Not really helpful, but I thought I'd chime in with saying I haven't had any of these issues - I had some performance issues, with a bit of randomly low framerate. I had a few random crashed (3, maybe?) over some odd 30 or so hours, but nothing serious.
They seem to have doing a lot of updating of the game, it's crawled it's way from 1.0 to 1.4 (yesterday), so hopefully they are working on fixing things like the issues you are having.
Have you tried to post your problems on the developer's forum? You'd hopefully have more luck getting help there.
Quick question... is there any way to get the lockboxes on the map like the statues? Speaking of the statues there are a few spots where there are statues inside places that seem inaccessible...I guess you must have to do these in specific story missions that (hopefully) you can replay? I've got like 9/11 of the statues right now.
Yes, it's a date later on.
And yes, there are statues inside locations that are only open for specific mission(s), that you will need to replay the mission to get, if you miss them... On the other hand, those ones seemed pretty hard to miss.
Thinking about getting 100% myself, but I'm not enjoying the races much... and I want to put the game "to bed" before Darksiders 2 is out here (tomorrow).
Still feeling pretty good about my decision to not jump on the Ouya train just yet, that quote from Mojang vs their claims about "Minecraft is coming to Ouya!" says pretty much everything I need to know about it for now.
The fact that there is 5 million dollars pledged to backing for the Ouya gives me pause though.
@kishinfoulux: For what it's worth, I had a lot of fun with Armageddon.
The biggest difference is that Guerilla is an open world game, while Armageddon is a lot more story focused. It does have some problems, and it's not the most amazing game ever (far from), but calling it straight out "bad" is hyperbole.
Personally, I've somehow deluded myself into thinking I'd barely picked anything up this year so far, but starting to list them surprised me: Tiny and Big, Shoot many robots, Dear Esther, Tiny Bang Story, The Walking Dead, Max Payne 3, Wargame: European Escalation.
I'm regretting missing out on MW3, because I still want to see the story in that, but maybe that'll come around again.
@Nethlem: Yeah, I'm trying to work through my doubt, but not really getting anywhere, sorry about that.
Keep in mind that Xbox360 has 512MB system memory, PS3 has 256MB system and 256MB video memory. Not sure about the WIiU. Though on the other hand (and I realize I'm contradicting myself again), Android is a generic OS, so it is likely it will use more memory than a dedicated console OS... but I don't think the amount of system memory should be a problem.
As for file-size, sure, maybe you are right. But it seems rather self-defeating to put yourself in a "sub-current gen" the year Nintendo catches up to "current gen" and the the year before the rumored launch of the "next gen". *shrug* Maybe I'm overthinking this?
*shrug* I'm probably just trying to figure out if I'm missing the reason why 20 thousand people thought this was an amazing idea.
Anyway, did some research: Fastest Tegra 3 variant currently available seems to be the T33 variant, which is clocked at 1.6GHz in quad-core mode.
Obviously, an off-hand remark by Carmack doesn't weigh as heavily as an actual benchmark, but it's a guideline. And there may be faster Tegra 3 variants available. But seems pretty clear that there's a significant gap in performance between Tegra 3 and "current gen".
The Tegra 3 and lack of harddrive (it's at least not referenced) makes me skeptical.
The Tegra chipset is ARM-based. ie: It's primarily power and price efficient. It's not a powerhouse. I guess it doesn't need to be. I've not looked into the rumored "PS4"/"Xbox360 2" specs, but my gut feeling is that it won't be able to run "next-gen" titles.
Then again, I wasn't able to quickly find any reasonable comparisons between Tegra 3 performance and other (non-mobile) chipsets. I suppose another reason why it's Tegra 3 is because there are already Android drivers for Tegra 3... should make it very cheap to produce.
And of course, re:Xbox360 issues with lack of harddrive. Add to that the lack of an optical drive and only 8GB of internal flash storage. "Cloud storage" doesn't really cut it either when we're talking about games 20+ GB. Unless this is going to be a glorified Live Arcade with strict rules for filsizes.
@Cubical: Irrelevant, it's not about going back to "the glory days". It's about learning to be a good programmer.
C64 programming is certainly a scene that is still alive, and has plenty of sensible lessons for you to learn. Especially about optimizing for memory/cpu. But that's not what I meant, you can get a solid foundation without resorting to C64 programming.
Anyway, SharkEthic and Gamer_152 made reasonable suggestions on how to progress from a solid base to game programming fairly quickly.
If I'm reading you correctly, you don't actually know any programming currently?
If this is the case, then first of all: Learn moderation. Pace yourself. And that means putting a pin in learning "game programming". Game Programming is typically one of the more complicated fields... and as usual, you don't run before you can walk.
The first thing you should do is learn Programming. And by that I mean general concepts. Learn how you build software, make simple programs. What language you learn first is rather irrelevant. If you are patient, I'd start with C (and then extend with C++). If not, Java, C# or Python are probably good places to start. If you are going to be a Game Programmer, it's very likely that you will need to use C/C++ down the road, and there are a lot of concepts in C/C++ that is important to a good programmer (especially memory management).
(Why Java, C# or Python if you aren't patient? Because it's there is a lot of functionality built into these languages, and the tools are generally faster to develop with than a C/C++ environment).
Also, the different programming languages have a lot of similarities. When you know how to write and read one Programming language, you are likely to be able to read almost any other language as well.
Jumping in with both feet, getting into stuff like Unity, Blender, etc will get you results faster, but it's unlikely you'll understand what is actually going on. At best, you'll learn how to do basic gameplay programming, but you'll never understand what a memory leak is. You'll never understand how to do optimization.
So... pick a language. Pick up some books on programming theory. And when you start making games, start small. Reaching really far can be fun, as you'll learn a lot - but it can also be extremely daunting.