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  1. This thread had some fantastic ones:
  2. Mass Effect - put skip dialog text and select dialog option on different buttons (or require the player to hold the button for 1s to select an option). I think they may have sorted this in 3.
  3. I like this one. I work (a bit) in games user research and the goal is to identify issues and fixes that improve the player's experience while making minor or no changes to what the developer is aiming for, and this is a nice minimal fix. We primarily try to assume that devs had their own reasons for doing something a certain way. (Actually, that's not always the goal: later in the development lifecycle we're more interested in whether players appreciate features/mechanics, while earlier on we look mostly at usability and understanding issues.) In BB we might say, hey, are you sure you want players to be running around picking up health vials and ammo? If they did have their reasons, the limited stocks in BB were an example of a not-very-well-appreciated mechanic that probably could have been left in and fixed with usability tests and relevant tweaks. Maybe when they leave the hunters dream, players could be clearly shown their remaining stocks of vials and ammo, and given the chance to convert their remaining echoes into stocks on the loading screen. Maybe the doll could do that converting instead of buying them at the fountain dudes: and say, are you sure you want to level up, given that you've got no health vials? Just clarify the mechanic a bit and maybe it wouldn't have been so grating. Great thread @Timmo
  4. jonny_rat

    Abandoned Games (2019)

    Haha, this is great. I used to call it the best game I'd never recommend to anyone else. (Well, since the first Nier anyway)
  5. jonny_rat

    Oculus Quest - 21st May - £399 (64GB), £499 (128GB)

    Yes, that's true! I should have said that it's the first all in solution that mimics the full VR tracking setup, with room positioning, etc. There's probably going to be room for the Go-style setup for some time, though I'd imagine that devs will start drifting away from it when more inside-out all in devices are available.
  6. jonny_rat

    Oculus Quest - 21st May - £399 (64GB), £499 (128GB)

    Utterly absurd up call it a 'cash-in.' The first all in VR solution to market, launching at £50 more than the PSVR did (no console needed), controllers included, no base stations, proper inside out tracking with 6dof.. and yes, while it's all about the games, the games need time to port to an android-based system by devs. It's a new platform, so you have your usual day-one gamble on trusting whether the support will come, but a cash-in? Cripes.
  7. jonny_rat

    Oculus Quest - 21st May - £399 (64GB), £499 (128GB)

    Stuff like this is fantastic: https://mobile.twitter.com/vr_oasis/status/1124371941345959936 (When you pass through the boundary grid, as set by you, it clearly shows that you've gone out of it, before switching to the external camera)
  8. jonny_rat

    Oculus Quest - 21st May - £399 (64GB), £499 (128GB)

    You can also stream direct to a phone, so if you can hook your phone up to the TV via HDMI that should work too.
  9. Quest and Rift games are running on genuinely different hardware (the quest is android based) so it's definitely a positive that they've encouraged cross buy between them. Yes, it'd be nicer if the two main platforms - at least - would play nice with each other. The problem with something like the knuckles controller is that any games built with the five-finger gestures in mind will have compatibility issues with other hardware, unless they've built workarounds into the dev tools (again, the oculus dev kit is does well with compatibility between different pieces of oculus; I dunno about the valve stuff).
  10. Aye, if there's one thing that Oculus have done quite (though not perfectly) well it's creating an ecosystem. Encouraging devs to enable cross buy between quest and rift apps/games was a good move.
  11. Hmm, I've got some concerns about the reliability of those straps. Giving the sensation of fully opening the hand is great and all, but I think it's going to lead to a few broken/flung controllers when the straps haven't been properly fixed. On paper, I think I prefer the touch controller approach: the grip/release control there is basically fine even with having to grip the bottom of the handle. Would have to see if it feels different in-game. Edit: fantastic for industrial applications though..
  12. jonny_rat

    Sekiro: Shadows Die Twice

    Last boss down!
  13. Unfortunately I don't think it's quite that simple; the bolded bit is definitely not a good way of looking at it. Accessibility options are one thing, but accessibility also needs consideration of core gameplay difficulty. Disabilities aren't just about having neat, discrete functional limitations: sometimes they have a general effect on cognitive or motor functions, which can make games without any difficulty settings extremely challenging. This article says it better than anywhere else I've seen: https://junkee.com/sekiro-game-difficulty/200666 It's also covered in the gaming accessibility guidelines: http://gameaccessibilityguidelines.com/allow-gameplay-to-be-fine-tuned-by-exposing-as-many-variables-as-possible/ (Edit: I'm re-reading this and I hope it doesn't sound patronising. Sorry. Just trying to dig into this issue about the relationship between 'options', accessibility and difficulty - certainly don't want to be telling you about your own experiences of disability. Have you read the IGN piece by Cherry Rae about working through Bloodborne with a disability? She sounds way better at it than I was, but experienced severe pain during long sessions)
  14. It's been awesome to see Ian Hamilton get some speaking time in various places about this https://junkee.com/sekiro-game-difficulty/200666 He's ridiculously reasonable on the topic (and still gets a load of shit online from git gudders) and he absolutely nails the problem with/resistance to widening access to From games:
  15. jonny_rat

    Sekiro: Shadows Die Twice

    DoH down, but christ, that's the first time I've ever felt really frustrated by the camera in a From game.

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