Your question mark key seems to be sticking.
The only part that makes it somewhat clear what the mode is is the part they explain the differences between local co-op and online mode.
This is a list of gameplay changes compared to a standard local co-op run:
They could have been a little more explicit and called it “online co-op mode” or something, and had a paragraph explaining what it is not just how it’s different to something else.
I have a feeling you’re right about this. I do wish Microsoft would take the Apple approach as Apple steamed ahead with deprecating kernel-mode access.
Love them or hate them, Apple take security a lot more seriously than Microsoft these days and it’s a real shame MS see security architecture as a nuisance rather than a core responsibility of their business.
Nope. They’re developing an alternative set of APIs for userspace in conjunction with security vendors for their products to use but it’s all still a long way off and will be optional to start with.
Given the volume of mission-critical devices security products are installed on (which the CrowdStrike fuckup highlighted), getting them out of kernel space would be a huge risk reduction for the world. And security vendors would love to get away from that risk as pulling a CrowdStrike costs a lot of money setting things right with customers.
But an anticheat used by consumers on their personal devices for a game, not such a big deal.
While I’m sure MS will eventually deprecate and then kill off third party kernel drivers, it could take a decade since MS has so much business (both internal and within their customer base) that relies on legacy crap.
Bioshock and Bioshock Infinite were by Irrational Games (2K Boston). Bioshock 2 was by 2K Marin.
Ken Levine shut down the studio after Infinite as they disliked the stress and scale of development - missing the days of small development teams.
That was back in 2014. Levine’s new studio, set up immediately after the closure of Irrational, has yet to release a game but supposedly their first project, Judas, is not too far from completion (it was meant to be out this year in March but, so far, there’s no news).
Bang for buck.
Morrowind was made by a team of about 35 people. Sure they could have put the effort in but then you’ve got all those animations to make and test. How do they tie into stats? Do they look dumb at higher stat levels? Also they’ll use up a little more resources on console which was a big struggle (Morrowind literally had to reboot the Xbox mid game to free up memory).
I’ve heard rumblings it’s actually to test out the upcoming move from Gamebryo/Creation to Unreal.
Easier to task a smaller team to take the current state of the UE5 framework for TES games and recreate an existing game (i.e. concept and content complete) and get feedback early so TES6 can learn from it while they are still in development.
Where’s the giant creature? If I can’t have a 100ft tiger throw its faeces at villagers, I’m not interested.