Comments 2,733

Re: Don't Expect Any PS5 Exclusives from Square Enix in the Future

Rich33

@TrollOfWar
Just seeing that 'exclusive' label is enough to make some people interested - I see it all the time from people.

To some it is just a shallow response - the 'its only on my console / that make me feel special' point of view, which may be wrong but it does affect a lot of people.
To me 'exclusive' means its likely to be better optimised for the hardware - though given SE's recent track record that really does not apply these days any more sadly.

I do agree with your other post that Switch2 and Series S versions may help keep their technical 'ambitions' in check, allowing better performing PS5 versions - something I think will have a big affect next generation with Sony's handheld holding back developers technical 'ambitions'.

Re: Don't Expect Any PS5 Exclusives from Square Enix in the Future

Rich33

I used to see SE as an important developer of PS exclusives - but over the last number of years that has just reduced.
The horrible technical performance on show in FF16 (I played the demo) just demonstrated that they were no longer building their games well, and specific to the console hardware.

I suspect that Sony's interest in exclusives from them has reduced too - maybe not yet in terms of marketing, but in terms of money offered and support. Maybe this is the reason behind SE's new approach.

There was a time I would have thought this was bad for SE and bad for Playstation, but I don't think thats the case now - I don't think this affects Playstation at all now.

But I do think this is risky for SE. If they lose Sony's marketing it will be a loss for them, but a game simply being a PS console exclusive made it feel like a 'much bigger deal' to a lot of PS console owners, even if only from a perception point of view. Will their new approach net them enough sales elsewhere to counter this - Im not so sure.

It also means they are going to be working on far more versions for the initial launch of every game that would have been exclusive - given recent games technical performance, I'm not sure thats a good idea at all.

Re: 'Morale in the Studio Is at Rock Bottom': Rockstar Whistleblower Alleges Union Busting as GTA 6 Is Delayed

Rich33

I still don't know what to make of this story.

On one hand I do not like the way R* has behaved, and it just appears from what is written in the article that they were looking for any reason.
Unless there was a more serious breach of confidentiality than is suggested, this is not how a company behaves that values its staff - Even if R* are being genuine, unless the breach is serious, there is no need to go straight to sacking people in my opinion.

On the other hand, I do not personally often like Unions - I do not like how demanding (particularly over Pay) they can get, and how some seem to refuse to negotiate sensibly, often seeming like they are more interested in their own reputation.

There was a case nearby (that I have no connection with) where a company was affected by Union strikes - if all the reports were true the Union demands were too high (various pay % increase offers were published).
Sadly, I suspect that site will be shut in the next couple of years, with production moved elsewhere if the company fears a repeat - a LOT of people will be out of work if that happens.

Re: GTA 6 Delayed Again, Pushed Back to November 2026

Rich33

@StitchJones
If its not 60fps it will be (literally) unplayable to me, even poor adherence to 60fps is unplayable to me.
I couldn't care less how 'good' or 'generational' a game is otherwise, I would be completely unable to enjoy it - I would much rather buy a 6/10 game with perfect 60fps as I could get some enjoyment out of it.

If games like DW origins with that amount of characters on-screen can run at 70-100fps, and games like SM1, SMMM, SM2, R&C, GOWR, Hogwarts, Stellar Blade, RE Village, RE4 Remake etc etc can all run in excess of (and often well in excess of) 60fps then there is no excuse.

Edit: Therefore that is what I am hoping this delay is to ensure.

Re: Game of the Month: Ghost of Yotei (October 2025)

Rich33

@Darude84
Please bear in mind I only played through GoT once, back when it launched, so I'm a bit hazy on some of the details. I didn't replay or buy the dlc as I just didn't find it enjoyable enough.

I didn't like the whole Samurai honorable, ghost bad, story of GoT - whereas GoY may be a relatively typical 'revenge' story in some ways, but I enjoyed it far more. I also though the character of Atsu was at times better written than Jin, and there was a better supporting cast.

The way Atsu's backstory is filled out - particularly in the early stages felt much better, backed up by the enjoyable mechanic of switching between timeframes (though I will agree that 'Young' Atsu is grating on a VA / Processing front - its the same actor).

Graphically, I wasn't a fan of GoT - it always looked very 'muddy' to me even on a PS4 Pro. GoY looks excellent (played on PS5 Pro), with stunning looking locations, and that really helps the game in my opinion.

The Spyglass in GoY allows you to highlight distant POI and add them to your map, allowing you to use the map much more effectively.
There is still a lot of side content - it feels better handled and more interesting than I remember for GoT, and the Spyglass mechanic likely aids in this.
The wolf mechanic is a nice touch.

