Soma is pretty awesome, features a mode where you can't be hurt by the enemies, I enjoyed it immensely on its environmental and story merits while playing on that mode.
Funny, i watched the previous video while having breakfast half asleep. Didn’t realize how dark its gonna get, the surgery scene was pretty haunting. Probably gonna wait with this one a bit
FF7R was full game length but ended when the party left Midgar; in the original game that is a bit before the end of Disc 1.
Granted, the Midgar section was greatly expanded for the remake and it’s pretty clear that we’re not necessarily doing a 1:1 equivalence with the original game…
I think it will released into 3 parts: Remake, Rebirth and the third volume which I don’t think has been titled yet. What makes it even more confusing is that there was an “enhanced” version of FFVII Remake, released on PC and PS5, called Remake Intergrade.
Unfortunately with the length and cost of dev time these days, basically every studio is only one less than massively successful game away from mass layoffs and/or bankruptcy.
Not good for this studio, but the game was a mess from everything I saw.
It doesn’t need to be that way though. In this case, it looks like they shot for the moon and missed, when they probably should’ve started with a less aggressive title. Not every game has to be AAA, making a solid AA or indie game is totally fine too. If they did that, they could’ve released multiple games in that same time and budget and spread out the risk.
Finally. The first one, I waited and waited for it to get PC port before I played it. When Forbidden West came out, I traded a smart watch for a ps4 pro, got FW from Gamefly, finished the game, and then immediately resold the ps4. Been waiting for it to come to PC so I can finally buy it on Steam.
Doesn’t really make any sense at all to investigate it again since nothing at all changed for the EU, and the streaming changes offered for the UK make it more competition friendly.
Billboard trees and lack of fog, detailed reflections and shadows were tradeoffs of last gen that at that time weren’t as perceivable as they are now, when compared side by side. I wonder what the next gen would look like? Accurate RTAO, RTGI, RTR and no ghosting artifacts? It definitely feels like we’re near the end phase of graphical fidelity. I mean we can improve infinitely but it’ll come at extremely diminishing returns and insane amounts of pixel peeping.
Maybe the focus would shift towards realistic animation blending and pixel accurate collision physics once everything is path traced and uses photogrammetry. Thanks for listening to my ramblings.
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