Depends on how they implement the crashing.
If it's like in Gran Turismo where on some circuits you could bounce off walls and barely lose any time at all I won't be happy.
But if there's significant speed loss, then I'm OK with that.
Logitech licensed the communication and feedback tech / SDK from Immersion Co... I think it was called TouchSense.
So there could be a chance... (as TouchSense supported a huge number of different products, from wheels, to Flight Sticks, and also was used by Fanatec I believe).
So if Immersion Co decided to sort out an SDK, and / or DriveClub dev decided to work with them, there' still a slim chance of support for Logitech wheels.
But I...
I think so. I got a code with my pre-order for beta access - but that was on PS4, so don't know if it's the same for 360 / XB1
I'd really like confirmation one way or the other on whether DriveClub is going to support the Logitech G27 wheel / pedals.
It was awful. It added nothing to gaming at all.
How would we even know?
Sony can say 'PSNow has been a big success for us'... And not have to quantify the data at all.
They could say 'We've had a million rentals'... And we have no idea what revenue that would actually generate for them.
And of course... They can adjust the prices if they are not seeing the usage they want.
I would have preferred they trim the network and services and the Powers TV show segments, and made a little more room for Vita.
Maybe not DLC, but we do know that there is Amiibo integration...
Why should age or game length matter to price? It's all just data.
That would mean people who love RPG's will end up having to pay a higher price than people who like single player FPS games.
Why?
There's no excuse for devs to launch incomplete or games with bugs big enough or numerous enough to require a 10GB patch.
And in general I haven't see the same scale of patches on PS4 as XB1 - so why the difference between platforms?
The one thing that really surprised me when I bought my XB1 a couple of weeks ago was how long everything took to get set up.
I have a solid internet connection, but from the time I plugged in my console to the point I could play Dead Rising 3 was about 4 hours.
This included the 700+MB patch for the XB1. Loads of messing around with NAT settings which took ages (and was very annoying considering my Wii U, PS4, PS3, 3DS and Vita have no issues connecting wit...
Yeah, it was nice on Portal 2 (although slightly disappointing as well that Valve didn't do more with Steam on PS3)...
My concern here is that the dev is really small, so I'm just wondering if they have the time / resource to be able to implement cross platform play / accounts.
Fingers crossed, as it would be a nice feature
If this game does come to multiple platforms I hope that they all share the same Universe, and that players can move between platforms and keep all their settings etc.
If this game turns out as good as it looks then I'll probably end up getting it on PS4 and PC - so being able to jump between them with the same account would be brilliant.
Yeah, I was just being mean.. No one should suffer the Water Temple. :)
I've only played the PC version, but have been impressed with the lag free gaming. Have only had one major instance of it happening.
However the other side of the multiplayer coin... Matchmaking... is one of the worst coded POS I've ever had the misfortune to see... Being a noob on a team of noobs and G2's facing a team of G7+'s is never fun and really sapped a lot of the fun from the game for me!
TitanFall feels like a great game in a weak framework.
It needed more of everything. More innovative game modes. More variety in the map settings. More Titans. More exciting Pilot weaponry. And maybe even a single player campaign.
TitanFall.... A tasty but forgettable snack, rather than a delicious meal you'd want to eat again.
Put them in front of the Water Temple in OoT... Laugh at them
Here's the thing...
Any company will choose to price an item at the level that the market will bear.
In other words, too cheap and they miss profit, and too high and they miss sales.
If Sony see a huge drop off of purchases during the beta, then they will know they priced the games too high and adjust accordingly.
If a bunch of fools are OK with paying these ridiculous prices then that will damn the rest of us.
...
But Valve ignored him. Leaving us, the customers, vulnerable.
It may not have been the best way to go about highlighting the issue, but I am glad he did if Valve ever bothers to patch it.
Valve were wrong to not discuss it with him. Banning him is harsh.
EDIT: I also don't agree with the article. Specifically this line "Especially a dev that has the privilege of working with you [Valve] and the massive market you give them access ...
Any publisher has to get a license from MS / Sony / Nintendo to produce games - it's one of the reasons we are given for why console games cost more than PC games.
4372d ago 0 agree0 disagreeView comment
MS could impose penalties through the license terms - however I doubt they'd do that as what manufacturer would risk not having a developer produce games. And us customers seem happy to stomach this from devs so there's no penalty to anyone (except those with a shoddy internet connection).