The combat is also better than I remember, and I prefer the new weapons to the stances in GoT.

If they released a Story type expansion for GoY, I would be buying it day 1.

Hope this helps.

Re: Marvel 'Proud' to Collaborate with Spider-Man, Wolverine Maker for 'Many Years to Come'

Rich33

@AdamNovice
Good point - I had forgotten Chameleon, but at the moment I only see him as side content.

I wondered that with Carnage, but you have the whole Yuri / Peter team up signposted - "might take months to find him, but will let you know when I do".

I Agree that Peter may enter a little way in, once Miles having taken out a few b-tier villains realises who he is really up against.

You might be right with a wedding between Peter and MJ - but if so I can't see it being 'off screen', more likely it will be ruined by Goblin / Otto as part of their return - the writers just love to torture poor Peter...

Re: Marvel 'Proud' to Collaborate with Spider-Man, Wolverine Maker for 'Many Years to Come'

Rich33

@Lowdefal

Before I continue,
SPOILERS FOR SPIDERMAN 2

Yes, and No, in my opinion.

The set up is kind of odd as it makes it clear that Peter is taking a break from Spiderman 'duties' - can't blame him with all the s**t he's gone through over the last few years.

But, nearly all of the set up for Spiderman 3 is basically related to Peter alone:

  • Dr Octavius teaming with Norman Osborne (Miles has practically no history with either).
  • More teases for Green Goblin although its not clear if Norman or Harry or both will become the Goblin(s).
  • The Yuri / Carnage storyline which has so far not involved Miles.
    Also, as safe as it is meant to be, Peter still has a Symbiote 'suit'.

Realistically, all of this needs wrapping up in part 3.

As far as I can think, the only 'unfinished business' for Miles relates to a small teaser that I don't fully understand - his mums new boyfriends daughter (if I remember that correctly) - maybe Spidergirl?

I just get the impression, helped by the fact that this is a popular franchise with a good engine powering it, that they won't want to finish it with part 3.

I think all of Peter's current 'unfinished business' will be concluded in part 3, but they may use the next game to set up additional characters / storylines, or just have a clean slate for part 4.

As to the teased female character (miles' mums boyfriends daughter) - this could be for Part 3 only, set up for part 4 during part 3, or for a spin off.

I just hope that Part 3 does not end with Pete dying or being written out, though I suspect it might.
Miles is likeable enough, but Peter Parker IS Spiderman for me.

Re: Leaked Cross-Buy Icon on PS5 Hints at Mysterious Pro-Consumer Move from Sony

Rich33

@11001100110zero
I do whats best for me - which is staying on PS consoles, for now at least.

The main reasons are 1) Sony 1st party games, and 2) The inherent issues with PC, which whilst improving over time are not close enough to be plug into TV and play and everything works, at least not yet.
Literally everyone I know who games on PC does not find it a seamless experience, some find it infuriating.
Let's not forget that there are also bad PC ports of games too - console is not the only place this can happen eg stuttering on UE5 games which would drive me crazy.

In regards to Sony 1st party games, them moving completely in the direction this article suggests would be good for me potentially in the future - if PC goes in the direction it needs to to attract console players in any significant numbers, which I think it probably will. But its also a foolish mistake for Sony who rely almost entirely on their ecosystem, not the money they make on 1st party software.

My comment was based around the business sense of this idea and how it could affect my choices going forwards.

Re: Leaked Cross-Buy Icon on PS5 Hints at Mysterious Pro-Consumer Move from Sony

Rich33

@Northern_munkey
I quite agree with you on cost.
A lot of these 'build a PC as good as X for £/$' are a load of rubbish - they conveniently miss out components or extras you would need to buy, or use 2nd hand parts (or 'new in box" from ebay lol). Some even practically suggest piracy.

I say this as someone who has been considering PC for a long while, purely for higher framerates - but it still has FAR too many inherent issues at this moment in time. If Sony hadn't have released the Pro, I would have moved, and I will think again based on how underpowered the PS6 is when it launches, because I have serious concerns.

I will say this in a separate comment though as well, but if Sony moved to release all their games on PC day 1, it would remove 1 major barrier I have in moving to PC - Sony's 1st party games make up a LOT of my playtime!

Re: PS5's PUBG Port Will Target a Lower Resolution Than Xbox Series X, Trophies Won't Transfer

Rich33

@themightyant
Not a bad analogy - I've probably heard it before, but can't remember it. It makes sense.

