Hm. The breakout box doesn't surprise me, I would assume the headset itself is relying on some hardware within the PS5 itself, since they were clearly developed in parallel and the original PSVR also needed a breakout box itself. I bet they could have solved it in software, but maybe there's some type of hardware security also at play. Plus I can see how they'd rather avoid all the RMA from people just plugging the headset to random USB-C ports and being frustrated when it doesn't just work. It's an old school way to handle it, but at least this way they know it'll work.
The missing features are... more interesting. At a glance it makes sense, in that no PC VR game has support for headset rumble or triggers with variable resistance, to my knowledge. Is there a PC HMD with HDR support? Or any games that use it?
So on those and the eye tracking you'd expect no games would take advantage of it out of the box... but does this mean they are disabled at the driver level and no upcoming games can support it either? Or would it be possible for them to enable that down the line for maybe their own ports or, say, Capcom ports later on.
I'm surprised we're this far, honestly. This is a desperation move at best. The PSVR 2 is a funky-ass HMD compared to what has become the standard for this space. Still wired, unusual choices for displays, super unique features... a minimum baseline to meet SteamVR standards makes some sense, it's just surprising that they aren't leaving some of their feature set out there as an option for devs later on, since that seems like it would encourage more third party PSVR content on PS5.
Still, better than having a paperweight. Even with just the basic features, the PSVR headset should look nice enough and get you most of the way to a full PC VR experience. If you have a gaming PC and only have VR through your PS5 this should significantly expand your options. Although I suppose if that's you I have serious questions about why you went that way instead of getting a Quest 2 when Meta was just giving them away, like everybody else did.
Nah, you have a point. There are a bunch of "2D soulslikes" that get advertised as "Metroidvanias", and I wish we had better language to split that difference, because there's a big conceptual shift between the "parry and dodge" souls style and the genuine Metroid/Castlevania style of movement and aggression. It feels very different and honestly the last time something scratched that itch it was Bloodstained.
So yeah, Hollow Kinght is a very well made game, but it's not what I'm looking for every time I fire up one of the DSvanias for yet another run.
Well... you know, it's the same people exploring the same ideas through the same archetypes. I think that comes through pretty clearly. All joking about specifics aside, it's kinda hard to miss once you notice.
At some point we're gonna get to the synths parts and I'm expecting blow for blow repeated scenes at this point.
Yeah, so... no, that's fanboy stuff. That's not how massive corporations make their decisions, not how artists make their decisions and, very specifically, not what is actually in the show.
Plus of course what you're saying is different to the online panic about NV "not being canon", which Bethesda has now explicitly denied. The NCR very much exists in the show, it's just been significantly downsized to early Fallout levels. Not because Bethesda is "diminishing the creations of everyone who isn't Bethesda", though. If I had to make an educated guess based on how reality actually operates, I'd assume it's because Lisa Joy and Jonathan Nolan wanted to make a show about a postapocalyptic wasteland and having a democratic government that has been running mostly fine for the past 100 years kinda gets in the way of that.
So yeah, welcome to franchising, where war never changes and neither does the status quo. It's mostly absurd that people in Fallout are still roaming around in reclaimed pre-war gear and doing the Mad Max schtick five generations into the postapocalypse, but Fallout gotta look like Fallout, so Fallout will look like Fallout until Fallout stops making money, at which point it will not look like anything anymore. Yay capitalism.
Hey, wanna know what they'll do to New Vegas? They'll probably do some variation on the plot of New Vegas. Mr. House and the Legion will probably still be around in some form despite it not making a ton of sense in continuity. Just like this season was all about leaving a vault to look for your missing dad, just like Filly just happens to have the same layout and landmarks as Megaton, just like there's a Dogmeat and just like Vault 33 now needs a water chip and will probably have to send someone outside to look for it. Because it's recognizable IP and recognizable IP has to be in the show so it can be fueled by recognizable IP.
I think the show is solid, but I did notice at one point that it's basically a reskin of Westworld and now I can't unsee it.
I mean, naive girl gets the nature of her world redefined for her and is poised to become a revolutionary fighter? That happens.
A ruthless, cruel cowboy who isn't a cowboy but plays one for a long time, has god mode on and looks like an actor you know was left in the sun for too long? Surprisingly specific, but yep.
Is actually based on a videogame full of NPCs? In different ways but yeah.
Beloved older actor plays a figure of corporate authority with a secret plan? Getting into stretch territory but I see it.
I still enjoyed it, though. Looks so much better than the trailers, too, and it took me a while to realize it's because the trailers really had to hide the gore so they looked really cosplay-y. Hard to look cosplay-y with so many chunks flying around.
I assume they're saying it before they finished watching the whole season. Because they do explain what happened to the NCR and explicitly acknowledge New Vegas in at least two very significant ways.
I do find it weird how much of a fuss the second video makes about the pseudo-NFT marketplace in Roblox considering Steam has had every single one of those features in place for a while.
These are good videos, as usual for PMG, and they do highlight relevant issues, but I'm sometimes frustrated by these things in that they mix genuine, dealbreaking concerns with things they flag for this example but not when they surface elsewhere and with things that are legitimately either standard practice, long term gaming-wide concerns or... just fine, actually.
Which is not me defending Roblox, to be clear. Roblox is a mess and it's crazy how successful they are at keeping a low profile about some of the stuff they do compared to other successful games and platforms and relative to their size. For an American company it's insane how little they are on the spotlight for some of this stuff. But "some" is doing a lot of work in that sentence. These videos run the gamut.
See, I like the skill, physical endurance or patience to properly speedrun a game.
But I will play a game on autopilot over and over again. Call it... I don't know, speedjogging a game? Speedstrutting? Power speedwalking?
In any case, there are many situations where I will gladly play through Streets of Rage in half an hour instead of barely making it through the tutorial of whatever the current epic is. I feel at peace with that.