dylanoconorkinja
DylanOConorKinja
dylanoconorkinja

I mean, the more expensive options would hold multiple 70 gig games, but yeah - I tend to assume this is more to try and get the market of ‘people who primarily play on consoles’ rather than ‘people who already have high end PCs and want to play a portable’. So they’re making the assumption that people aren’t

Even if the main screen is a touchscreen, though, it doesn’t seem all that comfortable to use to me. (Again, coming from someone who doesn’t own a Switch, and doesn’t particularly enjoy tablet games, either.)

And that makes sense; I just feel like some sort of ‘mea culpa’ - ‘here, have some other DLC free as well, even if that DLC isn’t out yet either!’ - might be in order. (And, more to the original point, I don’t know that Kotaku should be taking the stance of ‘we’re proactively saying there’s no reason for anyone to be

Admittedly, I don’t own a Switch (and if this does work out, the likelihood of me picking one up drops significantly, since the main reason I might get a Switch is ‘the number of Steam games that get ported to Switch and only Switch’), so the screen didn’t really stand out to me, but yeah, if that is a touchscreen, two

Same boat; if I do get one (which, like you said, will depend on reactions at launch), it’ll most likely live in the dock next to the TV anyway. So my questions are more ‘what percentage of my Steam library that my laptop can’t play will this thing run?’ and ‘how well does the dock support other controllers?’

That does look more comfortable, for sure. Still slightly awkward, but not nearly as awkward as having everything crammed in the corners. (Again, it seems like they’re really banking on the dual touchpads for... some reason. It’s not like most Steam games require the use of two mice.)

I’m still really excited for this idea - more for ‘it’s a cheap way to run a whole bunch of Steam games a $400 PC/laptop probably couldn’t run’ than for the whole handheld thing - but... yeah. That does not look comfortable to play on. And the dual-touchpads seem like a weird choice as well. (All the same, if the dock

And you may be absolutely right; hell, you probably absolutely are. But to me, that’s more insidious, in that I tend to view major corporations as having a real ‘give us an inch, we’ll take a mile’ mentality. I’m not quite paranoid enough to say they did this on purpose just so they could see how far they could push

And I think that’s entirely a reasonable perspective; I just also think it’s entirely reasonable if someone else was upset about something they paid for not being available several months on. Again, I haven’t actually played Village; I’m more talking about the general notion that it’s a bad thing to be upset in that

Fair enough; my point was more ‘if it’s acceptable to be unhappy with the state Cyberpunk was released in, it’s also acceptable to be unhappy that Village was released functionally unfinished’. Which isn’t the same as saying everyone should be unhappy, about either situation - just that it’s reasonable if someone is.

Ha! Yeah, exactly; I’ve since gone back and replayed everything BUT Demon’s Souls - I’m waiting to have a go at the remake for that one, and obviously that means waiting to get a PS5, which is probably at least a year or so away for me even if I could find one - and once that ‘click’ moment happens in one of their

I dunno; I think there’s a bit more reason for someone to be upset about this than just being a ‘silly sausage’, really. But my perspective on ‘free’ is rarely ‘it’s actually free’, it’s that it’s ‘baked into the price of the game’. Given that - as I recall - Village wasn’t released separately from Re: Verse, I think

Interestingly enough, I actually took the entirely opposite approach with From Software: I rented Dark Souls (actually, it may even have been Demon’s Souls) back when renting games was still a thing, played for a couple hours, and was like ‘hell no’. It took Bloodbourne and my fondness for that game’s aesthetics to ove

Yep. Hell, I’ve done it for multiple reasons: because I absolutely loved them and wanted to own them, because they were about to leave the service and I had enjoyed them enough to still want access, because I wanted to ‘gift’ them to a friend who wasn’t on the service, so we could play together.

I’ve always found the narratives of The Evil Within games a little too ‘throw everything at the wall and see what sticks’ nonsensical... but the gameplay and the design have always been really fun, and The Evil Within 2 had a few ideas specifically - like the semi-open-world stuff - I’d love to see them be able to

And that makes sense - I knew the notion that it was a one-year exclusive was in the air supply - I just couldn’t remember if it had actually been confirmed. (And I would have said the same thing about Deathloop before Bethesda ‘confirmed’ the length of that exclusivity window just a week or so ago.)

Ah; that makes more sense, then. I was definitely thinking it was more along the lines of your modern ‘next gen/current gen’ games, where something like Miles Morales or Destiny or Outriders (or even the great fustercluck that was Cyberpunk) is more or less exactly the same game, just with the settings turned down.

Do they use different engines, though? I did a quick scan of the article again, and didn’t see any mention of it - I was under the impression that most of these annualized sequels used the same engine for several games in a row, at least. (Though admittedly, a console generation switchover would probably be a good

Yeah, my response to this was pretty much ‘boooo, that means it’s gonna be even longer before it hits GamePass!’ (Though I can’t remember if it’s actually been officially acknowledged that the exclusivity period is a year, or if that’s just what everyone is assuming, kind of like with Deathloop.)

Admittedly, it’s in the body of the article rather than a direct quote from Kojima, but ‘Is a Director’s Cut really a Cut if nothing gets cut?’ and ‘features content that’s additionally produced rather than cut’ both imply that removal of content is key to a ‘proper’ Director’s Cut.