

Eskating cyclist, gamer and enjoyer of anime. Probably an artist. Also I code sometimes, pretty much just to mod titanfall 2 tho.
Introverted, yet I enjoy discussion to a fault.
Like I said, WipEout and Gravity Rush weren’t played by everyone. But almost every gamer I know, has a niche genre they’re into or nostalgic about. My WipEout fix now comes from BallisticNG.
Few individual indies are gonna hit it big, but as a group, their chunk of the industry is growing, and fast. Because together they cover all the types of games the giants won’t make anymore.
Even Requiem is technically niche. Horror is usually not for everyone, but RE since 7 has been doing actual innovation. Even with the remakes they’ve been developing their in-house engine and gameplay mechanics. Tweaking. Adjusting. Improving.
And players can tell. Add to that that while they did take a few shots at live-service partner titles, they didn’t ruin the main titles to do so. And once each game was done, they moved on to making the next one even better.
The RE franchise isn’t part of the problem. It’s one of the few AAA IPs still being developed the way single player titles should be developed: listen to player feedback, and just make a good game.
Battlefield 6 was so big because it pretended to be a return to form, before instantly going to shit post-launch. Customers are increasingly jaded. And the amount of customers buying indie, even if they don’t buy the same titles, is growing in lockstep with that.
I like Sonys current crop of IPs (GoW and Horizon) but I really hate how they’ve completely abandoned niches and innovation.
It’s like they don’t care about their first part titles having any variety anymore.
Studio Japan and Studio Liverpool hurt me personally. Neither made games played by everyone, but everyone who did play WipEout or Gravity Rush, loved them.


Yeah. Previous generations of DLSS were about achieving the same result with less.
DLSS 5 is about “improving” what was previously the end result, even in cases where DLSS wouldn’t have been needed in the first place.
Nvidia is claiming it achieves “hollywood movie cgi” fidelity.
In practice it looks like the result is just not pleasant.


It’s adding light sources and details that weren’t there, which it can’t possible keep consistent from one scene to the next.
For the light sources especially, it’s removing shadows and adding light in ways that make no physical sense.
Using motion vectors and geometry data isn’t new. Previous generations of DLSS as well as framegen were already doing that.
What’s new here, is that they stopped inferring details, and started making them up.
The output will not be “more accurate”. It can’t be.
Even if this model doesn’t implement the randomness of other AI tech and remains deterministic, that still won’t allow devs to accurately control output for the literally infinite number of potential scenes players can create in a game.


Except DLSS 5 isn’t just upscaling. It’s replacing the image.
And to achieve what it does, they used one 5090 to render the game normally, and an entire second 5090 just to run DLSS 5.
How is that an improvement in efficiency? And all to achieve a look that lands deeper in the uncanny valley than anyone has ever been.


At this point I guess we’re just assuming it’s “buggy” due to the IA, right?
No. But it might be. We don’t know because the guy who’s supposed to double check, isn’t. And admits to it like its some kind of brag.
There also the whole debate around licensing. Generative images has been called “art laundering”, and the same can be argued for code.
It’s a potential way to break FOSS licenses. Just copy the code and have an AI re-implement what it does, and boom you get to ignore license obligations.
Flawless Advance can now be interrupted. Shining Wonder’s bounce range was nerfed. Kinetic Pulse was made less annoying. Smoke Bomb T3 no longer provides invincibility, which allowed Haze to play like she had three counterspells. Shiv’s Killing Blow no longer auto-targets and must be aimed. Vindicta’s flight duration was reduced. Wardens ult isn’t as invincible anymore (it now only has resists during channel). Silvers ult now has an actual cooldown.
Victor did get buffed. In exchange his survivability was nerfed and he is now easier to kill. He has more burst, but less of the sustain that makes him so annoying. It’s not enough yet, but I approve of the direction.
Calico was changed so as to be less annoying to play. She’s likely to be nerfed again as the stats come in, but Valve won’t know by how much before the mechanical changes made to her kit see real play.
All in all, multiple things that were unfun, have been addressed. There will always be stuff that is annoying. But IMO, there are now less of them.
We’re actually pretty active over there.


Triple AAA, maybe.
Indie Studios have genuine fans, who don’t need the latest GPU, CPU and RAM to keep buying their games.
The gems aren’t hard to find. Good games have fans singing them praises from the rooftops.
I could give you an almost endless list if you asked for good games, and they wouldn’t all be old.


No. The idea is to stop people from acccepting a better deal to go work for a competitor. Non-competes applying when being fired or when your company gets shuttered, would leave the employees literally unable to work in their field no matter how their employment ended.
Even if that were how these contracts worked, good luck to ubisoft enforcing a non-compete for employees that worked for a legal entity that no longer exists.


The upside of using a separate character for the reset, is that it can be made temporary. When you’re back to the other character, their inventory is still there. Most games that do this with multiple characters work this way.
Done right, the scary sections played as a secondary character should work like intermissions that don’t outstay their welcome. And unlike a main character reset, you can go back and forth multiple times much more naturally.


TBF, if they did some proper horror game stuff with her sections, Id’ve been stoked.
Lots of horror games do this, where they make you completely disarm to bring the scaryness back after the power creep of finding a bunch of weapons and items make you complacent.
The staff elevator in Silent Hill 2. The security check in Alien Isolation. Heck, House Beneviento in RE7.
Scary Ashley sections could have served the same purpose to contrast with Leon’s overpowered badassery.








It’s either “the antithesis” or "is antithetical’.