The controller was absolute garbage! The analog sticks would get snagged where the battery covers split. Batteries on the front for who knows why.
Lol mine’s living in the closet now and thankfully all those games have released for the PC Gabecube. I’ll keep the hardware as a fun experiment in history though.

Iceflake Studio’s portfolio does not exactly inspire confidence, feels like this is the end of cities skylines. What a shame.

It’s still on the PS Store but they removed the buy button, now wishlist only again. Team cherry broke everything.

If you’re digging Duke 3D, I can’t recommend Ion Fury enough. It’s incredible how far their team has pushed the Build engine.

I’m following what you’re getting at, it just feels the dev quoted makes “fiddling around” sound like an undertaking - users need to build custom lighting or change the engine in some way to get similar results. The real extent of fiddling in this case is dropping a node into a scene and making a few pointed selections.
Users preform this action a lot in godot. Everything rendered starts as a node, dropped into a scene, and making selections. Making a game would be “fiddling around” under this same context.

I believe the argument is that not every case needs or desires high fidelity realistic lighting. It is similar effort to take a godot game into a stylized, curated lighting direction, or take to a realistic direction. The trade off to Unreal’s approach is significantly more effort to “undo” the realistic lighting and then implement the stylized vision, if that’s what the game calls for.
But I do agree, there is value in defaults and it’d be nice to have a “make shit pretty” button that drops in preconfigured hyper real excellence.

“When you jump into something like Unreal, it assumes that you are making a photorealistic HD-looking game. So when you drop in some models, they already look great because of the lighting presets and so on,” explains Jay Baylis, co-director at Cassette Beasts maker Bytten Studio.
“But Godot doesn’t assume that, you need to fiddle around to make it look nice. As a result, people assume you can’t do 3D games in Godot. It does still lag behind; if you are making a AAA action game, you probably are better off using Unreal at this point in time, unless you really want to get into the weeds.”
This seems like a silly take, especially with all the lighting upgrades shipped in Godot 4. The tools are there, users just need to configure an environment node to suite the needs. I’d even argue Godot’s SDGFI is more robust than Unity’s Enlighten GI at this point.
While yeah unreal defaults are better for realistic light out of the box, ultimately if someone is making a AAA game they are getting “into the weeds” regardless of engine. I seriously doubt a AAA studio is going to ship a game with the default unreal lighting.
Its a healthy skepticism but historically speaking rockstar hasn’t toyed like that in the past. This trailer is in line with previous rockstar releases - they’ll rarely go full “gameplay mode” (camera behind the character), but still showing footage from the game engine.
The leak three years ago, showing 2019 state, basically confirmed what gameplay looked like this is not far off.

Most of my coworkers never turn their machine off, but I appreciate windows taking it’s time. Warming up the work laptop in the morning is like a ceremony at this point. Solid 10-15 minutes to grab coffee, have a chat, check the feeds… Lol I wonder how much time/productivity is collectively wasted across the country from this crap.

This could be, hollow knight is one hell of a bar to clear. Valhiem was a lesson that studios are hard to scale up, and doing it distracts from development. There’s also something to be said about making a dream project, then having the focus and drive to keep it going and expanding.
Annd It’s possible their main dev might be addicted to balatro and there’s no way to factor or predict that kind of impact.


It was way more obvious back when team cherry went radio silence (circa 2022?) - and on some level I can understand “we’re game journalists, no one gets a pass” targeting a heavily delayed game, but I’m admittedly one of those fans that have no problem giving Cherry whatever time they need. I’m in no rush.

Games are doing fine for now, but how much longer will devs and artists continue being treated like disposable tissue before we see the talent pool implode? It doesn’t seem to matter what game is built, how well it performs, if it’s single player or live service - the layoffs and closures come for everyone.
https://80.lv/articles/ubisoft-executive-players-should-get-comfortable-with-not-owning-games/
“One of the things we saw is that gamers are used to, a little bit like DVD, having and owning their games. That’s the consumer shift that needs to happen. They got comfortable not owning their CD collection or DVD collection. That’s a transformation that’s been a bit slower to happen. As gamers grow comfortable in that aspect…”.
Interpreted as “Players Should Get Comfortable with Not Owning Games”
The real context was they wanted more subscriptions.
Sell your csgo skins