Or he’s just lying and he does worry. It’s never a good business model to show fear and uncertainty about the future.
Or he’s just lying and he does worry. It’s never a good business model to show fear and uncertainty about the future.
Closer to Bloodborne’s Amygdala, though it doesn’t take you to the DLC it does transport you somewhere else. But hey ER, BB, same difference.
The first review on the steam page sums up my thoughts pretty well. There are some mechanical decisions that I just don’t know if they will mesh with the game they’re trying to make here, like the crafting, the attack telegraphing, the death penalties, the UI “cross” a la Dark Souls. I really want to love this coming from the Ori devs, and it’s got some serious potential, but those seem like things that are gonna be tough to change at this stage.
Yeah that’s kinda strange. Hardware shouldn’t be included in top game sales…
I think it’s that but also a lot of stuff about the culture in Blizzard itself has come to light, maybe as a result of the extra optics the Activision merger had on the company. Activision can certainly take some heat here but let’s not pretend Blizzard itself is a golden child.
The fuck does the title mean with XXXX? A joke on their AAAA Skull and Bones claim? The article does not elaborate.
What a nothing title for your game.
Seems to be the way. I assume it’s for investor hype but I don’t know.
Not sure on that but I remember Dark Souls 2 had that problem. Weapon durability I think was tied to framerate, so when people played it at 60fps instead of 30, you had to have repair powder on you at all times or your weapons were going to break mid-fight.
I don’t think the headline suggests paid DLC is a problem, but I do think they know exactly what they’re doing when they phrase it that way since nickel-and-diming corporations are such an inflammatory topic. What the intended meaning should be is simply that they made some paid DLC, followed by some free updates and QoL fixes, and now they are planning another paid DLC. Simply a timeline of events.
And of course, not giving the name of the game in the headline is a classic and obvious clickbait tactic.
I feel like the treatment is for the regular case, they just changed the photos to the Palworld version. The design of the normal one is arguably sophisticated (clean, at least) unlike the yellow monstrosity.
I wish that they would (could?) incorporate some gameplay clips along with their talking points. Sometimes I feel it’s hard to understand the complaint without a direct visual, but I know that opens up a can of worms regarding copyright and monetization.
If by inventory Tetris you mean something like RE4’s attaché case system, then no there’s no reorganizing like that - it’s closer to the Witcher 3’s system, with a big grid of square images for each item and a section to the left depicting the character and where equipment can be slotted in. It’s all just a bit cumbersome - item images are small and sometimes fairly generic, sorting options are few, juggling which characters are holding what, characters’ inventories that are back at camp can’t be accessed unless you go back and switch them into your party (AFAIK), which involves telling one character to stay behind, confirming with them, going over to the new character, asking them to join, THEN accessing their inventory.
Believe me, those who have played them don’t really get it either.
It’s a new IP but all the reviews I saw, from sci-fi fans and otherwise, emphasized how unoriginal and generic the plot points were. All style and no substance, and I think moviegoers and especially fans of the genre are more than a little hungry for substance in their sci-fi.
Of course, arthouse does not automatically equal good. They’re good movies because they’re good ideas from people with a vision, and A24 gave these people funding and a platform for their vision, (seemingly) without asking them to make compromises for the sake of profit. This new strategy could take that away.
People will always find ways to make their arthouse movies. The difference is A24 made them easy to find and arguably popular.
Somebody on here the other day was reminiscing for the good old days of Unity and I had to really bite my tongue.
Parkour looks like it’s taken at least 3 steps backwards. I always found it so frustrating to repeatedly press up against a wall instead of running up it, or leaping across little gaps instead of just walking the railing, or doing the little run up the wall and fall back down even when it’s clearly a climbable surface. It was slowly becoming less common in each game, but this one just looks like pure regression in terms of movement.
It just released on consoles (or Xbox at least) so I’m sure there will be a lot of new folks trying it out.
I have a sneaking suspicion modders will find ways to expand that repertoire.