windowscentral.com

Lootboblin, do games w New STALKER remasters launch to 'Mostly Negative' Steam reviews as players bemoan blurry visuals, controversial changes
@Lootboblin@lemmy.world avatar

Do they have any QoL improvements like turning off the head bobbing?

trash,
@trash@lemm.ee avatar

I believe there is. I tried playing the remastered SoC but it just looked so bad. Had to go and play OGSR Gunslinger instead.

zecg, do games w New STALKER remasters launch to 'Mostly Negative' Steam reviews as players bemoan blurry visuals, controversial changes
@zecg@lemmy.world avatar

Happy they didn’t fuck up the originals, but added these as separate titles. Fucking Sony recently pushed a rEmaSteREd Days Gone as a patch and it sucks, the version before looked great at 45 FPS on Steam Deck, this one is in the toilet for dubious gains. They certainly did it so that people who play the game on their ps5 pro don’t notice how much better the game looks and works on the pc.

Coelacanth, do games w New STALKER remasters launch to 'Mostly Negative' Steam reviews as players bemoan blurry visuals, controversial changes
@Coelacanth@feddit.nu avatar

the biggest problem plaguing the STALKER remasters is a strange bug that seems to cause the games to render at a resolution lower than what you set it as and then upscale it improperly, resulting in blurry, muddy visuals that persist even if you turn settings like AMD FSR Super Resolution and depth of field off.

Okay that’s… that’s not great, but should be fixable in a patch surely?

Another highly contentious change that’s drawn the ire of fans is the complete removal of everything Russian or related to the Soviet Union, including all Russian voice acting and localization, the use of Soviet rubles as in-game currency, and even every Soviet sign, statue, and landmark present in the real-world Chernobyl Exclusion Zone that were included in the original titles.

The versimilitude and basis in real world locations was a massive part of what made the originals so great, you can’t just scrub that off. I empathize with them, and I am personally firmly on the side of Ukraine but this sits really poorly with me.

The Zone’s supernatural mysteries are layered over recognizable pieces of Soviet iconography and rusting Soviet technology is a huge part of what gives STALKER its atmospheric vibe, and the absence of beloved voice lines like “Cheeki breeki iv damke!” just feels…wrong

Yeah I’m not touching these abominations. They even removed Cheeki Breeki? The single most recognisable thing in their games, the most prevalent and beloved meme?

Gronk,

Thanks for the summary and a reasonable opinion on it.

Coming to you soon, a brand new remaster… Command and Conquer: Alert ™

ms_lane,

Alert 2: Revenge

bright_side_, do games w New STALKER remasters launch to 'Mostly Negative' Steam reviews as players bemoan blurry visuals, controversial changes
@bright_side_@lemmy.world avatar

The editor confusing smaa with supersampling irks me more than it maybe should 😅 Guess more confirmation to always rather look at the sources.

arudesalad, do games w New STALKER remasters launch to 'Mostly Negative' Steam reviews as players bemoan blurry visuals, controversial changes

I haven’t read the article but I can guess. Forced TAA?

LainTrain,

Worse. Forced DLSS/FSR/whatever you call that slop.

bright_side_,
@bright_side_@lemmy.world avatar

Nah, sounds like the rendering is simply broken at the time. When you turn off fsr it still seems to render lower than native.

kruhmaster, do games w New STALKER remasters launch to 'Mostly Negative' Steam reviews as players bemoan blurry visuals, controversial changes
@kruhmaster@sh.itjust.works avatar

deleted_by_author

  • Loading...
  • systemglitch,

    Uhh…

    yesman, do games w New STALKER remasters launch to 'Mostly Negative' Steam reviews as players bemoan blurry visuals, controversial changes

    They should have left the graphics alone and worked to squash bugs and add playability/quality-of-life features.

    Those games are famous for being brilliant, but deeply flawed. Graphics were not the flaw.

    Yermaw, do games w No, the next-gen Xbox does not run on Arm — here's what you need to know

    Feels weird to be talking about next gen Xbox already, feels like we only just getting the supply issues of the Series sorted.

