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goferchan
Feb 8, 2004

It's 2006. I am taking 276 yeti furs from the goodies hoard.

Samurai Sanders posted:

What does it do wrong that Dark Souls does right, so it can be loopy as hell but still not need a map?

2D makes it almost more confusing than it would be in 3D, I think. Imagine Super Metroid or Symphony of the Night without a map.

edit: also you have some very limited fast travel options too which also feels weird without a map

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Real hurthling!
Sep 11, 2001




goferchan posted:

2D makes it almost more confusing than it would be in 3D, I think. Imagine Super Metroid or Symphony of the Night without a map.

edit: also you have some very limited fast travel options too which also feels weird without a map

yeah 2d means more verticality and more paths overall to go halfway down before you realize that you gotta go back the long way.

homeless snail
Mar 14, 2007

DreamShipWrecked posted:

I am somewhat curious what they are expecting out of the move controls, seeing that Sony's (Or really anyone apart from Nintendo) movements towards non-standard motion controls has largely been awful. We haven't been using basically the same controller since 1995 because we're dumb, it's just that all the other ones were awful.

Mostly I wonder how it will feel with the screen strapped to your face rather than actually seeing the motion controllers and if that will help at all in making it not a total clusterfuck.
The thing that sucks about motion controls as they're usually used, is that there's a disconnect between what your hand is doing and the character on screen. Its like moving the little pupeeteer stick to make a puppet's arm do what you want it to, you're one step removed from everything. In VR you don't have that disconnect, you look down and your hands, or hand proxies, are right where you expect them to be doing exactly what you expect them to be doing. Its really hard to demonstrate but these kind of mixed reality videos are the closest people have come to advertising VR properly
https://www.youtube.com/watch?v=w9dQkiI8raY

Also check out some videos for Dreams. Here's a really good one. The fluidity of the Move controls in the editor does a way better job of justifying Move than anything on the PS3 did.

UnfortunateSexFart
May 18, 2008

𒃻 𒌓𒁉𒋫 𒆷𒁀𒅅𒆷
𒆠𒂖 𒌉 𒌫 𒁮𒈠𒈾𒅗 𒂉 𒉡𒌒𒂉𒊑


BisterdDave posted:

It almost seems like a good chunk of the VR experience is going to be just that though, virtual vacations and tours of places you normally don't go to.

My city has a "group VR" type thing like that for tourists, was way better than I expected, very emotional. Basically sold me on the concept of VR.

https://www.youtube.com/watch?v=9AdEghQB76c

ACES CURE PLANES
Oct 21, 2010



Goddammit Salt and Sanctuary, I was just complimenting you, and you go and dump me into a place as aggressively terrible as the Castle of Storms.

Flaming medusa heads and giant shockwave knights are not what I like you for.

BeanpolePeckerwood
May 4, 2004

I MAY LOOK LIKE SHIT BUT IM ALSO DUMB AS FUCK



ACES CURE PLANES posted:

Goddammit Salt and Sanctuary, I was just complimenting you, and you go and dump me into a place as aggressively terrible as the Castle of Storms.

Flaming medusa heads and giant shockwave knights are not what I like you for.

"DIE, MONSTER. YOU DON'T BELONG IN THIS WORLD."

haveblue
Aug 15, 2005



Toilet Rascal
The map is especially needed because the item that helps you find your corpse after death is just a compass, it doesn't take the map layout into account. If you head in the direction it says, chances are you'll end up in a dead end.

veni veni veni
Jun 5, 2005


Yeah no map in Souls is fine, because beyond being 3d it has an abnormally strong sense of place for a game. Getting lost in Souls actually feels like being lost in a good way most of the time and it's rare because the areas are so distinct. S&S could really use a map.

Still my first impressions are pretty good. I'm looking forward to putting some time in. Goddamn those characters and the muddy backgrounds are ugly though.

Pingiivi
Mar 26, 2010

Straight into the iris!

homeless snail posted:

The thing that sucks about motion controls as they're usually used, is that there's a disconnect between what your hand is doing and the character on screen. Its like moving the little pupeeteer stick to make a puppet's arm do what you want it to, you're one step removed from everything. In VR you don't have that disconnect, you look down and your hands, or hand proxies, are right where you expect them to be doing exactly what you expect them to be doing.

