Comments 1,574

Re: PS5 Slim Doesn't Come with a Vertical Stand, Needs to Be Bought Separately

theheadofabroom

@RedPlay44 I just went to the blog to read it carefully and it says

A horizontal stand will be included with the new PS5 model. Also a new Vertical Stand compatible with all PS5 models will be sold separately at 29.99 USD | 29.99 EURO | 24.99 GBP | 3,980 JPY.

That seems pretty indicative that the vertical stand isn't included, unless there's somewhere else where it's stated?

Re: Random: Push Square Was a Question on a UK Quiz Show

theheadofabroom

@rjejr AOL did make an appearance at some point, and I seem to remember friends on AOL could use the phone at the same time as the internet somehow, whereas I was on a pay-by-the-minute ISP where essentially you got your internet via a premium rate phone number, so we'd pay BT through our phone bill, and BT would pay them for the time we were connected.

Re: Random: Push Square Was a Question on a UK Quiz Show

theheadofabroom

@rjejr it's pronounced Coe dot Ewe Kay. He specified dot-com because that's the URL. If it was co.uk they may or may not have said it anyway for completeness (I don't think they even mentioned that it was a UK website), but what I was saying is that .com isn't the default. amazon.co.uk, google.co.uk, ford.co.uk - they're all American companies but the UK facing websites are .co.uk because that's the default here. If you tell someone from the UK to go to the website for Amazon, Google or Ford, those are the sites they'll have bookmarked, or type in, or find in their search results. In Germany it might be .de, in France it might me .fr. Some sites use .eu for all of Europe.

Re: Unity Apologises, Partially Walks Back Contentious Monetization Scheme

theheadofabroom

@knowles2 I'm not sure which people you're referring to. I certainly don't expect gamers to navigate it all, it should be irrelevant to the players, but I'm talking about it because there seems to be some interest at the moment.

When it comes to studios and developers, a game takes an incredible amount of time and effort to make, so yes it's reasonable to expect a bit of due diligence in picking the tools you use to do so and making sure that they'll be able to produce an acceptable compromise on your vision (no creative vision manifests uncompromised, reality always imposes itself one way or another) and that the end product will be financially viable.

In addition to the handful of engines mentioned here (Unreal, Unity, Godot, FNA, MonoGame) there are plenty of smaller projects which are working to indie studios like Construct (uses web technologies to make 2d games like Vampire Survivor), GameMaker, CryEngine, Lumberyard, Cocos, Marmalade, Panda3D, GameSalad, Phaser, Defold...

There's too many to evaluate them all individually for a given project, but there's enough out there to consider a few alternatives to Unity.

Re: Unity Apologises, Partially Walks Back Contentious Monetization Scheme

theheadofabroom

@Cherip-the-Ripper as far a I'm aware, the only link between AnvilNext (the engine used for the AC franchise) and Unity is that AnvilNext was the engine used for the game called Assassin's Creed Unity, but that there's a load of confusion that's come from that.

AnvilNext is based on Anvil, which was called Scimitar until 2009. All of that time its been Ubisoft's engine.

Re: Unity Apologises, Partially Walks Back Contentious Monetization Scheme

theheadofabroom

@OmniHawk that's certainly the perception, but anyone who's worked with Unity will tell you of its many frustrating shortcomings. Unity's strength was in being a default option. That's something it has now lost. Some people will stick with it, but a lot of people are choosing alternatives for their next project and that's going to have an impact going forward.

Re: Unity Apologises, Partially Walks Back Contentious Monetization Scheme

theheadofabroom

@Powerplay94 there's been a lot of chatter going on in indie dev spheres about Godot, which is an open source alternative 3d engine, and also FNA or Monodevelop, which are both basically XNA but cross platform (FNA aims to be a strict reimplementation of XNA 4.0, but doesn't support Android or PlayStation. Monodevelop aims to be "what if development had continued after 4.0")

[Edit for more info:] XNA was the Microsoft framework all the indie darlings on the XBox 360 used, designed to be a lightweight .Net alternative to DirectX, and retained popularity until it was discontinued around 2013 because Microsoft were moving towards all the silly Metro App stuff they introduced with Windows 8.

Re: Nacon's Revolution 5 Pro Controller Promises to Eliminate Stick Drift on PS5, PS4

theheadofabroom

@RainbowGazelle I think the confusion here is partly coming from naming. There's no such thing as the PS1, but the original PlayStation (released in 1994) is often referred to as the PS1 following the naming of the PS2, PS3, PS4, PS5. There's also no such thing as the PS1 slim, but some people, it seems including you, use that name to refer to the PSone (released in 2000).

Some people consider those to be the same console, while others don't, hence confusion, and hence why I've been very careful with my wording, so as to be understandable to people with either opinion.

Re: Nacon's Revolution 5 Pro Controller Promises to Eliminate Stick Drift on PS5, PS4

theheadofabroom

@stassinari @RainbowGazelle the first DualShock controller, as well as the Disk Analogue Controller (earlier, larger, no rumble outside Japan) were optional accessories for the original PlayStation, launched after the console's release, and the console came with the simpler controller lacking analogue sticks.

