We've been hearing this since Xbox 360.
I'm happy to see them address the payout issue, but they aren't even mentioning the online-only aspect, which should have been one of the first things they addressed. Even if offline play didn't affect your online progress in any way, but still worked for one-off races, I'd be ok with that, but making my game unplayable if my net drops out is crap. This isn't some arena FPS that requires online to work. It's a racing game.
PC drives still can't outrun PS5's with the Kraken hardware compression in use.
Though Unreal really surprised the hell out of me when the demo became playable. Sure, it wasn't as good looking as the other intro scenes, but it came damn close, closer than I expected... so I wouldn't be shocked at all to see games looking like this before the end of this gen. Maybe not on base models of these consoles, but it'll get there.
It's only really in the eyes... they are too bright, not quite reflecting/refracting light properly. I think this uncanny valley is caused by art direction more than technical limitations.
Small studios using proprietary engines is a double-edged sword... sure, the developers have much more fine-grain control over what they want and can get under the hood easier, but this engine is also expected to work across many games of many types, and because they are a small studio, their development budget to update the engine will be limited, which means the engine will begin to look aged after a few years, but it may not get updated frequently enough to keep up.
Let...
The only thing Tempest doesn't currently work with is 5.1(+) sound systems. It works great out of a TV or headphones. Surround support is coming. Other than the lack of bass from the sub, Tempest makes my TV speakers sound as good as my 5.1 setup once properly calibrated.
Go easy on them, they believed the hype when they were told that a few extra teraflops would equal better graphics, and that the hard drive speed difference wouldn't result in smoother running games.
Agreed.While the always online thing sucks just as much as it did with GTSport, the game is well built and fun to play.
Visually, GT7 is a strange one... Some tracks look jaw-dropping, others look like they came out of GT Sport, low res track textures (that seem to lack any bump mapping, etc. to help add depth) and all. It's like they filled in incomplete areas with GTSport assets.
However, when it comes to weather simulation, physics, control (the dualsense really adds a lot to this one), etc... GT7 is unmatched.
"who cares if the driving physics are garbage as long as it's pretty!"
*in the same breath*
"Sales don't make a good game!"
I've managed to get within 0.25 of gold in the first dirt challenge with the blue tacoma. I think it's possible, just REALLY hard.
I've come so close to getting gold in one of them, that I think it might actually be possible, at least in that one, but it's good to know it wasn't just me struggling.
Why am I not surprised that this shot to the top of N4G...
They all look terrible.
I'm not sure the author knows what "kitsch" means, based on the positive context they are using it in.
Capcom wasn't in dire straits when SF5 launched, their profits have been growing for 9 years in a row (Sf5 came out 6 years ago), and they've been posting record profits every year since SF5 released. The vast majority of the sales that drove those profits came from PlayStation consoles, so Capcom doesn't exactly have much reason to make SF6 multiplatform.
All racing games have PS2 crowds... nothing new.
https://www.youtube.com/wat...
It should close the visual gap between 2D and VR games. 2x handles the rendering of the other eye's image, the other 1.5x increase can cover the additional frames per second needed.