It does raise into question what on earth these devs are doing to 'target' 4k on series X and 1440p on base PS5 - either this is just bad development / under utilisation on PS5, and/or the series X is going to have (potentially serious) performance issues to achieve it.
Or we get to testing and find out it doesn't matter what target they are using, they are both running at 1080p lol.

Re: Marvel 'Proud' to Collaborate with Spider-Man, Wolverine Maker for 'Many Years to Come'

Rich33

@Brawl4002
I didn't see the 3rd act of SM2 as rushed, I just saw it as them trying not to repeat the mistake of SM1 - where the section of the game with escaped prisoners constantly attacking you, went on far too long to the point of getting tiresome.

After all, they had clearly listened to the main complaints of the 1st game, with how they handled this and the side content - ie less filler, more additional story.

Now, if your complaint is the fighting mechanics of the symbiote horde enemies - I 100% agree with you. They were damage sponges, and a lot of the mechanics that worked on other enemies were useless on them.

Re: Mortal Kombat Legacy Kollection PS5, PS4 Patch Reduces Input Lag After Some Fans Requested Refunds

Rich33

@LifeGirl
If thats the case then, people have no claim to a refund - this was a collection, not a remake.

An improved AI would be nice - input reading is cheap after all, and I lived through that era so would be hesitant to go back and buy games that used it.

But, if the games are behaving as expected, thats on the buyer.
The input lag, thats a different story, but it seems like they fixed this

Edit: sounds like the input lag isn't fixed - so if people want refunds thats the thing to request it on.

Re: Marvel 'Proud' to Collaborate with Spider-Man, Wolverine Maker for 'Many Years to Come'

Rich33

I really like what Insomniac have been doing with Spiderman - I really enjoyed SM2 (a big improvement on 1 imo); and Wolverine looks amazing too.

I don't necessarily see how much further they can take Spiderman though, past the Venom side game, and Spiderman 3 (which was nicely set up during SM2). However, if we then get Wolverine 2, Insomniac have their hands full for a good few years yet.

It would be nice to see another R&C game during this time as well.

Re: PS5's PUBG Port Will Target a Lower Resolution Than Xbox Series X, Trophies Won't Transfer

Rich33

@Max_the_German
Your both kind of right.

The PS5 is by far the more custom of the 2, even to the point of being a non standard arrangement of components on the main chip. Various other parts, most notably the SSD and controller are custom too.

In this regard, the Xbox is very much a 'standard' parts build, with nothing out of the ordinary. 1 area I suppose you could say is custom is the RAM setup - split pool with 2 different speeds of RAM, but this was cost based, and has worked against the console on a number of occasions.

RE 'features' the PS5 doesn't support - you are probably thinking hardware based Variable Rate Shading (VRS). This really has proved itself to be less impactful than some said it would be (often with miniscule gains), and you can use a software based VRS on PS5 anyway. I remember NX gamer spoke a lot about this during his reviews of Dead Space.

You are right about 52 slower compute units vs 36 faster ones for the PS5, and that this has proved more difficult to code for (utilisation of more compute units) - leading to better overall performance on PS5 in a greater number of cases.

However in terms of the GPU comparison, its likely not close to 20%.
The 12 Tflops stated by MS is a theoretical max value, same as 10.3 is on the PS5.
A number of devs etc came out (quite early on if I recall) with more realistic figures (ie real world normal use) for series X of 10.5 if you can fully utilise all compute units.
We also know for a fact that the PS5 is 10 Tflops under normal operation - as Mark Cerny has clarified this, including clock speeds, when discussing PS5 Pro (16.7 Tflop normal operation), and 'flopflation' - his term for when theoretical maximums are much higher than real world normal use.

1 final point regarding the whole custom vs std build - if devs do a 'lazy' PC port it is often the PS5 (and Pro) that will suffer more, due to it being a more custom build. But this is a very bad way to properly take advantage of any console.

Re: PS5's PUBG Port Will Target a Lower Resolution Than Xbox Series X, Trophies Won't Transfer

Rich33

@Oram77
I watch a lot of DF type reviews and across the generation its fair to say that in more cases than not (excluding a number of Xbox studio games, of course) the PS5 has actually proven to perform slightly better overall than Series X, so I don't know what they think they are doing here.
They may well be doing a lazy port of PC code, where the advantages of the more custom PS5 hardware can't be utilised.

One thing I will note however, is that it is more common than you may think for titles to have a slightly (and imperceptibility) higher resolution on Series X, but suffer in terms of performance.
It may well be that this game has a higher resolution, but significant performance issues on Series X.