We have the Vive at our office and the Job Simulator is so good about this. You have the two wand controllers and each works as a hand. The only control is you press the trigger to grab stuff. It sounds really simple but train a bit and you can juggle objects or multitask like keep open the lid of the copy machine with the other hand and use the other hand to put something in it.

I don't believe this will work only with a gamepad or if it does then it won't be as fun.

Samurai Sanders
Nov 4, 2003

Pillbug

Pingiivi posted:

We have the Vive at our office and the Job Simulator is so good about this. You have the two wand controllers and each works as a hand. The only control is you press the trigger to grab stuff. It sounds really simple but train a bit and you can juggle objects or multitask like keep open the lid of the copy machine with the other hand and use the other hand to put something in it.

I don't believe this will work only with a gamepad or if it does then it won't be as fun.
A launch game for VR is seriously a work simulator?

8-bit Miniboss
May 24, 2005

CORPO COPS CAME FOR MY :filez:

Samurai Sanders posted:

A launch game for VR is seriously a work simulator?

https://www.youtube.com/watch?v=bpoCQJPCP8w

Pingiivi
Mar 26, 2010

Straight into the iris!

Samurai Sanders posted:

A launch game for VR is seriously a work simulator?

Yep. https://m.youtube.com/watch?v=MdTgZL_FNqU

El Hefe
Oct 31, 2006

You coulda had a V8/
Instead of a tre-eight slug to yo' cranium/
I got six and I'm aimin' 'em/
Will I bust or keep you guessin'

Pingiivi posted:

We have the Vive at our office and the Job Simulator is so good about this. You have the two wand controllers and each works as a hand. The only control is you press the trigger to grab stuff. It sounds really simple but train a bit and you can juggle objects or multitask like keep open the lid of the copy machine with the other hand and use the other hand to put something in it.

I don't believe this will work only with a gamepad or if it does then it won't be as fun.

That sounds amazing and I hope they also make a "House Chores" sim but tbh I'd wait for House Chores 2 before jumping in, let them iron out all the kinks first if you will.

VR looking promising.

CrashCat
Jan 10, 2003

another shit post


Pingiivi posted:

We have the Vive at our office and the Job Simulator is so good about this. You have the two wand controllers and each works as a hand. The only control is you press the trigger to grab stuff. It sounds really simple but train a bit and you can juggle objects or multitask like keep open the lid of the copy machine with the other hand and use the other hand to put something in it.

I don't believe this will work only with a gamepad or if it does then it won't be as fun.
I am guessing the Move's "lit ball on stick" design will be a good visual aid to get people started. If you can get players used to that ball as a point in space and manipulate objects from there then uses should flow naturally. Part of the issue with the previous motion control solutions was poor spatial reference and a lack of assurance that what you thought you moved was what the system detected. The Wiimotes did gestures okay (sometimes) but you had no sense of spatial reference except when you pointed at the TV and got a reticle. Kinect fudged it even further by giving you nothing at all to hold, which basically sucks for anything that isn't a dancing game.

Once you get players used to an easily moved precise point in space and you have that baseline, then you can put in gestures when they make sense. For example, if your ball is used to indicate where you're aiming a gun, then you can bring up a scope if you move the ball within a certain range of your head. You can have the game character handle keeping the gun at the proper angle and the player only has to worry about moving the aim point (the light ball) relative to their head. That simplifies a somewhat complicated action yet makes the player feel like they still have some fine control.

CrashCat fucked around with this message at 07:48 on Mar 17, 2016

CharlieFoxtrot
Mar 27, 2007

organize digital employees



Samurai Sanders posted:

A launch game for VR is seriously a work simulator?

Once again, the Simpsons is prescient.

don't leech images

Somebody fucked around with this message at 19:53 on Mar 18, 2016

Szurumbur
Feb 17, 2011
I don't quite understand Rebel Galaxy's difficulty curve - I'm now at the "Rescue attempt" story mission and thought to work on my Red Devil reputation, since they have unique ships I'd like to try. However, no matter the ship or equipment any fight mission in which the risk is at least Average I simply can't survive - the most I can manage is Drop or Delivery missions of that difficulty, since I can just grab/drop the cargo and escape. Is there some trick to combat, or do I really need to get even a better ship? Right now I'm flying the Barracuda and even that took a few hours of grinding.

