Unironically, to me it was besides RetroArch (I know what it is, its not an emulator in itself, I could discuss this all day long) it was actually Yuzu. That’s because I played BotW and TotK this year on Yuzu. Otherwise its RPCS3, Xemu and Cemu off course. I’m surprised he didn’t mention Xemu at all.
As for BigPEmu, its unfortunately proprietary software. So I’m not going to test it, but wonder how it compares to Virtual Jaguar core in RetroArch.
Not if its not absolutely needed to. In example Steam is a pass, or back then when I was using Nvidia cards the proprietary drivers was a must have too. I even have proprietary drivers installed for the gamepad… (and hate myself for it) BigPEmu is “just” another emulator and I can play the Jaguar games on RetroArch already. So yes, I avoid proprietary software by principle, but do make exceptions. I’m not a purist. I’m still curious to how it compares to my current solution.
As a vegetarian, this kind of reminds me of what I’m going through sometimes. Eating out in particular can be annoying, with most meal options in most restaurants containing meat.
Would you eat something where you don’t know whats inside? For me its like going into a Restaurant and they promise you it will taste wonderful, without telling you whats inside, only showing how it looks from outside. Would you eat it? That’s kind of what a proprietary emulator is for me. And I don’t have much to choose from, unlike vegetarian food (you can even make your own food out of the parts you buy). Sometimes I straight up have no other choice than use proprietary software (like Steam for Steam games, even the games are proprietary…).
I understand the nature of your comparison. We are making a compromise and accept that we have less to choose from, for our greater good and goal.
I remember seeing some dev notes on reddit a year ago and it felt like a total Hollow Knigh ripoff. Same moveset, same tools, same everything. Is this still the case?
It’s not. I backed this game. The mechanics of a lot of metroidvanias are similar but this one is especially parry based. I haven’t run into a whole lot of similar platforming challenges and the parry mechanic is important not just to game play but to advancement in the game. Hollow Knight by comparison has a combat strategy that is much more forgiving and in its way more pogo and juggle-based than Nine Sols.
Late game is expected to be difficult. Nine Sols kind of sets you up to either get good at that parry mechanic or rage quit and the rest of the move set is kind of built around it. Hollow Knight teaches you to pogo and juggle in kind of round about ways, and it doesn’t force you to use those mechanics in battle despite the fact that when you do things get a lot easier. That’s part of the reason that the late stages of the game are so brutal. You spend so much time learning to evade and then strike, the pogo, to juggle. And then a lot of that moveset is just not applicable (to the colosseum, or the final boss fight (final ending) etc. The mechanics you get in late game you have the least amount of playtime with and they’re crucial to learn for the final boss.
For sure. I struggled so much in the Colosseum I did not finish the last stage (Aspids can go fuck themselves), and didn’t even bother with the Pantheon. Wasn’t story required anyway so I’m fine with it.
Agreed. I managed the first two stages of the Colosseum. Then I died there repeatedly so I got tired and went to explore other parts of the game. I am replaying the game now on steam (I previously completed the first ending on Switch), and so I may decide to try again. But I’m just not that bothered. The pantheon seems interesting to me but not enough to really go there and die repeatedly doing it. Maybe one or two of the boss fights I would play again but I don’t view most of them as extremely enjoyable so probably not.
Am just here to represent Team Interactivity in the apparent war versus Team Animate the Background Mechanics 😛 swipes the dice and uses them for a lockpicking minigame 😈
Heh, I’ve seen what feels like a thousand different attempts to represent lockpicking in a minigame, and they’ve always felt like a waste of time at best. In an RPG, your skills on your character sheet determine what you’re good at, so I’ve found it’s more honest to just represent that with a dice roll rather than making you break lockpicks super quickly or something.
I’ve had this on my wishlist on steam for a while. I’ve been looking for team shooters that scratch that same itch overwatch did for me. I’d this any good?
Well, had to give it another try. Before, my 3070 could barely even handle the game at decent settings and higher framerates, now my 4080 Super shouldn’t be an issue at all.
After some testing I had hoped it’d be in a better state now, only shortly tried to load my save from a long time ago but it doesn’t look very promising, was at least hoping 100+ FPS at this point, but I face one side I get 70 FPS, and I turn to a misty valley and it burns down to like 20. Also initially had issues to even get the game running again, it would just freeze when the game window was active, I could hear my buttons having effect, but nothing would show until I took the focus off the game.
After rebooting it a couple of times and fiddling with some settings it seems to now work (still strangely the same settings as I started with), and sometimes it performs well and sometimes it struggles. Very inconsistent. If I turn off my MSI Afterburner undervolt config it feels like the game will melt my rig, the fans go absolutely crazy.
Also there seems to be quite some pop-in textures, terrain, trees and foliage. I don’t really recall this from before, at least not this noticable.
Hope it’s a driver thing or perhaps still more optimisation, because the game seems fun. Combat is still super basic and easy though, but being able to build a lively village makes up for it for me.
Goddammit. Well, I’m a DevOps engineer and we are migrating to a new set of AWS accounts where I’m working at. It’s no easy task so, I get it… If it has to be delayed, it has to be delayed.
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