Re: Poll: Vote for Your PS5 Game of the Month (October 2025)

Rich33

A very easy poll - I was playing Ghost of Yotei most of October and its easily my Game of the Year, and one of my top 10 this generation (which contains a lot of Sony 1st party games).
Quite a turnaround in my eyes, as GoT was a game that I just didn't click with.

Re: Sony's Allowing Mortal Kombat Legacy Kollection Refunds Because the PS5, PS4 Compilation Is a 'Downright Nightmare' for Some

Rich33

I do know that Sony have relented on occasion and allowed refunds for Oblivion Rm due to fps issues, and them not fixing the game in a timely manner.

I would say that if you were trying to get a refund for MK here, because of missing features that were advertised (I'm assuming thats the case as I have heard it a few times but can't remember the ads), this should be easy, at least in the UK - if that's the case the devs have broken the law around advertising and selling (patching in later does not hold up).

As the input lag has been proved to be an issue, and it is noticeably worse than other versions this may also be grounds for a refund as the game is 'not fit for purpose' - though its not to the same degree as fps issues in Oblivion Rm.

This is a collection, not a full on remaster though, so I can't see how you could expect a refund due to the AI if it is behaving as intended - ie as per the original releases.

@get2sammyb Did all the original MK games use input reading / do they all now in this collection? Or are some using it now that didn't use it before?

Re: 'It Happens on PS5': New PlayStation Adverts Mark Five Years of PS5

Rich33

Maybe my memory isn't too good but I can't remember "it happen(ing) on PS5" where the Protagonist was eaten by a T.Rex then cut themselves out of its stomach, let alone after said T.Rex was fished out of the ocean.

Usually when one of those things eats something, it stays eaten!

Kratos, Atreus and mimir were spat out by a giant serpent, that was in the water, but it hardly seems the same...

Re: Mortal Kombat Legacy Kollection Underfire for 'Atrocious' Input Lag on PS5

Rich33

@LinktotheFuture
Game mode or Auto Low Latency Mode will achieve the best for the TV you are using - however, lag/latency is always additional ie your total lag/latency will be that of your TV + that of the PS5/game.

I would assume that the values quoted in the article have already been adjusted for latency in the analysts equipment, so the values you see at home will be greater with an amount dependant on your TV/mode. But you could never get it lower than the 0.108s stated.

I would think that most serious fighting game (amongst other games like Soulslikes) fans will already be using ALLM.

Re: Obsidian's Already Trying to Improve The Outer Worlds 2's Poor Presentation on PS5 Pro

Rich33

@themightyant
"that perform worse in SOME ways (usually there are plenty of benefits too)"

1 case in point was DA Veilguard. There was meant to be a visual issue with PSSR with this game - I can't remember what it was, and when I watch DF reviews I tend to focus on framerate/pacing which I am sensitive to, and overall visual quality rather than smaller issues with the visuals.

I never saw anything egregious while playing, but what I do know from playing DAV is that the image quality was superior on Pro, particularly (as normal) in motion where the base PS5 version did not hold up too well. The upgrade was very obvious, despite the aforementioned visual issue

NB Just for the record though the visual problems with OW2 are 1 of those rare cases with PSSR that I would not call a small issue, as its clear overall Image quality is affected, and the fps was just bad (unplayable for me) for both PS5/Pro.

Re: Obsidian's Already Trying to Improve The Outer Worlds 2's Poor Presentation on PS5 Pro

Rich33

@Flaming_Kaiser
I agree with you here - though in this case it may have been the time they were allotted rather than ability, thats just splitting hairs and it is still an Xbox development problem - people seem to forget the base PS5 version is not exactly great.

This lack of time/effort for PS5/Pro is completely the wrong way round for a company (Xbox) desperate to prove it is now multiplatform and they should have put far more effort into the PS versions than Series versions in view of this.
At this point I'm not buying the game, or their unproven talk that they are now actually multiplatform. In fact, I haven't yet bought any of their games for my PS5 Pro, though if I was into racing games Forza would have bought.

Re: Obsidian's Already Trying to Improve The Outer Worlds 2's Poor Presentation on PS5 Pro

Rich33

@Max_the_German
I've not heard about non-AI FSR4, but I imagine it wont be used apart from base PS5, and AMD graphics cards that can't support AI.

AMD's focus (along with Sony's) will be on the new AI versions of FSR (whatever version number we are calling it then) as they will be used in PS6, and all AMD graphics cards going forwards, and you are certainly right here about support being good as that will be a large % of devices.

