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PlayStation 5 - Next gen is expensive


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14 minutes ago, Alex W. said:

I like the bit about Deathloop actually physically jamming the trigger if your gun jams. If they really wanted to they could implement the Xbox fancy pad’s “short” trigger switches, as a global accessibility setting.

 

I can see that being pretty infuriating. Imagine catching someone bang-to-rights, going for the headshot, your trigger jams, and they just shoot you dead.

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4 minutes ago, JPL said:

Is this really any different from what we’ve been used to with Xbox One? I can’t say that’s blown me away, so hopefully this pushes things on a bit.

Xbox One's Impulse Triggers are essentially miniaturised rumble motors located in the triggers. You can change the rate at which they spin/rumble based on trigger position or other gameplay factor, e.g. they rumble more when braking at speed.

 

The DualSense has two distinct forms of physical feedback:

  1. Haptics, which is the replacement for traditional rumble. Rather than a spinning weight this likely uses a voice coil actuator, making it more akin to a speaker in a sense. Similar to the criminally underused HD Rumble on Switch.
  2. Adaptive triggers, which provide variable resistance. Not sure how this works – you'd need an engineer to properly parse the patent – but the trigger pull tension can be adjusted on the fly. For example, let's say you're firing a water pistol in a game: the trigger gets easier and easier to press as your water reserve drops so you can feel it running low, then when you 'reload' it's back to maximum resistance.
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15 minutes ago, mansizerooster said:

 

I can see that being pretty infuriating. Imagine catching someone bang-to-rights, going for the headshot, your trigger jams, and they just shoot you dead.

Didn't hurt Farcry 2's combat encounters.

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18 minutes ago, mansizerooster said:

 

I can see that being pretty infuriating. Imagine catching someone bang-to-rights, going for the headshot, your trigger jams, and they just shoot you dead.

Not really the fault of the DualSense though is it.

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23 minutes ago, mansizerooster said:

 

I can see that being pretty infuriating. Imagine catching someone bang-to-rights, going for the headshot, your trigger jams, and they just shoot you dead.

 

Built in obsolescence for Dual Sense - they keep getting thrown at walls.

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1 hour ago, Ferine said:

Xbox One's Impulse Triggers are essentially miniaturised rumble motors located in the triggers. You can change the rate at which they spin/rumble based on trigger position or other gameplay factor, e.g. they rumble more when braking at speed.

 

The DualSense has two distinct forms of physical feedback:

  1. Haptics, which is the replacement for traditional rumble. Rather than a spinning weight this likely uses a voice coil actuator, making it more akin to a speaker in a sense. Similar to the criminally underused HD Rumble on Switch.
  2. Adaptive triggers, which provide variable resistance. Not sure how this works – you'd need an engineer to properly parse the patent – but the trigger pull tension can be adjusted on the fly. For example, let's say you're firing a water pistol in a game: the trigger gets easier and easier to press as your water reserve drops so you can feel it running low, then when you 'reload' it's back to maximum resistance.

Definitely sounds a step up from the Xbox pad. I just hope they do more with it than they’ve done with the touchpad.

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14 hours ago, Ry said:

Is Demon Souls more accessible than later games? 

 

I have attempted all kinds of "souls like" games and given up after an hour.

 

It's a genre that I would have loved when I was younger and I keep telling myself I will but I just don't have the patience anymore. 


I gave up after a few hours but it seemed pretty damn hard to me, and I’ve finished DS, DS3 and Bloodborne. 

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Demon's PS3 is comfortably the least accessible in terms of its systems. While the choice of areas seems to open the game up and give you lots of options if you get stuck, you're more likely to get bounced back hard onto the ideal path, at least for the first third of the game. It's good for sequence breaking and suicide runs to get certain gear but if you don't know what you're doing, and you're already being crushed by the game, suicide runs to nowhere aren't especially fun.

 

I'm very interested in what Bluepoint do with the remake because hopefully it will have a slightly different feel to any of the recent FROM games. I hope it's hefty, with a deliberate rhythm, rather than another fast-rolling slashy i-frame kind of thing. It's intriguing and it will get me to buy a launch machine for sure. 

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16 hours ago, Alex W. said:

I like the bit about Deathloop actually physically jamming the trigger if your gun jams. If they really wanted to they could implement the Xbox fancy pad’s “short” trigger switches, as a global accessibility setting.


hmmm, is that actually going to be implemented?

