I don’t get it when they rush to update a game that’s already looking very good. But they leave old games that could really benefit from an update by the side.
I heard the rumor of oblivion remaster but the only thought I had was why not Morrowind? As someone who’s only heard of how good it is but never played im curious cause it seems like aside from Skyrim Morrowind was everyone’s favorite elder scrolls
Especially since Oblivion seems to work fine on modern Xboxen. Back on reddit, all the Morrowind first-timers were using OpenMW, and all the Oblivion first-timers were playing on console somehow.
You know what kind of news about Dragon Age would actually interest me? News on a goddamn release date. It’s been 9 years. They can either make the damn game or shut the fuck up.
I’d love some news about them going back to the dark fantasy and writing style of Origins/Awakening over the high fantasy BS Inquisition set them on, tbh.
Origins’ story was so good that it got me to go to the library in the height of my teenage “reading is lame” phase just to get more exposition from the books. I really wish they’d stayed in that vain in the sequels.
Isn’t Dishonored 3 Dishonored: Death of the Outsider, or is it more of a spin-off the second? Disclaimer: I’ve only played the first and part of the second, haven’t finished it nor played DotO yet.
DotO is basically a huge DLC for Dishonored 2 and not a main game. It’s still great though and has some fantastic lore. It also released in 2017, so a bit early for a spot on this list.
Because everything ran locally at a datacenter, the real killer app of Stadia would have been a super-massively multiplayer game. There wouldn't be any problems with latency between game states, (any lag would be between the server and the console.) Imagine massive wars or mediaeval battles with thousands of participants. They never developed games that took advantage of what was unique about the platform.
AFAIK, MMOs keep all the game state on the servers already. The difference is that what they send to the client is key deltas to the game state, which the client then renders. Stadia type services instead render that on the datacenter side and send the client images.
With their expertise at networking and so-on, Google might have been able to get a slight advantage in server-to-server communication, but it wouldn’t have enabled anything on a whole different scale, AFAIK.
IMO, their real advantage was that they could have dealt with platform switching in a seamless way. So, take an addictive turn-by-turn game like Civilization. Right now someone might play 20 turns before work, then commute in, think about it all day, then jump back in when they get home. With Stadia, they could have let you keep playing on your cell phone as you take the train into work. Play a few turns on a smoke break. Maybe play on a web browser on your work computer if it’s a slow day. Then play again on your commute home, then play on the TV at home, but if someone wanted to watch a show, you could either go up and play on a PC, or pull out your phone, or play on a laptop…
Larger massive multiplayer capability was one of the features Google was touting upon Stadia's launch:
Over time, Buser [Google’s director of games] says we should not only see additional exclusive games on Stadia, but also cross-platform games doing things on Stadia “that would be impossible to do on a console or PC.” Instead of dividing up virtual worlds into tiny "shards" where only 100 or 150 players can occupy the same space at a time because of the limitations of individual servers, he says Google’s internal network can support living, breathing virtual worlds filled with thousands of simultaneous players. https://www.theverge.com/2019/6/6/18654632/google-stadia-price-release-date-games-bethesda-ea-doom-ubisoft-e3-2019
Sure, they claimed that, but it’s telling that nobody ever took them up on that.
Google’s internal network may be good, but it’s not going to be an order of magnitude better than you can get in any other datacenter. If getting thousands of people into the same virtual space were just a matter of networking, an MMO would have already done it.
A shard is going to be storing the position, orientation and velocity of key entities (players, vehicles, etc.) in memory. If accessed frequently enough they’ll be in the processor’s cache. There’s no way the speed of accessing that data can compare with networking speeds.
That doesn’t mean there couldn’t have been some kinds of innovations. Say a game like Star Citizen where there are space battles. In theory you could store the position and orientation of everything inside a ship in one shard and the position and orientation of ships themselves in a second shard. Since people inside the ship aren’t going to be interacting directly with things outside the ship except via the ship, you could maybe afford a bit of latency and inaccuracy there. But, if you’re just talking about a thousand-on-thousand melee, I think the latency between shards would be too great.
You’d only be able to play with people local to you, in the same Stadia datacenter. If Stadia wanted to minimize latency, they would increase the number of datacenters (thus making fewer people per instance).
Square Enix is no longer square enix. They need to take a hard look in the mirror, like capcom, to see who they truly are or will see the collapse of the company. I fully expect either a Sony or Nintendo swooping in to buy them/ bail them out.
They keep fucking up and putting out/ producing garbage. I’m still pissed about how they ruined the remake.
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