Something went wrong. Try again later

pyide

This user has not updated recently.

215 0 0 0
Forum Posts Wiki Points Following Followers

pyide's comments

Avatar image for pyide
pyide

215

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 2

Avatar image for pyide
pyide

215

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 2

Edited By pyide

@unastrike

Arcsys deliberately left features like rematch out of the GG Strive beta to test the netcode and connectivity and servers, so you wouldn't just sit and play the same person privately the whole time (even though some tried). The beta was specifically for testing the online. They also removed things like region or connection based matching so you could be connected to anyone in the world to test the online quality.

As for private rooms, the game modes trailer from last month mentioned Player Match, which was described as rooms to relax and play with friends. The video states it supports up to 9 players with many customizable settings. Assume this is where you'll be doing things like queuing with options like winner stays, rematch, and spectating friends in private lobbies like the rooms in Xrd.

We still haven't seen what the interface for those look like, however. The video only mentions it. It could be similar to the Strive's public lobbies, or it could be more arcade cab style rooms like Xrd or GBVS, or a menu interface style like DBFZ's ring match system inside of the public server lobbies (ugh). No idea until they actually show it off.

Avatar image for pyide
pyide

215

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 2

@unastrike the red flash effect around the character is when you lose your recoverable (green) health.

There's a nice little quality of life change in SoR4 where instead of just depleting your health after using a special move as you would in the old games, you get a chunk of green health which recovers as you attack enemies. If you get hit, you lose the temporary green health. Sort of like Bloodborne's damage and recovery system.

I'm not sure if you figured that out over the long haul, stopped as I didn't want more of the game spoiled, just saw you mention being unsure of exactly what it indicated fairly early into the video (~11:40).

Avatar image for pyide
pyide

215

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 2

Avatar image for pyide
pyide

215

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 2

Edited By pyide

@dartastic:

WCS94 is also one of my favorites, real glad to see Bakalar shout it out.

It did see a release for The Pinball Arcade a few years ago, they had to rebrand it as 'World Champion Soccer' due to licensing issues with FIFA, and changed some of the copyrighted table art with the dog mascot, but it's pretty faithful otherwise. It's obviously no longer available to purchase since they lost the rights to all the Williams / Bally stuff. It was such a hassle for Farsight to get it in their game, I really doubt Zen will ever do it for FX3, but I'd love to see it with their improved physics sim.

Avatar image for pyide
pyide

215

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 2

I recently attempted to put a little bit of skate into Session.

It's my first time with the Unreal Editor, so it's pretty rough. Not an exact replica of the community center area from the demo and game, but fans will probably recognize a lot of the general layout.

Avatar image for pyide
pyide

215

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 2

Edited By pyide
@knoxt said:

Preach it Funches. Yeah, yeah dude.

Also, it frustrates me to no end that the crew is still so flipping clueless about how piss Unreal Engine games (control, absolver, jedi, etc etc etc) perform on PS4, and run with relatively no issue on a semi-decent PC. It's like they can say the word 'jank' week after week but not understand game engines this far into a console generation, which is like, I realize they have to play a lot of games, but you figure they'd have the knowledge by now?

Love yall to death even if I play fewer video games and know more about how they work than a website devoted to them.

Unreal Engine is far from flawless on PC. Every single UE4 release I've played this year has had stuttering issues due to how it streams assets and data in on the fly during gameplay. The only exceptions are the small scale / single level experiences like fighting games where everything loaded into memory up front. Crackdown 3, Gears 5, Outer Worlds, Jedi Fallen Order, heck even Bloodstained and Tetris Effect have this shit. Slight in both of those last examples compared to the bigger ones, but both still chunk up occasionally transitioning to new screens and levels. The engine seems inherently flawed when it comes to streaming content and assets on the fly, or perhaps developers creating seamless experiences don't have the knowledge to avoid those flaws. But it's a big issue.

Jedi Fallen Order is one of the worst offenders I've seen recently on PC. Most games are smart enough to hide this stuff behind elevators, cutscenes, or empty and slow sections of the games, but some of the background loading triggers in Fallen Order occur in areas and hallways where you fight enemies. A notable one is where you meet the first Purge Trooper on Kashyyk, if you walk at all to either side of that corridor while fighting, the game sputters and shits out constantly because it's trying to load that upcoming area in. I've seen people with top end GPUs and CPUs mention this shit, it's not just a console issue.

Avatar image for pyide
pyide

215

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 2

Edited By pyide

@terik: It was $60 at launch on console. The "Origins Edition" was the only option there, while PC had the choice of $40 base game or the $60 version with those bonuses.

Avatar image for pyide
pyide

215

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 2

@duhya said:

You can spam the push button to go faster.

I'm not sure if the game calls that out anywhere, I had to learn this online as well.

Good tip for @jeff if he decides to play some more. Tap that button to get going real fast! I'd also suggest making markers while on foot, as when you run forward and press Y you're on the board and moving, instead of having to push slow from a stand-still to get up to speed.

Also didn't see him mess with the object dropper / mover. Press LB while on foot.

Avatar image for pyide
pyide

215

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 2

Edited By pyide
@osiris said:

I love this game! The first 40 minutes were frustrating, especially since I played almost 100 hours of SkaterXL). But I think this game feels a lot better than SkaterXL in most regards. Even after the Beta update.

The skater used in this video also clips a lot. It is the old model they put in just for nostalgia. The newer models have a lot less board clipping.

I agree that they need to add trick names and reward you for doing lines (something with points that you can maybe spend on items/clothing/boards)

I also suggested they should add area names to the UI like an MMO if you enter a new area. There is a way to fast travel and see a map (the bus stops that are around)

But for now if you somewhat like skateboarding and a challenging game that rewards you very well if you put in the effort. This is the best out there.

While both are still very rough at the core, I also think a lot of of the game and physics feel better than SkaterXL, but I would say the skater relative controls for switch / fakie stance tricks in XL are way more more natural and keep things fluid compared to Session, which flips the controls and directions on the sticks based on your current position to the game camera. It feels so artificial and video gamey by comparison.

Especially when you start throwing 180s, manuals, reverts, or some combination of those which can really can really mess with you after the controls reverse, and also add significant delay on the inputs to when they reverse and start responding again.

XL is a lot more responsive and intuitive since it doesn't flip the foot controls based on your orientation to the camera. Your foot / stick motions remain more the same as they would in reality, positioning to an imaginary camera following you isn't a factor. I'm downright shocked that Session doesn't do something similar, considering that it feels more like a 'sim' over XL in most other areas.

I'd also say the flip trick system in XL is a lot more flexible and variable, while Session is a bit more rigid and repetitive. However, it can be made a bit more free-form with some of the options, like input speed which lets you do slow flips like XL. I miss being able to do late flips for example, but on the other hand it's nice to be able to turn on manual catch. Immediately ups the difficulty a significant amount to where it's a little more like actual skateboarding, where even simple flip tricks require some finesse to land, it's not automated.

The perfect early access skate game is some horrible combination of both XL and Session. And also blackbox's skate series. I'd still say those have a better sense of movement and momentum and flow, like you're actually rolling on a skateboard, than either of these. Session is close, and SkaterXL is behind but making small progress with stuff like pumping transitions in the new beta.