Official Thread Pillow Fight that nobody wins with MOAR Jackie Chan and guys comfortable with STRETCHING their sexuality!

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Miles/Astro/Ratchet is going to be something people play on their PS4, finish in a week or two, brag about how great it is and sell the disk back to GameStop.

(Did I do that right, mango? I'm not used to s***ting on the porch).

Oh you s*** on the porch a lot more than you own up to so you're doing great.
 

Bethesda’s Todd Howard on Leaving PlayStation Behind: Being Able to Focus Will Make for Better Games​





Gus Sorola Yes GIF by Rooster Teeth

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Following Cyberpunk 2077's botched launch, I've approached most new games with a increased hesitation. If it looks too good to be true, it probably is, right? So when we saw Insomniac Games' Ratchet & Clank: Rift Apart for the first time, my guard was up. It really looked like you were playing a Pixar movie, but I still had a hard time trusting the final experience.

After spending a few weeks with Rift Apart, I can confirm it genuinely lives up to the hype. It's a visual spectacle that's light-years beyond anything we've seen in consoles or even most PC games. While we've seen some games tap into the power of the PS5, like Spider-Man: Miles Morales, Demon's Souls and Returnal, Rift Apart is even more technically impressive, not to mention more accessible than those last two punishing games. It pushes technology like ray tracing to new heights, allowing for realistic reflections and shadows. And it takes advantage of the PS5's speedy SSD, letting you hop between completely different worlds in an instant.

What's even more impressive is that Rift Apart is able to deliver its ridiculously detailed assets at lightning-fast speeds. It takes around 10 seconds to start playing the game after launching it — there's more of a delay for mandatory studio logo screens than actually loading the game. And since everything is being rendered in-engine, there's no delay between cutscenes and gameplay either. You'll also hop across multiple planets, in addition to rifts, without any visible load times too. Rift Apart even brings in some cinematic language, includingStar Wars-like wipe transitions between scenes, to show off how smooth its load times can be. (The latter is particularly astounding, since the PS5's memory has to hold everything you can see in those wipes at the same time.)

Much like the pack-in game Astro's Playroom, Ratchet & Clank: Rift Apart uses every aspect of Sony's DualSense controller wisely. The adaptive triggers make every weapon feel a bit different: shooting with the Drillhound, for example, requires locking onto enemies by pressing the right trigger down half-way. That's something the Ricochet gun doesn't need, though, so you can just click down all the way to start juggling enemies with its pinball-like ammo. I even appreciated the more subtle haptic features, like the way the controller gently rumbles as Ratchet and Rivet walk across different surfaces. The more I played this game, the more disappointed I became with Microsoft's Xbox Series X controller, which didn't change much from the Xbox One.

Even though I found a lot to love about the Xbox Series X and PlayStation 5 when they launched, both Microsoft and Sony are still in a transition phase more than six months later. There aren't a ton of new games for these consoles, so most players are settling for slightly better performance in cross-generation titles like Assassin's Creed Valhalla. Sony is doing the better job of pushing out next-generation exclusives, though. Sorry, Microsoft, The Medium isn't enough. And now with Ratchet & Clank: Rift Apart, the PlayStation 5 has its first genuine masterpiece.
 
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This video highlights the huge generational leaps that Rift Apart accomplished particularly in visual density, ray-tracing (EVERYWHERE in the game), vastly improved lighting and effects such as particles and guns while consistently keeping its 30/60 fps performance targets depending on the mode.

 
I missed some bits... People hating on Flight Sim now?
I'm not just suggesting it I'm flat out saying it lol, most console gamers don't want a slow paced flight sim, it'd be like having a driving game where instead of racing or running into things all you do is go the speed limit and obey all traffic laws, it'd just get boring for most people. There is a specific crowd who like that game, I remember a flight "sim" in an arcade that everyone would get mad at once they realized you couldn't crash the plane into anything lol. I'm sure it's very good as a flight simulator but I don't think it's something that's going to bring a lot of people in on the console side. It already released on PC anyway that was it's primary market so that backs up what I'm saying.