Also I have three specific questions:
1) are flak turrets worth the drawback of their inability to target larger ships?
2) are the mercenaries superior to one another, or is it mostly superficial difference? And if some are superior, who?
3) generally speaking, is it better to focus on the capital ships or the escorts? No matter which I choose, the other becomes a massive problem, and the leech rockets are limited in number and duration.

Thanks in advance!

Dr Sun Try
May 23, 2009


Plaster Town Cop

Szurumbur posted:

I don't quite understand Rebel Galaxy's difficulty curve - I'm now at the "Rescue attempt" story mission and thought to work on my Red Devil reputation, since they have unique ships I'd like to try. However, no matter the ship or equipment any fight mission in which the risk is at least Average I simply can't survive - the most I can manage is Drop or Delivery missions of that difficulty, since I can just grab/drop the cargo and escape. Is there some trick to combat, or do I really need to get even a better ship? Right now I'm flying the Barracuda and even that took a few hours of grinding.

Also I have three specific questions:
1) are flak turrets worth the drawback of their inability to target larger ships?
2) are the mercenaries superior to one another, or is it mostly superficial difference? And if some are superior, who?
3) generally speaking, is it better to focus on the capital ships or the escorts? No matter which I choose, the other becomes a massive problem, and the leech rockets are limited in number and duration.

Thanks in advance!
Finished the storyline a couple weeks ago:

1) no, especially since they don't target torpedoes/rockets on their own
2) later star systems will have the same characters for a higher price; those are obviously better, but I didn't notice any other differences
3) try to draw the escorts out a bit; your merc buddy can really help; use the tactics screen to focus him on fighters.


I never had much luck with leech rockets; pulse cannons + lasers worked pretty well for me.

edit: focus on aiming your broadsides and let other turrets do their work, fire homing missiles when your getting swarmed and use your rechargeable shield thingy (forgot the proper name)

Dr Sun Try fucked around with this message at 10:34 on Mar 17, 2016

MUSCULAR BEAVER
Dec 26, 2014

HENDO! HENDO!
I watched the PSVR launch lineup trailers and all but 1 look like Kinect-ware

HGH
Dec 20, 2011

DreamShipWrecked posted:

So what's the deal with Paragon? I kind of expected -some- fanfare for one of Epic's games to come out, but I had no idea that it was even released until I chanced on the ad in the PSN. Is it just one of those things that they hope will quietly go away?
There was a closed beta with an NDA till the 13th, and now they've opened signups for Early Access starting on the 18th. Also there'll be a free open beta during summer 2016.

Seems like they're playing the long con here, relying on word of mouth and streamer culture before they finish it for real. There's built-in features for gifs making and youtube uploads. Says they're adding new characters and updating every 3 weeks.
Seeing as they're pricing it as low as 20$ and up to 100$ for Early Access, right now they're just growing their audience. Although usually most games in this genre fail during this phase.

As for the game itself, it's basically Gears of Dota. Basically Dota, with all the same mechanics, except you actually have to aim and dodge and stuff. It honestly doesn't look too bad.

MZ
Apr 21, 2004

Excuse me while I kiss the sky.

Samurai Sanders posted:

I just don't understand how the device itself can be so much cheaper (and still profitable), and the hardware inside the PS4 can be SO much lower spec than the others, and still be convincing VR. I mean, if it is, why are the others like they are?

Rift & Vive are a whole spec above PSVR with screen resolution etc.

Also don't expect Uncharted 4 graphics, you'll get last-gen or even last-last-gen level fidelity, which will be necessary to keep the high frame rate required for convincing VR.

This whole thing will live or die on it's software though, I expect a lot of games may come with an optional 'VR-mode' or some such but it remains to be seen how many fully fledged experiences we'll get outside of minigames and tech demos.