The relaunched PSone, which was the mini version released around the same time as the PS2, came with the Dualshock, and the difference between that and the Dualshock 2, which came with the PS2, is that the DS2 has analogue triggers.

Ape Escape required analogue sticks, on the same way that Will Sports 2 required the upgraded Wiimotes. The original PlayStation didn't come with a controller with analogue sticks, so from that perspective the original PlayStation's controller didn't have analogue sticks. The PSone did come with the Dualshock so you can say the PSone's controller did have them.

You can argue that because there were two controllers available for the original PlayStation which came with analogue sticks, that those were also its controllers, but given that they didn't come bundled with the console it's not really clear cut either way, and I'd say that no, they were add-on peripherals rather than an intrinsic part of the console's ecosystem, in the same way as the various bits of plastic Nintendo sold to go with the wiimotes (like the steering wheel, for instance)

Re: Nacon's Revolution 5 Pro Controller Promises to Eliminate Stick Drift on PS5, PS4

theheadofabroom

@Maddie47 I'm not sure I agree with "almost always", but it seems to be pretty common. The controller that came with my launch PlayStation 5 developed drift after about 1800 hours of play, but was luckily within warranty, but it's also the only controller I've owned this millennium which has suffered from drift (some controllers in the 90's used to allow you to offset their deadzone with little sliders around the sticks), although it's with noting how small the deadzones are on the dualsense.

I've not put much wear on the RMA'd replacement as I bought myself a midnight black controller and relegated the white one to a spare which is paired with my phone for remote play, but the black controller now has well over 2000 hours on it and it's going strong.

Re: Poll: Are You Playing Cyberpunk 2077 Update 2.0?

theheadofabroom

I give it a big fat maybe. I bought the game second hand when the PS5 version released and was kinda disappointed. I'm not sure I see these changes making it not boring to me, but if I run out of other stuff I'm looking forward to then I'll probably give it a go

Re: Unity Promises Changes to Controversial New Policy After Causing 'Confusion and Angst'

theheadofabroom

@videoman190 the problem is that the CEO answers to the shareholders, and if he doesn't do what they want that can just replace him. A couple of the shareholders who were with IronSource happen to be mates with a certain billionaire who's been obsessed with running a particular social network into the ground, so you can guess how reasonable they are (there was also a story about a games industry union having their paid-for blue tick removed after speaking out against Unity, which was only resolved after they threatened legal action for Union busting)

Re: Unity Promises Changes to Controversial New Policy After Causing 'Confusion and Angst'

theheadofabroom

@belmont as modern 3d engines go, Unity has pretty much the lowest barriers to entry when it comes to getting something to work, but then there's a lot of pain points later in development when it turns out that advertised features don't work how you'd expect and you end up having to either integrate a load of 3rd party middleware or make those features yourself.

In terms of actually getting a project out of the door, in my experience, Unreal isn't actually much more complicated as long as you hold your nose and suck up writing C++, and tends to be easier to optimise well. Godot on the other hand is perhaps a little more complicated, but being open source you can change everything about the engine, right down to the nuts and bolts, and has no fees associated, instead relying on voluntary contributions to fund further development

Re: Reaction: Has Sony Put Together the Worst PS Plus Month Ever?

theheadofabroom

Price rises always suck, but I've got a lot more than £100 of value out of Extra in the past 12 months, so I'll stay subscribed when that's the price.

I just bought some clamps and some wood glue today and it set me back £53 - a year ago it would have been more like £45 because that's how prices are going everywhere. Games are about the best bang for your buck out of pretty much any hobby out there

Re: PS5 Fans Divided on PlayStation Portal Handheld

theheadofabroom

@Futureshark what annoys me there is that yet again they focus entirely on bandwidth when latency is just as important.

Connecting from my phone to my PlayStation writing the same house I get single digit latency and things are great, but if I connect from elsewhere it's not uncommon to get 20-40ms ping with horrendous jitter which can make anything that's not entirely turn based essentially unplayable.

Re: Talking Point: What Are You Playing This Weekend? - Issue 491

theheadofabroom

Continuing with The Witcher 3 which I'm enjoying, but I feel has been overhyped by the community, and if I'd played it first I would have had lower expectations for Cyberpunk

The quests are pretty engaging, but the movement controls are kinda bad and the cutscenes and dialogue are a little painful, I feel like I can definitely notice a small improvement in these areas for Cyberpunk even though that game was a fair bit behind the cutting edge due to engine limitations.

The RPG elements, meanwhile, feel like they get in the way rather than complementing the story and sidequests, and that's absolutely something that was carried forward to Cyberpunk, and it remains to be seen whether those areas are improved in the incoming patch

Re: Video of New PS5 Slim Model Posted Online

theheadofabroom

@WhensDinner it's harder, but it's not unheard of and Sony certainly seem to have pulled it off. The number of hardware issues caused by liquid metal related failures is miniscule, and it gives great performance. I'd be more worried about vapour chambers honestly.