the few extra masks the game gives you only really help if you can handle the difficulty but need mistake tolerance
Increasing mistake tolerance already increases accessibility, even if you still have to manage a tough platformer part.
Of course the options given are just examples to get it done quickly. Accessibility options can be a a lot more nuanced, even going as far as altering level structures to provide pathways for players that can’t platform.
The point of my post was that for all I care the difficulty options can go all the way to invincibility, one hitting every boss and skipping every platformer segment. It does not reduce my enjoyment of these games if other people can play the game in a way they want to.
The thing is, there is no reason not to add accessibility settings.
Hollow Knight and Silksong are beautiful games with an intriguing world, great characters and lots of areas to explore. There’s no reason to gatekeep games like these from people that just can’t beat them because they are too hard.
Just add a simple accessibility menu where you can scale health, damage and loot drops. It’s almost no work to implement, players can still try the regular difficulty and turn it down when it’s too much and speedrunners can make their lifes more difficult. Everyone wins.
My issue with Unreal Engine 5 is pretty much exclusively Lumen.
Developers turn it on and call it a day. No baked lighting. No reflection probes. Just blurry reflections and blurry shadows with FSR on top for extra blurriness.
It runs and looks like absolute ass and I simply stopped buying UE5 games that use it.
I would prefer a Path Tracing downgrade to baked lighting and reflection probes.
The game runs at half the frame rate of Eternal while barely looking better when dashing through demons at high speed.
Doom Eternal runs flawlessly on the Steam Deck while Dark Ages is not even close to running well.
I really hate the modern triple A laziness of adding path tracing to every game, not providing any fallbacks and slapping in some DLSS and FSR so you can’t see the nice reflections and shadows anyway. It’s all a blurry and noisy mess that runs badly.
It almost runs on the Steam Deck. So, not much.
It looks like a lot of the complaining is about how it’s not like Patapon?
Most of it, but not all of it.
I played a little bit of the demo and was excited for a Patapon clone but it felt…off?
My main issues with it:
I really hope they can improve things but right now I don’t really enjoy it.
You can install an application like Flatseal (https://flathub.org/apps/com.github.tchx84.Flatseal) to inspect the permissions for a flatpak.
How locked down a flatpak is depends entirely on the developer and what permissions they request. By default, they can’t really see much. For example, they can’t even see the processes running on your host or your user and system files.
Flatpak does not do anything about network access though, it can only do no access or full access, no in between. The data they can collect on Linux in a Flatpak is very limited but it does not prevent them from calling home.
They went pretty fast with performance improvements after launch and the first major update. There was a larger gap with the last update because they bought their publishing rights back and had to wait for all the legal stuff to settle.
So far they had one large update which added end-game content and another large update with a major balancing overhaul, which also reset character progress.
HLTB currently sets the game at 12.5 hours for the main story and 24 hours for main + side quests.
I’m planning to play it once co-op releases, the game seems to be in a good state and has enough content for me.
I bought the game on release mostly to support them. The folks at Moon Studios are seriously talented and deserve some support.
I played ~2 hours on release and thought the game was decent. The combat had some weight, the art style was excellent, the bosses were fun and challenging and the exploration was pretty neat. There were many performance issues which they have since mostly fixed but there were also a few systems taken from different genres that didn’t work that well together for me. I didn’t play for a while though, so maybe they improved things in that area.
Still, I’m also waiting for the coop, which is scheduled to release with the next major update.
I wouldn’t read too much into this news article. Their CEO has since clarified that he might have been a bit hyperbolic and didn’t expect the media to pick up on his random Discord post.
I don’t quite agree with his assessment of being “review bombed”. Most negative reviews come down to the game being released in early access: bad performance, many systems not working well together, being behind roadmap, missing coop on launch and more recently, difficulty. I do get their need for releasing in early access after Microsoft dropped them but it might have hurt them in the long run.
I had the same issue in the late game of Blue Prince.
The RNG is pretty fun at first but it quickly becomes frustrating when you have specific layouts in your mind. You gain some control but not enough to make it fun to restart over and over again until you don’t get shafted.
My solution was simple: I cheated. I gave myself infinite dice and rerolled the rooms until I got the layout I was looking for. Much more enjoyable that way.
Do you know if they ever fixed the enemies disappearing on higher resolutions? Don’t really want to play it in 720p.