OP seems to imply they’re unfamiliar with the idea of playing games with other people at all, as if multiplayer games weren’t a thing before the internet.
OP seems to imply they’re unfamiliar with the idea of playing games with other people at all, as if multiplayer games weren’t a thing before the internet.
Having a larger worldwide population to match with means matchmaking can do a better job of trying to find someone closer to your level. Playing any game with a high skill ceiling with IRL friends is what often just results in a skill gap too wide for either of us to have fun, and then who else can I even go play with?
And that’s assuming anyone you know IRL even wants to play the niche games you love best.
My concern is that Proton isn’t even being seen as a stepping stone, but a real replacement for native support. I’ve heard too comments to the effect of “We don’t need native ports anymore now that Proton exists.”
I recognize how much of an impact Proton has had on Linux gaming to help bridge the gaps in our library, and make the platform more attractive to potential new users.
But this is exactly why I won’t ever see it as a substitute for native support, because the important thing is support. If we’re not supported, anything could break at any time and we’ll be out of luck.
Did he confirm the band is breaking up, or could they just be canceling the tour until this blows over?
The twist in the original Metroid was that you didn’t find out Samus was a woman until the ending, I could totally see today’s dumbass gamers calling that a bait-and-switch.
I’m surprised this is even legal. Why do we not have a law requiring credits to properly give credit?
Latency doesn’t matter if you’re just watching television, but it’s very important if you’re trying to hook a game console up to it.
This just sounds like a a solution in search of a problem.
I can’t think of any other games where slowdown is a necessary mechanic.
It’s quite common in retro shmups, particularly bullet hells putting way too many sprites onscreen. Designers were always aware of it and intentionally balanced the difficulty around it, and some later games even include artificial slowdown just to preserve that feel.
I recently got hooked on Twinkle Star Sprites, a Neo Geo versus shmup. Chaining enemies on your screen sends attacks to the opponent’s screen. Those attacks can be bounced back, and reversing a reversal can create special attacks or even a boss summon. There’s a lot going on and it’s tragic that no spiritual successor ever tried to recreate this formula.
It did get a JP-only PS2 sequel, but it looks to just be largely the same game, just with a different cast of characters and the lovely spritework replaced with a much worse low poly 3D.
Big hitboxes with mobility. Looks like a lot of fun.