thetruegentleman
thetruegentleman
thetruegentleman

Performance with the Switch will almost certainly become worse as more and more games rely on DLSS and the like to keep up consistent framrates, and the lack of optimization for everyone without DLSS will probably become more and more apparent as time goes on.

It probably costs more money to get it working on the Switch, not less, so a discount doesn’t make much sense, and Nintendo fans don’t seem to have any issues paying more for games in the first place.

Some slick looking Pelicans out there now.

It’s a glorified Excel spreadsheet, and people make spreadsheet software even though Excel exists, so Bethesda has no excuse.

So, I watched a stream for 5 minutes, and there was a sound bug that sounded like the player was getting shot at the entire time, even with all the enemies dead. It disappeared when he got into the ship, so not the worst thing, but the jank is still there.

Getting sword hits on the first boss is down to RNG, because the boss is allowed to fly into areas that physically block the player from attacking, and thus, you have no choice but to eat damage and hide until the boss comes back into the arena. There’s no actual *reason* the player shouldn’t be able to attack, they

From *did* make some big mistakes here:

Hey now, Bethesda has surely advanced to, “mine X minerals, take pictures of Y Dinosaurs, and fly these people you don’t know (or care about,) to Z planet.”

The voice acting for the main character was fine, but having two, “yes” options, one, “later,” and one, “tell me more about Ghouls” was a terrible implementation. They didn’t want us to play a character, they wanted us to play THEIR character, and limited our options to make that happen.

Barriers preventing you from leaving an area are fine: invisible walls that just say, “you can’t go here” are just kinda lazy, and if the developers have to resort to that to squeeze in more planets, it raises the question of how much design work each planet actually had put into them.

In all honestly, it was a pointless addition in the first place: you don’t need an explanation for why there are slave soldiers, historical precedent already justifies their existence, and you don’t need to make Bearers slaves, because the Blight itself is a good enough reason to explain why states would work people

They were saying the same stuff right before Fallout 4's release, talking about how there are “400+ hours of gameplay” and the like.

It’s a problem with the game design, because there’s no real narrative or gameplay drive to finish the main quests:

From what I’ve been reading, it’s more of a, “if you’re bashing your head against a boss, you’re doing something wrong” sort of thing.

Faction quests are not mutually exclusive and can all be completed independently.” Because nothing sells, “our factions were willing to kill each-other recently” quite like, “they expect no loyalty from their most effective agents,” huh?

Thing is, Bungie has actually been very open about Destiny 2's development, it’s just that Bungie’s policy for Destiny 2 is things like, “make a DLC deliberately poor to manage players expectations.” That’s not even a joke: it was actual advice on managing player expectations for live-service games, because consistent

Come to think of it, the problem might actually be that they chose the worst of BOTH worlds: every character is attracted to the player, and nearly all of them are at least somewhat pushy about it, but they still put their foot down with monogamy. They *do* still have standards, it’s just that their standards are

“We made our $70 game work well on our $200 system” isn’t so much an achievement, as just confusing: Nintendo fans clearly have plenty of money, so Nintendo should just charge $400 like the Steam Deck and open up to more games.

Garrus and Shepard (or Shepard and anyone,) just doesn’t work as a romance, because Shepard is all business: literally all of the sidequests in Mass Effect 2 are framed either as getting people fully on-board for their mission, or just helping people incidentally while preparing for it. There’s just no room for

Baldur’s Gate 3 and Elden Ring were games that made developers panic, because they know they aren’t even trying to deliver something anywhere near that level: in the former case, because it’s unique, and in the latter case, because its overall game design was ambitious, and near perfectly developed. THAT is what it