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Shagger

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Everything posted by Shagger

  1. I highly doubt that's true. It's true of many PC ports of multiplatform games allow the player to "hotkey" functions, something that isn't really possible with a controller However, hotkeys are, like you said, shortcuts to functions, not the primary means of accessing that function, so I find it unlikely that actual control functions are just straight up missing on console ports of The Sims 4. The shortcuts may be missing, but functions will be thier. That's one of the reasons why I personally prefer to play those types on games om PC, but no developer would make the game impossible to play on console. There would have been a massive backlash against The Sims 4 and EA in regards to that if they did. I can't say for sure as I don't really play The Sims 4, but it doesn't make sense for anybody, not even the out-of-ouch twats at EA, to do that.
  2. I wonder how long this thread will go on until somebody says "phone"...
  3. There's a difference between games that sharpen maths skills and games that simply use them. I work in engineering as my trade, so math is a way of life for me. So, with all due respect @Knight Barida and @Shortie, no video game is going to test a player's math skills that hard unless it's a true mathematical puzzle game.
  4. A trailer's purpose is marketing, simple as that. The level of insight it offers may be helpful in determining if it's the kind of game one might be interested in, but they are not to be trusted.
  5. It started with an Atari for me. I the think it was the 2600 Junior, but it could have been the 7800 as the two look similar.
  6. I like the title of this thread as it implies there is a difference between a video game and a mobile game. I concur. There is nothing wrong with mobile devices as a gaming platform, the issue is that the games on that platform are crap. The market is oversaturated with FTP garbage with some of the worst business practices associated with the industry.
  7. I'm starting to believe that games not pausing music on pause screens is a common peeve. With good reason as well because it is really annoying. Another one that come to mind for me is games without difficulty options. I know "soulsborne" fans are a bit sensitive to this critisisum, but alternate difficulty options only makes games better. It allows greater challenges whilst also forcing developers to work on other elements, such as storytelling, with equal focus.
  8. Why would anyone skip the cut scenes on a story based game? At least on the first play through.
  9. It's difficult to respond to this thread without determining the difference between a "AAA" game and an "Indie" game actually is to you @Knight Barida. It's also very important to do so because, from a technical standpoint, the difference is very clear and very simple. People who have been on VGR for while will likely have seen this from me at least once, so I'll keep it brief. An Indie game is a game that has been independently published. In other words, it's a game that has been published by the same company (even if that company is one solo developer) that developed the game. That's whare the term "Indie" comes from, that's what it means. So technically a list of "Indie" games can include the likes of Skyrim, The Assassin's Creed series, The Witcher series, Devil May Cry, Cyberpunk 2077, every GTA before 4, Unreal Tournament and Fortnite. On the flip side, there are games like Ori and the Blind Forest and Child of Light that have that small scale "artsy" feel but are actually backed by big time publishers. The scale, popularity and cost of a project has nothing to with the definition between "Indie" and "AAA". That is what makes this thread difficult to answer for me. The term "Indie" has become a buzz word for marketers. When most people think of an "Indie" game, they think of a passion project with barely a handful of developers working a shed when that is so rarely the case. And don't even get me started on business practices. AAA publisher's may be bad, and I mean really bad in this regard, but with the amount of scams, false betas, DMCA abuses, assets flips and other rancid behaviour that so-often happens within the "Indie" space, if anything it's even worse. That's why I simply don't care if a game is "Indie" or "AAA" and judge it on its own merit. Is it worth the money they are charging for it? Yes or no. I'm not souless, if I know that I'm buying a game in support of a genuinely passionate independent developer that is a nice feeling, but I don't let that distort my principles.
  10. The biggest problems I find with online game are usually the people who play them. Cheaters are a part of that, but these communities are often very toxic as well.
  11. Is this really so different to the audience prompts and cues that happen in television literally all the time? At least the audience got something out of it other than an NDA. I'm not saying it's right, I'm just pointing out that it's not completely fair to single out the gaming industry and mainstream game's journalism for this.
  12. Do you have any articles on this or examples of it hapoenibg? It's just that I've not seen anything about this before.
  13. Not even one second into the video and I'm already seeing an issue. The UI scaling is terrible. To clarify, this is an issue that can happen when you run games at high resolutions. The user interface (UI) effectively shrinks to a point whare you can barely see it because the textures that make up the UI, the icons, the text and so on, aren't made up of enough pixels to cover that specified area of the screen. This typically happens on older games when one tries to run them at resolutions they were never really made for, but for a new game in 2024, even an indie title, this is unacceptable. I found this screenshot of the same game online that is at 1080p. I want to draw your attention to the icons to the upper-left of the screen in both @Kane99's video and in this image. Can you see how much clearer the icons are in the image below? Developers get round this problem by including alternate textures for the UI for different graphics settings. These textures typical get applied automatically, and since I find hard to believe the uploader of this video actually wanted the icons on his UI to be this small, I have to assume the developer just didn't bother to include larger icons for 4K set ups. If I was using a 4K system, this would render game pretty much unplayable for me. Yes, my PC isn't 4K capable, but that's not the point. I would still not want to buy this out of principle until this was fixed.