In other words, I don't know what we will be seeing on base PS5 going forwards, and if we do get a compatible version of FSR4 whether this will be a real improvement without the AI component.

In terms of Pro, we know that a new version of PSSR based on FSR4 is due early next year.

My understanding is that FSR4 normally requires RDNA4 to run, however the Pro is not RDNA4 or RDNA2 like most people think it is - it is a custom build based around RDNA2 but including the all important AI/ML component required to run FSR4 (as well other more advanced components like advanced RT acceleration - which I think comes from RDNA4 or 3). Therefore, they need a little more time to implement it on Pro, but it is still capable of running it - ref interviews with Mark Cerny.

What it will be called on PS5 Pro, I have no idea lol.

What I do know is, whilst it won't be perfect - I'm sure there will still be things to iron out along the way - if it is not highly impressive, it is going to be very worrying for PS6.

Re: Obsidian's Already Trying to Improve The Outer Worlds 2's Poor Presentation on PS5 Pro

Rich33

@LazyDaisy
If your talking console gaming, the only AI based upscaling this gen is PSSR on Pro, and maybe DLSS on Switch2. All other solutions are less capable (overall - though they may fit specific instances better) non AI type.

But, yes, in the most part we are looking at much lower pre-upscale resolutions as we go through this gen, though Sony and a few others still seem capable of creating engines that run decent to excellent pre-upscale resolutions.

UE5 is in my opinion, a terrible engine that is far, far too resource hungry - and even though it can look "pretty", does so whilst creating performance issues and low image quality. 3rd party devs (including some of Xbox) seem intent to use it though.

The problem is, if you want a console that runs native 4k, or even 1440p, at 60fps on engines like UE5 it is going to be incredibly expensive.

PS6 gen will likely be wholly reliant on AI upscaling and possibly frame generation. The rumoured specs indicate a raw compute power that is not close to the difference between PS4 and PS5.

The big question being, by the time PS6 launches and the advances in this tech before then - if done right, will we be able to tell the difference between traditionally upscaled 1440p 60fps, and much lower than this upscaled using AI.

Remember, even now a pure native 4k image will often look worse than 1440p with an excellent upscaler.

We will have a much better idea when the new PSSR/FSR4 launches early next year on Pro, as this will be a much better indication of what PS6 will be capable of.

Re: Obsidian's Already Trying to Improve The Outer Worlds 2's Poor Presentation on PS5 Pro

Rich33

@Max_the_German
(I have tagged in a couple of others who have been discussing this with you @Oram77 @Megabeenz @themightyant)

NB I am no software engineer, but I do watch a lot of performance type reviews from a number of sources eg DF, NX gamer etc.

TSR is built into the core of UE5. Replacing this with ANY upscaler is going to prove difficult, and pointless unless you are using an AI/ML upscaler like DLSS or PSSR as you wouldn't see an improvement. Some have had greater success with other upscalers (and PSSR in some cases), but PSSR is very new in comparison

Im sure that either DF or NX gamer (or both) explained that 1 of the big problems is that within UE5, the application of TSR is at a different point(s) in the process than devs have used PSSR at - leading to an immediate disadvantage. This may mean that PSSR needs some changes going forwards, but this sort of grumble is normal for new tech.

PSSR and how it integrates with UE5 is a small issue - one that Sony/AMD need to remedy before PS6 where it will become a major issue (it might be in the update due in a few months).
The bigger issue here is why some devs seem intent on using PSSR on UE5 games, knowing there could be a problem, finding or not finding issues in QA, then releasing it in this state.

The Pro has 1.66x the GPU of base PS5 (60 vs 36 compute units), and enhancements to RAM, CPU, (and RT acceleration), which can be used to properly enhance UE5 games, though it should be noted UE5 can be incredibly resource devouring, and even PCs running RTX5090s can struggle with it.

On the non-UE5 side of things, PSSR often gives a major improvement over FSR2 and other console upscalers, particularly in motion where DF have even commented it is better than DLSS in a couple of reviews.
Unless you have seen it in motion, personally so to speak, its hard to appreciate.
The exception seems to be where a bespoke engine is running high pre-upscale res, often when fixed - though PSSR would probably achieve similar, the frame time cost is not worth it in these cases. Eg HFW.

Edit: NB it really is a small minority of games that run worse on Pro. I will also add that according to the recent patch review by NX Gamer, Black Myth Wukong has received a major improvements patch - the Pro version now looks a very big leap over base PS5 - the lift in image detail/quality is immediately noticeable.