


Even without getting into piracy territory, yes. You need a subscription for online play on console, and there’s a lot of competition among PC stores to keep prices low during sales, including bundles of games. So for perhaps most use cases these days that involve some amount of online play and playing a certain number of games per year, PC ends up cheaper.


And I don’t have data for this, because I’m not an analyst, and Piscatella shares what he shares, so all I’ve got are anecdotal observations.
Speaking for myself, even if I wasn’t pissed off at how Nintendo operates as a company and decided not to be a customer of theirs anymore, they’re still running into the same problems that caused me to lose interest in PlayStation. They can’t put out enough exclusives to justify a $500 machine to play them, since I’m going to be playing everything else, at better settings, for the same or lower price, on PC.


Mat Piscatella of Circana makes a good argument that they haven’t proven that. A lot of Xbox titles became all-time PS5 best-sellers immediately after getting ported. People who wanted to play those games could have bought an Xbox at any point to play them before the multiplatform strategy was announced, but they didn’t. He would argue that people have already settled into their platform of choice and just wait for the games they want to come there. Something like a third of all console players (at least Xbox/PS) are only playing multiplatform live service games on those consoles, not any of the marquis exclusives.
And to be honest, that makes sense. In the grand scheme of things, there aren’t even that many exclusives anymore, compared to the deluge that there might have been in the 5th/6th gens.


There are fewer and fewer reasons as time goes on, but the big one is that it’s usually a lower up-front cost (in a lot of cases, still is) and just works without any fuss. We might find the fuss on PC to be pretty minimal, but on console, it approaches 0. PCs have gotten easier to work with, people have become more literate in how to use them, and the long-term savings on PC with a significantly sized library have become more apparent, but there will always still be a market for something like a console, even if that means they abandon some of their defining traits in order to survive the future.


As far as I know from this evidence you brought, he has never made shit up, because the Switch Pro was happening, and then minds were changed before it was announced. The Switch 2 can both be one of the fastest-selling consoles ever and have less demand than they initially budgeted for. Something Nintendo has been doing with the Switch 2 that’s unprecedented with a home console launch, is that they’re trying really hard to meet launch demand rather than being more conservative with their production lines. It’s not surprising to me then that the Switch 2 only lags behind the Game Boy Advance, because from what I know of the history of that one is that the GBA’s design was settled shortly after the launch of the Game Boy Color, and they only postponed its launch because the GBC was still going strong.


All the investment in game development right now is going to where labor is cheapest, which I’ll bet does not include the UK. You’ve probably noticed more rising stars in recent years out of South Korea, China, Japan, and some EU territories. The reason a state might want to fund the arts is because that’s how its own culture spreads on the world stage.
I think I’m going to be picking up Screamer when it has its proper launch on Thursday. I’ve waited so long for a racing game like this to come out again. The only one I’ve had in the past 20 years was Trail Out. The Steam forums for this one are full of people asking who’s going to pay $60 for this when they can buy Forza Horizon, and the answer is me; I have no interest in Forza Horizon, but this is a racing game that speaks to people who don’t care at all about real world racing. Let me check people off the road. Make it over the top. Don’t bother with an open world. Screamer seems to be checking all of the boxes of what’s important for me in a racing game.


lol, well, I think a business would look at those small potatoes and say that it isn’t worth burning your reputation on. Now Star Wars on the other hand…
Owlcat has worked on Pathfinder and Warhammer 40k lately, and fans of those properties seem to be fond of Owlcat’s work on those CRPGs. I’m playing Pathfinder: Kingmaker now, and it’s quality stuff, but I don’t have any existing familiarity with Pathfinder. I expect they’re doing an Expanse game because A) they believe they can make “the next Mass Effect” now that they’ve got smaller projects under their belt, and B) they’re probably fans of The Expanse.
Rue Valley is a game they published, not developed.


Well, this is fascinating. I don’t think anyone’s done anything like this before with an MMO, have they? The thing is, in MMO form, the incentive is to keep you grinding so you keep paying a subscription. Without that incentive, I’d want to have a knob I can turn to adjust the grind, like I can in V Rising server settings. It’s cool that this retains some amount of multiplayer, too.
EDIT: Seemingly still via a subscription, so that makes this far less interesting.
There weren’t all that many more off-the-shelf engines back then, and as that eroded, it all quite visibly gave way to Unreal. Making your own engine during the 7th gen (over 13 years ago now) was very clearly a way to avoid paying Epic for Unreal, because there already wasn’t much competition at that time.




I’m rooting for the demise of what Nintendo currently is, but this isn’t so much of a story. They had lofty projections for sales and manufacturing to make sure that they could meet demand, they’ve met that demand, and it’s high. This is revising one quarter’s production down from 6M to 4M. It’s still doing well for them.


Walking sideways through a bookcase, crack in the wall, crevasse, is often to mask a load screen, as you suspect. I forget who coined it, but someone online observed that these are literally “load-bearing walls”, and I’ve been calling them that ever since. In the case of Assassin’s Creed, there used to be sort of a puzzle of “how do I get from here to there with only those observable handholds?” Perhaps that eroded over time as the series went on. The last one I finished was Unity, and I sampled Odyssey, but that wasn’t a very vertical climbing game. Assassin’s Creed came from Prince of Persia and Splinter Cell roots, one of which retains that traversal puzzle, and the other is a stealth game, where you have to get from one place to other either without touching the ground or without being in the light. I would argue Hitman’s ledge-climbing fits the same bill that stealth games always have, so it’s not out of place there. I can’t speak to Sekiro or Jedi.


I had to slow mo the video to see what was happening here (which is a good thing; only nerds like me are trying to figure out how this new stuff actually works). Counter Blitz is activated during the slow mo effect of counter hits, and it sort of acts like a nerfed Red Wild Assault. I’m curious about how this affects characters who rely on White or Blue Wild Assault.
To make video games for people, be authentic. Children and people early in their careers usually don’t have a lot of money, so it should come as no surprise that they’re primarily playing games that cost nothing or under $10. We can talk ourselves out of a lot of logical decisions by insisting on grouping people into these arbitrary generational buckets.








































Memory. Xbox raised their prices already.