    Tropper,

    The consoles have been out for 5 years this year. There are rumours that the next generation of consoles will release in 2027, which would be the usual cycle.

    Varying9125,

    I really think they’re at a point of diminishing returns on consoles. PC or steam deck is the better bargain even for the folks who don’t have much to spend upfront. the lower upfront cost was what justified the consoles in the first place, for me at least. now they’re more expensive than something like steam deck or older PC with midrange GPU.

    BadlyDrawnRhino,
    @BadlyDrawnRhino@aussie.zone avatar

    There’s also the fact that hardware costs keep going up, but there’s not really a big technological leap between generations anymore. There’s little reason to buy into the next generation when the selling point boils down to “Play the same games, but slightly smoother*!”

    *If there’s enough development time to implement the option to do so

    koncertejo, do games w Xbox studios head Craig Duncan confirms 'Fable' is delayed to 2026
    @koncertejo@lemmy.ml avatar

    Womp womp.

    As a sidenote, I’m very impressed by how much Avowed is reminding me of some of my favourite memories playing Fable I and II back in the day. It feels like the same sort of action RPG, with the blending of swords, bows/guns, and magic. Certainly an unexpected treat, given the more obvious Skyrim comparisons that game has been getting.

    Panda,

    How is Avowed? Is it good? I loved the Fable games.

    koncertejo,
    @koncertejo@lemmy.ml avatar

    I’m in love with it, it feels like it was made just for me. Like a combo of Skyrim and Fable II. Not everyone feels the same though.

    Panda,

    That actually does sound fun!

    N00b22, do games w Xbox studios head Craig Duncan confirms 'Fable' is delayed to 2026

    Probably to focus on Forza Horizon 6?

    (Playground Games is helping on Fable)

    nokturne213, do games w Xbox studios head Craig Duncan confirms 'Fable' is delayed to 2026

    So now it will be late and unfinished

    jordanlund, do games w Xbox studios head Craig Duncan confirms 'Fable' is delayed to 2026
    @jordanlund@lemmy.world avatar

    Surprising nobody.

    Tagger, do games w Xbox studios head Craig Duncan confirms 'Fable' is delayed to 2026

    I would rather it was late and done, than on time and buggy and unfinished.

    rustyfish,
    @rustyfish@lemmy.world avatar

    To this day I am salty about the game lagging in QTEs.

    SoupBrick,

    Hopefully, the delay is to improve the existing experience. Too many times it has been because the original vision was scrapped after a decade of work and they restart development with a different direction in mind, culminating in a mediocre game.

    AFC1886VCC,

    Lol doesn’t seem to make much of a difference these days. Games get delayed and still release broken.

    Stovetop, do games w Xbox studios head Craig Duncan confirms 'Fable' is delayed to 2026
    Kyrgizion, do gaming w Microsoft has filed a gaming patent for "crafting and altering game narratives" using generative AI

    Most obvious use for it would be to have “life-like” npc’s with somewhat believable lives and backstories. Still, it’ll be interesting (and potentially hilarious) to see how they can be manipulated etc.

    tiramichu,

    The diagram proposes it be used in other aspects too, such as in dynamically altering the game narrative.

    i.e. you feed into the LLM “okay, this is the current state of the game and characters, what would be interesting to happen next?” and then the game state changes based on that assessment.

    Setting aside the feasibility of implementing this typically overreaching and broad tech patent, I can see this eventually being useful in immersive sim games like Deus Ex and such.

    In immersive sims the dream has always been to give the player infinite freedom, but games can’t provide infinite freedom because every possibility has to be programmed and accounted for, and dialog written. Would be amazing if the game itself could dynamically adjust based on player behaviour.

    But honestly, to your point about breaking it, I think that’s why we still haven’t seen LLMs deployed in big titles apart from some private tech demos - studios and publishers are afraid of the prospect of abuse.