You must have missed sim games becoming a lot more popular on consoles over the years hence so many getting released on them.. Cause if they sold like crap they would have gone back to PC only years ago.
 
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I missed some bits... People hating on Flight Sim now?


You must have missed sim games becoming a lot more popular on consoles over the years hence so many getting released on them.. Cause if they sold like crap they would have gone back to PC only years ago.
I think he just forgot that "most" gamers aren't interested in any 1 particular game. I mean even huge multplatform games like COD only sell to a fraction of the overall userbase.
 
This video highlights the huge generational leaps that Rift Apart accomplished particularly in visual density, ray-tracing (EVERYWHERE in the game), vastly improved lighting and effects such as particles and guns while consistently keeping its 30/60 fps performance targets depending on the mode.


Has a 30 FPS mode? Utter dog s***. Wsste of space. Not next gen at all. Waste of time. Will be super niche.
 
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I missed some bits... People hating on Flight Sim now?


You must have missed sim games becoming a lot more popular on consoles over the years hence so many getting released on them.. Cause if they sold like crap they would have gone back to PC only years ago.
They don't make games like this on console often and when they do they are ports from the PC.
 
TeKPhaN has a point. Simulators are not popular on console. Overhelming of serious Sim players play on PC, with flight stick/ wheels that often not compatible on consoles.
 
They don't make games like this on console often and when they do they are ports from the PC.
Funhything is the reason for this has little to do with interest and was more about hardware. Assetto Corsa Competitione almost never came to console because they were struggling to get the physics engine to work well. Then, when it did come, it didn't look great and the 30FPS put alot of people off.

A similar thing almost stopped Race Pro 07 on Xbox 360 from happening aswell.

Those aere two of the most advanced sims for their time.
 
Funhything is the reason for this has little to do with interest and was more about hardware. Assetto Corsa Competitione almost never came to console because they were struggling to get the physics engine to work well. Then, when it did come, it didn't look great and the 30FPS put alot of people off.

A similar thing almost stopped Race Pro 07 on Xbox 360 from happening aswell.

Those aere two of the most advanced sims for their time.
A racing sim is also more action than a flight sim is, there is a competitive aspect to it which raises the intensity etc. A driving sim where you drive on public roads and have to obey the traffic laws and not have any kind of interaction with other vehicles or people wouldn't have anywhere near the same level of interest as a racing game so something just being called a sim isn't all that matters, it's the type of sim.

It sounds crazy to go that in depth on the physics for a racing game when no matter how hard they try a video game will never really feel like truly driving a car. They can point out the physics etc but unless you are in a truly simulated environment like a car shell on hydraulics moving it around and screens for the windows that show everything it's just never really going to come close even with a racing wheel.
 
A racing sim is also more action than a flight sim is, there is a competitive aspect to it which raises the intensity etc. A driving sim where you drive on public roads and have to obey the traffic laws and not have any kind of interaction with other vehicles or people wouldn't have anywhere near the same level of interest as a racing game so something just being called a sim isn't all that matters, it's the type of sim.

It sounds crazy to go that in depth on the physics for a racing game when no matter how hard they try a video game will never really feel like truly driving a car. They can point out the physics etc but unless you are in a truly simulated environment like a car shell on hydraulics moving it around and screens for the windows that show everything it's just never really going to come close even with a racing wheel.
Tell that to real racing drivers.

So, basically, everything else is fine except for the Xbox exclusive game. Got it.
 
Pfft obviously you guys haven't played the smash hit trucking simulator, or the great mechanic and construction simulators.
 
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TeKPhaN has a point. Simulators are not popular on console. Overhelming of serious Sim players play on PC, with flight stick/ wheels that often not compatible on consoles.
Sim are through the roof popular on console. I swear a new one is released every week on PSN and XBL.
 
Sim are through the roof popular on console. I swear a new one is released every week on PSN and XBL.
Numeous & popular are not the same thing. Indie moviers are release everyday. 99% ain't popular.
 
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