I just got a new GPU, and they gave me a coupon for the game for free. My system should be able to run it great, but I’m not even sure how good it actually even is. All the reviews I see all look like paid reviews or early access folk, or people that claim to love it to justify their overpriced rigs.
I loved 1 and 2, and then the series went downhill for me. Now I guess I have 4 but might wait a while to play it because I know a ton of patches are coming. Besides, there are a ton of other great games on my backlog that I’d much rather play with my limited free time.
The big problem is how to make it fun for those who are not space nerds. They are making a game for hundreds of thousands of players with a budget of a game for tens of millions. They are getting funded for a feline-shaped bag, once it’s out chances are it’ll be so aggressive, mangy and moody no one will want to play with it. Aiming at a reticle projecting where the enemy will be when the shots land for 30 hours with occassional explanations by hollywood b-listers is not everyone’s cup of space tea.
Yeah… all I wanted was Freelancer 2.
Then I realized, Microsoft had to step in, get rid of Roberts so Freelancer could see the light of day. And it dawned on me, we’re not seeing Freelancer 2 from this guy.
Will probably have an actual galactic empire before this game releases. Assuming they never does release because I’m not convinced that the guy isn’t totally in on the idea that it’s a scam.
He actually is in Cyberpunk, if you fuck with the ini files and model directories / file paths / name references a bit and do some reverse engineering… at least as of v2.0.
They may have cleaned it up by now, I’ve not fucked with it much in a while.
Elons’s face would only ever populate onto NCPD officers, and he has a balding, thinning hair style, similar to how he did prior to joining Tesla, before he presumably started get hair plugs or transplants of some kind.
I never did find any voice lines from Elon though, ElonCop would just have generic male cop voice as with the rest of the NCPD.
I think what happened is he did get a proper facescan done… around or right before when Nvidia barged in and told CD Projekt: You need our money, we will give it to you if you act as game dev guinea pigs for our newfangled AI rendering and lighting tech which utterly obliterates the design principles of 20+ years of 3D game engine design.
At that point, they had to rearchitect… everything, and the library of models/faces that they were going with up till that point ended up having to be more or less tossed, they made a new one, and only a few references to the older ‘library’ remain as basically legacy bits of the game.
I figured this out roughly around the same time he was buying Twitter, not too long after CP77 fixed up their wanted/cop response system to… actually work, and exist… and I just kept shooting Elon, and hordes of other ElonCops, like Smith in the fucking Matrix.
Hey at least they are getting a heads up, valve nerfed bunny hopping with the cs 1.6 patch out of the fucking blue, and it really decimated the tfc communities skills, as many of the best left the game.
I mean this genuinely. Do people really struggle that much with movement shooter? The first time I played TF|2 I felt like a fish in water. To be clear I'm not good at most shooter just specially Titanfall 2. I place top 2 almost always after a few warm up rounds after bit playing for months but I try and play counter strike and I genuinely am lucky to get 1 kill in casual.
I don't so much struggle as not enjoy it. It's not what I'm here for. Kind of like if I go to an acoustic gig and there's dubstep. Nothing wrong with dubstep but it's not what I was in the mood for.
No, they just scammed the people that bought the previously most expensive version that was supposed to include all future DLC’s. Well, BSG decided that they wanted more money and reneged on that, removing the version and putting up a new and even more expensive one…
Yeah, I'm gonna say this person doesn't hate to keep knocking on Veilguard, because that seems to be the one example they can bring up. I mean, there's a cursory name check of Dawntrail, but otherwise... yeah, not sure what games this is talking about other than Dragon Age.
Clair Obscur didn't do that. It went to absolute pains to not do that, in fact, to the point where I find the deceptive twist-building a bit over the top, in retrospect. I wouldn't accuse the CDPR games of going that route. Baldur's Gate does overexplain often, but in their defense the game has a million characters, plot points you go through out of order and a runtime in the hundreds of hours, so I wouldn't change that.
What else is even doing this? I feel like we're back in "AAA sucks" territory where AAA stands in for "this one game I didn't like". Writing in games runs the gamut. I would struggle to find a single defining thing to praise or criticise across the board.
I wanna blame the writers more for this but honestly, I think a lot of Netflix writers know their audience is just on their phone. I have people in my life that just watch their phone, notice they missed something, then REWIND THE SCENE so I get to watch twice. It really is bad, it happens with people older and younger than me.
Hear hear! This is such a plague on games and media right now. I don’t blame developers that much, because lack of friction is super commonly taught in game design courses, and it’s not always bad. It can be done waaaay too much though.
there probably shouldn’t be a lot of friction for things the player isn’t supposed to be focused on, like say the interface should be unobtrusive and easy to navigate, a player probably shouldn’t have to use moon logic to figure out how to open a door. Things that aren’t the focus shouldn’t require the player’s focus.
but a story driven game should have the player focusing on the story, not actively encouraging them to ignore it!
Players who don’t care about the story would probably be better served by a different game altogether.
Yep, exactly. That’s the good use of lack of friction. The philosophy I have is just that it shouldn’t be seen as always good no matter what. It changes the experience to remove friction, so any decision to do so should be thoughtfully done with the experience in mind.
It comes from a good place. Make things have more quality of life. Makes things feel smooth and responsive. Don’t make things obtuse and confusing.
The problem is that while some friction kind of sucks (I don’t think many would want clunky movement or controls), lots of experiences get thrown out with the bathwater when this goes too far.
My philosophy is that friction needs to be seen as a tool. It does something to the experience, and it needs to be considered whether removing it will improve the experience, and if so, what is being lost in the process?
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