. If you're a Smash guy or emulating Gamecube it's such a no-brainer high end replacement.
But honestly? Honestly?
The JoyCon.
I know people hate the JoyCon, but the idea of a split controller is amazing to me, and everybody else who has tried to do it, Lenovo Legion Go included, gets it wrong. The big handles aren't the answer without a middle segment to hold the controllers. The two little boards are fantastic for 3D action games, the amount of tech in such a small frame is astounding and the button-based dpad is so good I'm using fightboxes on the regular now. It's a shame there are some reliability issues, but I would buy a device just like it for PC tomorrow if they could sort out connectivity reliably.
I don't know that I have used the SL/SR buttons on my Joycons once in years, so I don't know that is a priority for me.
Drift is a problem, but I've had it more on PS5 controllers, frankly. I do think that at least some portion of drift issues are actually connectivity. The Switch fills in connectivity gaps with the last remembered input and if you have a weak signal that sometimes manifests as the stick being "stuck" off center.
I do think Nintendo should have gone for a slightly bigger battery and a more powerful antenna, although I see why they didn't want to. Still, as far as form factor and usability goes, those things are the best controller this generation, if not ever.
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Aktywne