I keep looking at this game not because I want to play it, but because I want to see how it was made. As someone who’s played with bevy a bit, it’s amazing to me what they were able to do with it, and it would be so cool to see how it was done.
Hmm I guess “cozy” games are a genre, but I kinda felt like they are games that make you feel cozy, fun without the stress. If a game sucks then I don’t know I’d consider it “cozy”.
But I also just got a Ryzen 9 5900x for $300 off, I have a RTX 2070 Super. My PS5 can play games with HDR at 4k at 30fps. Big ol 65" screen. With the Ryzen 7 3700x I could get like 70 FPS on cyberpunk 2077 on my 2k monitor 27" screen, no HDR with DLSS3 enabled.
The processor upgrade alone was an huge boost to game quality for $250. Since I now don’t have to replace all my internals to utilize an RTX 4080 Super, I’m getting one of those.
The RTX 4080 Super has an HDMI 2.1 port, so I can use VRR on my TV and enjoy the 120hz smooth frame rate.
The PS5 pro is essentially the same as the PS4 Pro was the last generation. It you have a PS5, you won’t notice a huge difference.
Until you get pretty late in the game, it really suffers from a lack of variety in combat options, but by the time you get to the variety, you’re basically locked into just doing whatever moves interrupt the enemy or whichever super-move is warmed up.
Agreeing with all these comments. The game started off really strong in my opinion, but it falls flat very hard after a certain point. Both from a writing perspective and in the combat variety.
The interrupts were interesting to me because I hadn’t seen a mechanic quite like that before. But I suppose it’s true that once you see an enemy charging up there is essentially just one “correct” choice to make, which limits what choices you actually have and puts you on a rail.
I’m not sure I even made it 1/10 of the way. I want to like the game but there was just nothing compelling me to continue or to pick it back up. The combat was especially disappointing. They captured the monotony of an rpg button masher without the ability to just zone out or multitask while playing. Also seems way to reliant on the moonerang.
September 23! I’m excited. I played the demo during next fest and the only thing I wish it had was more build space. They only gave a tiny little circle to build in.
The article says nothing of the sort. They didn't phase it out. The article was released before the game officially was. It does actually say this though:
The danger for any game is simply that people stop playing, so the team focused on retention and on listening to feedback from the community to make Splitgate a “forever game” that can go years, with “seasons,” new features and maps, and so on.
Splitgate became a 2-3 month game, not a forever game. The game only had 1,600 players on Steam when it officially released, there wasn't even a spike in players on that day. It had one spike on 8th August 2021 of 67,000. The developers fumbled with their "lightning in a bottle" as they say in that article.
They are making a new one because it failed to retain the interest of the audience and the $100M from investors has to be made back, are they just gonna keep making new Splitgate's and pray on hype to sell as many skins as they can in such short amounts of time?
Got any wise tips on how to enjoy the game, without giving anything away? I am at home in these sandboxes, but wouldn’t want to miss out on something fun.
Rush to endgame armor and weapons and then mess around with the tenant mechanics. It’s much easier to decorate homes once you unlock a certain workbench.
There is also a lot to see in this game. From space station trading, to building your own, or becoming a bounty hunter
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