It could be the next motion controls, where everyone goes crazy over it for a couple of years but once the novelty wears off we all try to forget it ever happened as quickly as possible. This remains to be seen, but the worry is that the barrier to entry is much much higher (PSVR is the cheapest of the lot and it's more the cost of the PS4 at launch, plus you need a PS4 and a camera and a move controller or two possibly) so how many developers will be making VR-exclusive games when their market will be a fraction of what it usually is?

Megasabin
Sep 9, 2003

I get half!!
Yea I have a feeling that 1st gen VR is going to be pretty anemic in terms of real games. I think PC will probably have the highest chance of having real content, but even then it will probably be mostly fluff until people figure things out. It's gonna come down to how you felt about Wii Sports, cause I imagine that's about the quality of stuff we will get. 2nd gen should be enough time to start delivering some really cool stuff though.

Rastor
Jun 2, 2001

MZ posted:

Rift & Vive are a whole spec above PSVR with screen resolution etc.

Not necessarily. The PSVR has an RGB stripe display.

Zero VGS posted:

Just for those who want the maths:

1.710 million subpixels on CV1 and Vive

if the PSVR is truly RGB stripe, it has 2.073 million subpixels. Hence, higher perceived resolution than the competition, and 33% less work to achieve the same framerate.

PSVR has the most subpixels/OLED emitters. More than Rift CV1 or Vive.

Also it refreshes at 120Hz, the Rift and Vive do 90Hz.


MZ posted:

Also don't expect Uncharted 4 graphics, you'll get last-gen or even last-last-gen level fidelity, which will be necessary to keep the high frame rate required for convincing VR.

This whole thing will live or die on it's software though

I agree with that part. Rez Infinite and Thumper, day one purchase.

Dapper_Swindler
Feb 14, 2012

Im glad my instant dislike in you has been validated again and again.
https://twitter.com/lifelower/status/710399773845508096

its coming apparently. all the games with all the dlc. hd 1080p no idea fps rate.

Dapper_Swindler fucked around with this message at 12:59 on Mar 17, 2016

BreakAtmo
May 16, 2009

Dapper_Swindler posted:

https://twitter.com/lifelower/status/710399773845508096

its coming apparently. all the games with all the dlc. hd 1080p no idea fps rate.

At bare minimum it has a gorgeous cover.

EC
Jul 10, 2001

The Legend
I wish developers would test their games in a real world environment sometime. The text/UI in Salt & Sanctuary is really loving small, even on a 55" TV. It's smaller than Hitman, which I saw the same complaint about but didn't really bother me at all when I played it. It's like they went out of their way only to use a small percentage of the screen for the inventory, stats, and skill tree.

I'm not down on the art style, but the way everything sort of blends together makes it difficult to see traps and tell enemies apart from the levels.

Despite that I'm still pretty positive on the game. I killed one boss and wandered a bunch of different directions, got lost, and then I found a pumpkin that I can use as a helmet.

muscles like this!
Jan 17, 2005


Sounds like Salt & Sanctuary is pretty lengthy, in the Giant Bomb video Jason has almost 20 hours of playtime and he thinks he's only about halfway through. Even if he's wrong that's still fairly beefy.

Oxxidation
Jul 22, 2007

muscles like this? posted:

Sounds like Salt & Sanctuary is pretty lengthy, in the Giant Bomb video Jason has almost 20 hours of playtime and he thinks he's only about halfway through. Even if he's wrong that's still fairly beefy.

Given its gameplay inspirations, at least 10 of those hours were likely spent on frequent deaths.

Dehry
Aug 21, 2009

Grimey Drawer
Atelier Sophie is being teased on the Koei-Tecmo facebook page. More information tomorrow.

It's the first in a new series of games called book, but Logy from Atelier Escha and Logy is a character somehow.

PantsBandit
Oct 26, 2007

it is both a monkey and a boombox
I was strongly considering buying Salt and Sanctuary buuuut I think I'm just going to play Bloodborne again instead.

Sakurazuka
Jan 24, 2004

NANI?

Dehry posted:

Atelier Sophie is being teased on the Koei-Tecmo facebook page. More information tomorrow.

It's the first in a new series of games called book, but Logy from Atelier Escha and Logy is a character somehow.

