There are actually plenty tutorials, but because of the open exploring aspect, players aren’t visiting those tutorial spots that the dev anticipated. They nudge you a bit using the enemy levels, but it should have covered more during the prologue.
lol, I lost nothing because the release/roll back happened during work hour yesterday, then before I even get to play again the fixed update rolled out. XD
it has very simple rules, but can get really crazy creative if you know your way around it.
player base is big enough so even if you are top 1% it’s still easy to find games.
there is no balance change or new character the throws you off and relearn your game plan
it’s average 7 minutes match for replay/kick off count down and queuing time.
you can totally drop it and then come back again after finish a single player game and it’s still going to be there.
it’s free to play but I did throw Psyonix about 60~100 per year to support their operation cost. Good pack/cosmetic didn’t come up often so I usually have at least 4000 credits sitting in my account.
Today there is a update drop so hopefully it got fixed. I probably still have a couple region to clean up before Act2. (judging from the revealed map area. )
I did check and does have a target in mind if his current controller not up to the task. But is seems hard to get a ps5 compatible one, so I will just settle with the switch variation.
My son would love this when he was 3yo. Now he is 7yo where DualSense is a bit too big while the his hori switch wired controller is getting worse.(buttons become a bit sticky) there should be official controllers for the 4-9yo range.
it’s good enough so when I encounter glitches I simply laugh and move on.
some of the glitches I’ve encountered so far:
animated door(or wall) loop back to closed “frame” but the collision is already moved away so you can walk through the door(or wall)
ranged attack/spell sometimes doesn’t calculate the path correctly when you hover over the target, so you have to manually move yourself and try again. Some times the path blocked calculation is wrong and you could waste spells.(especially for big enough creatures)
animation glitches during conversation. or right after loading.(mostly on NPCs.)
some stuff looks reachable but due to path finding for char to “get it” it becomes unreachable. (sometimes can use mage hand to get around this if said stuff is light and not fragile.)
I don’t know what to say other than maybe you should send Larian your resume and type “I am sure series S can be ported no issue, here is my numbers.” I am sure Larian would love to have simultaneous launch like PS5 and you can cut a really good deal if you can manage to pull that. BUT, you would have to pass the [Persuasion] check though, hope you have high cha to back it up. :)
Xbox series S have 8GB for game, so while BG3 might consume around 4-5GB on PC, console with unified memory couldn’t afford this. All the other assets(model/animation/audio clips/massive amount of icons) needs to be loaded as well. With split screen, you can have one person tries to go into conversation (that streaming in high res texture/face models, etc) while the other one stay and still render the world with all the things their camera can move around with.
did you think of the possibility that even Larian’s low settings still can’t run on series S? Given the amount of assets I saw it’s actually quite possible that vram requirement are pretty high and that’s why PS5 have delay as well so they can figure out ways to consolidate textures used etc. Like they can’t even manage to let me stack rope or water bottle properly in inventory(maybe some asset id not cleaned up during development), so having excessive vram usage is fairly easy/common for content heavy games.