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Weird West Review
In this alternate universe, the West was won by trying a bunch of ideas so crazy they just might work… and if they don’t, hitting the quick-load button to revert to an earlier save and trying something even crazier until you pull it off. Thanks to that freedom to experiment with its world as you explore, Weird West is one of those games that feels like a stealth and combat playground even as it tells five mostly serious, well-written stories with interesting decisions throughout and a thoughtful conclusion. And with so much ground to cover and replayability to investigate, it’s well worth putting up with some quirks and underwhelming loot. What ties Weird West’s plot together is a group of shadowy figures using a magical brand to force your character’s consciousness into the bodies of various unsuspecting people. It’s a clever play on the way so many games have us take control of a character who already exists in that world but still need to bring us up to speed on their identity: h...
Warhammer 40K: Rogue Trader – How Did it Take This Long to Get a Warhammer CRPG?
It’s truly bizarre that across the nearly 30 years of Warhammer video games, we haven’t had a single one that attempted to channel the tabletop Warhammer experience by utilizing the genre that feels best suited to do so: CRPGs. But that’s all about to change, as Pathfinder developer Owlcats has been cooking up something to fill this void. During an extensive hands-off demo of Warhammer 40K: Rogue Trader, I checked out its extremely chunky turn-based combat system, drowned in its plethora of dialogue options and social skill checks, and nodded approvingly at its lovingly faithful depiction of Warhammer’s morbid universe. While it’s still very early, so far this CRPG is shaping up to be everything I’ve wanted from a Warhammer video game. If you’ve ever played (or even glanced at) a game of Warhammer 40K, then you probably know it’s designed for a hyper-specific kind of nerd who loves calculations, large-scale drama, and an incredibly detailed world one could easily get lost in. Warham...
Ghost of Tsushima Devs Lengthened Some Loading Times Because You Couldn't Read the Tips in Time
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The developers behind Ghost of Tsushima had to lengthen some of the game's loading screens as Sucker Punch found that they were so fast, players couldn't read the tips. In an interview with Kotaku, Sucker Punch lead engine programmer Adrian Bentley noted that the team had to "artificially extend downtime" when the player died so that the loading screen tips could appear for "more than a fraction of a second.” [ignvideo url="https://www.ign.com/videos/2020/05/14/ghost-of-tsushima-gameplay-exploring-tsushima"] According to Bentley, this is down to Sucker Punch's engine loading strategy, which requires "as few disk reads as possible." "When you die, we only need [to] re-run this quick ‘spawn’ process with most of the data already loaded. In contrast, many other engines use serialization-based approaches, which require reloading a substantial amount of data to run again,” Bentley told Kotaku. Having played the game myself, the window between even longer loading screens felt ridiculously small, even when jumping from one end of the map to the other. Kudos to Sucker Punch for the coding tech, but it's still quite funny that the studio has had to make loading screens take longer so that players can actually read the flavour and tip text in the interim. It begs the question as to what loading screens will look like in the next-generation, as the PS5 and Xbox One adopt high-speed solid-state drive technology. We reviewed Ghost of Tsushima earlier this week, awarding it a 9/10 and calling it an excellent action game. If you're just hopping in, here's 40 essential tips and tricks for combat and exploration. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.
source https://www.ign.com/articles/ghost-of-tsushima-loading-times-longer
source https://www.ign.com/articles/ghost-of-tsushima-loading-times-longer
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