 

Gameplay mechanics that stop players from being able to play the game freely don’t seem like a great idea to me.

 

You play shooty games for the Rambo Experience, surely. Imagine picking up the M60 in MGS3, letting rip and five seconds in it’s >click< gun jammed. WTF is fun about that?

 

See also Ace Combat 7 with it’s ‘IFF is broken so don’t shoot anyone’ mechanic, or the ‘you’re only a distraction, no weapons fire allowed’ stage. We don’t play games to be told we can’t play them.

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19 minutes ago, Darwock said:


hmmm, is that actually going to be implemented?

 

Gameplay mechanics that stop players from being able to play the game freely don’t seem like a great idea to me.

 

You play shooty games for the Rambo Experience, surely. Imagine picking up the M60 in MGS3, letting rip and five seconds in it’s >click< gun jammed. WTF is fun about that?

 

See also Ace Combat 7 with it’s ‘IFF is broken so don’t shoot anyone’ mechanic, or the ‘you’re only a distraction, no weapons fire allowed’ stage. We don’t play games to be told we can’t play them.

 

there have been plenty of games before that have used gun-jamming as a feature.  it's not about stopping freedom, but inserting a small element of realism, often to counter what you go on to describe as the "rambo experience" - people just holding down shoot until they have to reload, then holding down shoot again.  

 

It's all about the experience the game is aiming at - i much prefer shooters with greater realism, where things such as recoil and gun jamming are a feature, where they make you feel more like you're holding a real rifle than a fake gun in a rambo movie.

 

the key here is implementation - the dualsense isn't going to start jamming your trigger in a game where it doesn't fit, so your 'rambo experience' games will likely not use the feature.  but for more cerebral and tactical shooters, i think the feature could be absolutely superb.

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1 hour ago, Darwock said:

Gameplay mechanics that stop players from being able to play the game freely don’t seem like a great idea to me.

 

You play shooty games for the Rambo Experience, surely. Imagine picking up the M60 in MGS3, letting rip and five seconds in it’s >click< gun jammed. WTF is fun about that?


Wolfire built a whole game around the concept in April :D 

 

https://store.steampowered.com/app/1129310/Receiver_2/

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There are loads of games where your gun overheats or jams already, the trigger locking would just be used to sell those moments a bit more rather than then you pressing down on the trigger and not feeling any physical indication that anything is wrong at all.

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I really hope there's some big advert hype thing during the Champion's League final tomorrow night.

 

The hype train hasn't really left the station yet. It's currently sat waiting for that last late running passenger and a signal change before it can get started.

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6 minutes ago, womblingfree said:

It it’s supposed to be out in November Sony aren’t leaving very long for pre-orders to fill up.
 

I’m assuming that with global shipping all over the place right now that these are already sitting in warehouses ready to go??

 

I don't think they have any ready for retail yet.

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As frustrating as I find it, I will still be excited when they release the info. But things being kept under wraps so late make me worry that either the cost really is going to be bad and price me out of getting one at launch, or that things are still massively in flux and this in particular is a launch to avoid. Even at the best of times, console launches and day one hardware can be dodgy.

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I hope it's the price aspect. That's not unthinkable given the specs of both consoles. I've set aside 600 euros for each console so I assume I'm set and anything lower will mean more money to splurge on games and accessories. But still, I want to fucking know already. Specs are a big hype reveal for me, the looks and controller too, and definitely the games. But price and date, is that really a megaton omg hype train announcement? To me, that's just basic info you release alongside the hype announcements but not a reason to get hype in and of itself.

 

Just give us the damn price and date. Rip that bandaid off already.

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I'm not sure I'd be wanting to show much more on the games front right now, you have Spiderman, DS (seemingly), Bugsnax, the shitty-looking Gearbox one and the annual COD etc.That's plenty if your eyeing a November launch.  I'm thinking the next thing could just be a tweet or two saying when, how much, launch window titles and pre order  info.

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We haven't actually seen a gameplay demo of a single game that is next gen only yet: that’s not only unprecedented, it’s very very worrying a few months out from release.

 

We would have had impressions of KillZone, or Perfect Dark Zero, or Luigi’ Mansion or Mario 64 or Fzero etc by now. And most certainly have seen some gamplay footage/shots at this point.

 

i know Covid, but this is beginning to feel like the most half hearted/disorganised console cycle launch of all time.

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