:woop:

PantsBandit posted:

I was strongly considering buying Salt and Sanctuary buuuut I think I'm just going to play Bloodborne again instead.

I don't really feel the need to play S&S three weeks out from an actual new Souls game

Snak
Oct 10, 2005

I myself will carry you to the Gates of Valhalla...
You will ride eternal,
shiny and chrome.
Grimey Drawer

Sakurazuka posted:

:woop:


I don't really feel the need to play S&S three weeks out from an actual new Souls game

This. Especially when I feel like S&S will be free on PS+ by time I'm done with DS3.

Megasabin
Sep 9, 2003

I get half!!
The gameplay is pretty different. It has a pretty great 2D brawler combat system with Souos everything else (aesthetic, skills system, weapon system) added on. It's basically castlevania souls.

Ghosts n Gopniks
Nov 2, 2004

Imagine how much more sad and lonely we would be if not for the hard work of lowtax. Here's $12.95 to his aid.

Dehry posted:

Atelier Sophie is being teased on the Koei-Tecmo facebook page. More information tomorrow.

It's the first in a new series of games called book, but Logy from Atelier Escha and Logy is a character somehow.

And then there's their Night of Azure game coming late March/early April. If it wasn't for DS3 I'd have picked it up.

Bombadilillo
Feb 28, 2009

The dock really fucks a case or nerfing it.

MZ posted:

Rift & Vive are a whole spec above PSVR with screen resolution etc.

Also don't expect Uncharted 4 graphics, you'll get last-gen or even last-last-gen level fidelity, which will be necessary to keep the high frame rate required for convincing VR.

This whole thing will live or die on it's software though, I expect a lot of games may come with an optional 'VR-mode' or some such but it remains to be seen how many fully fledged experiences we'll get outside of minigames and tech demos.

It could be the next motion controls, where everyone goes crazy over it for a couple of years but once the novelty wears off we all try to forget it ever happened as quickly as possible. This remains to be seen, but the worry is that the barrier to entry is much much higher (PSVR is the cheapest of the lot and it's more the cost of the PS4 at launch, plus you need a PS4 and a camera and a move controller or two possibly) so how many developers will be making VR-exclusive games when their market will be a fraction of what it usually is?

I mean remember when xbone was build around kinect functionality? Lol. That's a real life thing that happened. Waiting to see if the tech sticks around is a super safe bet.

Sales will happen, prices will drop, the good games will come out. There's no downside to waiting.

SLOSifl
Aug 10, 2002


I really like Salt and Sanctuary so far. My main and possibly only complaint is the lack of map as others have mentioned.

At first I thought it was 2D Souls but it's actually Metroid-souls.

lets hang out
Jan 10, 2015

muscles like this? posted:

Sounds like Salt & Sanctuary is pretty lengthy, in the Giant Bomb video Jason has almost 20 hours of playtime and he thinks he's only about halfway through. Even if he's wrong that's still fairly beefy.

Took me 12 hours, did all the optional bosses and stuff. Not to say that the game isn't huge because it is, I guess I just didn't spend much time on bosses because great swords have crazy reach and damage.

Syrinxx
Mar 28, 2002

Death is whimsical today

Is there any buzz about Battleborn from Gearbox? Either good or bad.

MUSCULAR BEAVER
Dec 26, 2014

HENDO! HENDO!
Dark Salts is pretty fun so far, despite the praise the sun meme a minute into the game, but metroidvanias need maps

PantsBandit
Oct 26, 2007

it is both a monkey and a boombox

lets hang out posted:

Took me 12 hours, did all the optional bosses and stuff. Not to say that the game isn't huge because it is, I guess I just didn't spend much time on bosses because great swords have crazy reach and damage.

Watching Jason play, he seems to be really bad at the game too. Might have something to do with it.

He was fighting a boss and kept trying to air dodge his attacks instead of just rolling, even though it was getting him hit over and over again.

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Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.

Syrinxx posted:

Is there any buzz about Battleborn from Gearbox? Either good or bad.

The impression I got was mixed-to-positive, you'll probably like it if that kinda FPSMOBA appeals to you, and you probably won't if it doesn't.

I think its kinda doomed regardless of how good it is because that genre is already oversaturated and they're not even out.

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