Revenue is not the same as money spent. They have raked in enough money to build to build a rocket, so have many games. That’s a good thing. All you are doing is calling them successful.
I like the person casually walking into the fire at 19:05. I also noticed reflections in the water near the edges of the screen don’t show properly, most noticeably at the end of the video.
Amazing tech demo, but I wonder if they’re focusing on the right things. Physics-based nosebleeds are cool, but not as noticeable as getting reflections right.
I also noticed reflections in the water near the edges of the screen don’t show properly,
It’s called screen-space reflections: Things that aren’t on screen don’t reflect because, well, they’re not rendered. The alternative is either not having reflections, having the “screen” not be a rectangle but the inside of a sphere, or, and that’s even more expensive, raytracing.
It’s a bog-standard technique and generally people don’t notice, which is why it’s good enough. Remember the rule #1 of gamedev: Even if not in doubt, fake it. It’s all smoke and mirrors and you want it like that because the alternative is 1fps.
You can also do overscan, but that’s costly since you’re rendering a bigger picture (I am not a rendering engineer but have experience with offline rendering)
Well yes I was answering under the assumption of “eradicate 100% of artefacts”, and as long as you don’t render all the perspectives there’s always going to be some angle somewhere that you’re missing.
Practically everything in rendering is a terrible hack (including common raytracers as they’re not spectral) but realism is overrated, anyway.
Yeah first thing that came to mind to me too. I’m hesitant whether or not they can pull of something already so successful. Anything with faster update phases would be good for the factory genre though.
I love CrossCode so much that, after playing it on GamePass, I bought the Collector’s edition just to give the devs some well deserved money. And then bought it a second time on Xbox, just to have an excuse to play it again from the beginning.
It’s got tons of exploration, puzzles, and cute characters. It’s also, like, MASSIVE. I had about 60 hours on my first playthrough, and 15 more for the DLC. And the thing is, I never got bored with it. Gameplay is snappy and always gives you new tools to try, puzzles are well-thought and actually challenge you, and the platformer/parkour elements were the cherry on top, which easily adds hours and hours of playthrough if you’re like me and want to collect every treasure in all the maps.
And despite being a huge game with tons of skills and craftable gear to choose from, I’ve never felt like the game was forcing me to check guides online or shoehorning me into a very specific build. The game rewards skill more than stats, and level ups are not really important which means that you don’t ever need to farm.
I’m patiently waiting for the next game from the same devs. CrossCode brought me back to when I was a kid and games felt fun and exciting and trusted you to learn how to use the tools at your disposal, instead of the constant hand-holding experience that I always find on modern AAA RPGs.
A friend of mine recommended the first Dragon’s Dogma to me a few years ago and convinced me to give it a try. I fell in love with the combat system, but never went too far into the game because the story, dialogues and characters were dull and insipid and gave me no reason to feel interested in the game’s world.
It’s so difficult to find good RPG games with a good story nowadays. I don’t expect DD2 to radically improve in this regard, but I hope they will at least try a bit more in the story department.
Most of the actual story wasn't funny bad, it was just unmemorable boring bad. Choice few things were funny, it almost entirely begins and ends with Caxton
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