  14. I'm not surprised to see the series fall back on the original protagonist. Life is Strange 2 and True Colours were OK, but Before the Storm was crap. The point is that the games haven't really hit the same peak that they did with the original, so of course they will use the original as a crutch. That is not a good a good sign, and not just because it's the hallmark of a developer that doesn't have great confidence in themselves to create something new. It's also concerning because it's Deck Nine at the helm this time, the same developer that made a complete mess of BTS. To be clear, it's not that they made a complete mess of BTS that concerns me, it's why they made a complete mess of it that worries me. I go into more detail about it on this thread if anyone wants to check it out, but to cut a long story short Deck Nine robbed the player of choice in Before the Storm because of thier own selfish desire to canonise thier own interpretation of something refenced in the original game. Whether one agrees with that interpretation or not, that is unacceptable in a game of this type. BTS was less like a proper prequel and more like a fan-fiction. A very well produced fan fiction, but a fan-fiction none the less. And now, given the how open ended the original finished, they are going to have to canonise one path or the other again and I have no faith in this developer's ability to do that. I feel that they are more likely to mess this up than get it right. Maybe they won't bother and just give the game an entirely new setting and not address the originals ending at all, but then we are back to the rather cowardly mentality that likely led them to bring back that aforementioned crutch of the original protagonist in the first place. Sorry, but as much as I loved the original, I just can't see this going well. Plus, Deck Nine were actually prejudiced, abusive bastards as a company.
  15. I'm not much of a cook, but I do make a mean cheese sauce. My secret is Worcestershire Sauce, great for adding that little bit of acidity and subtle spice.
  16. Man, this looks cool. If this plays even half as good as it looks then even I could get into this multiplayer experience.
  17. I like it. This has a different feal compared to other, similar games with a unique world I'm dying to learn more about. I'm am a little put off by the animation style in the cut scenes @Kane99 described because the game itself looks smooth. So to me, that jansky animation only serves as a pretentious, self serving, stylistic cue that's only there to feed the game director's ego rather than a genuine attempt to immerse the player in the story. I think that it will actually be a distraction more than anything else. I've played games with stylistic animation like Alice: Madness Returns and it works there because the approach is consistent throughout every aspect of the game. Just having in the cut scenes doesn't work for me.
  18. First off, welcome to VGR. I would not normally consider this to be my sort of thing, but I'm charmed by this. The dialogue is entertaining, the game is cute as buttons and it looks fun to play. I'm also very relieved to see that I will be able to play it through my Netflix subscription, so I will be able to at least try it before buying it on PC or console.
  19. I don't get it, why equip the console with the disk drive with the larger SSD and leave the all-digital version with the smaller SSD? Wouldn't common sense dictate it be the other way round?
  20. The USB port will either work or not work. It's not the sort of thing that's prone to the kind of failure you describe whare it can do one thing but not the other. You really need to find another cable to try it with. This systematic approach that has really left only two possibilities now: It's as you suspect @BlazeNinja22 and it's an issue with the internal circuitry connecting the charge port to the battery. It's as @Ravenfreak suggested and there is an issue with your cable. Of the two, I feel the charge cable is far more likely. Internal circuitry isn't very prone to wear or damage, especially on modern, compact devices like a PS Vita whare the electronics are almost always connected through a PCB (Printed Circuit Board). The only realistic ways to damage them is with moisture or overheating. The same is not true of external cables. The get bent, stood on, twisted and stretched all the time as well as exposure to moisture and heat. So don't give up, I think there still a chance for a happy ending here.
  21. This makes me think a lot about Japanese media, more specifically anime. What amine I have watch has had a tendency to over-explain things. Yi-Gi-Oh and Dradonball Z come to mind. They're more overwritten than my game reviews. There's something similar that happens with Japanese games as well. I know that a lot of thier games, especially JPRG's, use unique and complex systems and gameplay mechanics, but the tutorials on some of them are borderline insulting to go through. Like three different pop-ups with pictures, overlays and several sentences of descriptions to explain how to move with twin sticks or with WSAD and mouse. It's like opening a collage lecture with potty training. I know that developers have to account for the possibility that this might be this persons first video game ever and cover the basics, but at times it feels like they don't rely on how intuitive modern games controls actually are, especially on console. Letting players feel around and develop thier own understanding might be more effective than having them be tested Gaming for Kindergarden every time they start a new game.
  22. I didn't read what TechRadar reported because I wanted to do a little groundwork on my own, and there is no doubt in my head that "Wildcard" is "Dire Decks". The weird thing about this plagiarist developer is that he's been happy to admit he was inspired for his other two games by what he had seen on other titles like Vampire Survivors and Tiny Rouges without just ripping them off, Then to suddenly steal (what I would argue to be) a far more basic browser game from Itch just doesn't sit right sit right. I mean why? His other games actually look pretty decent, so this a shame.
  23. Wow, it's almost as if Valve have lost interests in being a video game developer and are now only really invested in the thier money-printing Steam storefront. What a shock.
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