    As soon as such a game landed you can bet your ass people will be working immediately to break it and get it to do inappropriate things (because that’s fun!) and publishers are terrified about that, because it will totally happen no matter how many safety rails you try to put in.

    jacksilver,

    I mean the real challenge is you still need to program all the different states. The LLM can help generate narrative, but that doesn’t change interactivness with the world. A great example is the Skyrim LLM mod a while back. In that user’s would “convince” an NPC to join them, but there would need to be programming behind the scenes that allows people to be recruited and the LLM dialouge would need to know to trigger that. There is the possibility of some interesting things, but it’s going to be hard to work it out.

    tiramichu, (edited )

    It would be difficult, yes. I’m a software developer myself and have been working with LLMs on personal projects recently, so I’ve got some context on the challenges involved.

    The hype around LLMs is obviously all “Yeah just throw AI at the problem! AI can do it!” but the reality is that you will always need a good amount of normal coding to wrap around that and make the LLM inputs and outputs sane and interoperable with the rest of your system. So I’m very aware.

    My real wonder is that with an appropriate implementation, how much of the classical aspects of the game could you ultimately and eventually move to LLMs, which is what the patent seems to be suggesting.

    For example, if you used LLM only for character dialogue and nothing else, it would go something like this:

    • You talk to an NPC and insult them
    • The convo is assessed and it tweaks some hidden classically programmed reputation and faction variables
    • You go to the base of a faction associated
    • Those variables determine the faction is hostile

    But you could potentially use LLMs to manage more aspects directly, and that could look like this:

    • You talk to an NPC and insult them
    • An LLM summary of your actions is written to a world log
    • You go to the base of the faction associated
    • The controller LLM parses the entire world log for your actions relevant to the faction and determines the result as hostility, including extracting reasoning for that which members of the faction can confront you on if spoken to

    Now that’s already a lot of work and the only bit of classic programming we really took out is how the rep system is managed. But we gained some flexibility in that the source of your relationship with the faction could come from any action anywhere, including ones the game designers never even dreamed up, not just certain things which were pre-known to update it.

    Where decisions actually interact with the game world will always need to be classically programmed (like being hostile and what that means and how it causes the characters to act, do they shoot you, what it means to ‘shoot’ and ‘move’ etc) and there will need to be a way to interface with that, but LLMs could introduce some level of flexibility in places where that wasn’t possible before.

    A reaulting problem though is that the more you give to LLMs, the more the entire thing is likely to unravel and become incoherent, without doing even more work to prevent that, and there will still be cracks.

    Is it ultimately feasible? I don’t know, but it will be interesting for whoever gets to try.

    jacksilver,

    Yeah, that’s exactly how I see it too. The biggest challenge to me is even if you can do it, can you make it feel reasonable and consistent.

    In games today you know that there are good/bad options in a given scenario. With LLMs anything you do could cause an impact to a faction.

    The other big issue is you run into user input. How many players want to be typing or speaking full conversations? Maybe it works for some games, but you only really get the full “flexibility” if users are fully interacting. This could greatly limit the games where LLMs could make an impact.

    You can start to monitor actions, and not dialouge, and process events/actions through an LLM, but not sure how much LLMs would make that easier versus just programming those interactions.

    tiramichu,

    There’s all sorts of problems and roadblocks.

    Another big one is generation of inappropriate or sexual content. No publisher will dare to ship something when the next week there’s going to be videos all over social media of their game characters saying and doing wildly inappropriate stuff (as hilarious as that would be for us as players!)

    jacksilver,

    Haha, that’s a really good point.

    CrayonRosary,

    I can’t wait to ask NPCs about trolly problems and other ethical dilemmas.

  • Wszystkie
  • Subskrybowane
  • Moderowane
  • Ulubione
  • test1
  • FromSilesiaToPolesia
  • fediversum
  • esport
  • rowery
  • tech
  • krakow
  • muzyka
  • turystyka
  • NomadOffgrid
  • Technologia
  • Psychologia
  • ERP
  • healthcare
  • Gaming
  • Cyfryzacja
  • Blogi
  • shophiajons
  • informasi
  • retro
  • Travel
  • Spoleczenstwo
  • gurgaonproperty
  • slask
  • nauka
  • sport
  • warnersteve
  • Radiant
  • Wszystkie magazyny