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I’ve recently identified another 41 games with boob and/or butt jiggle, bringing the total of my lists posted here to 451 so far… • Shadow Hearts: From the New World [PS2] • Dragon’s Lair [PC] • SRS: Street Racing Syndicate [XB] • Hooters Road Trip [PSX] • BLUE GUARDIAN:...

155,082 Aufrufe • vor 1 Jahr •via X (Twitter)

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Profilbild von Joshua Michael French ジョシュア
Joshua Michael French ジョシュアvor 1 Jahr

Here’s the first list…

Profilbild von Joshua Michael French ジョシュア
Joshua Michael French ジョシュアvor 1 Jahr

Second list…

Profilbild von Joshua Michael French ジョシュア
Joshua Michael French ジョシュアvor 1 Jahr

Third list…

Profilbild von Joshua Michael French ジョシュア
Joshua Michael French ジョシュアvor 1 Jahr

Fourth list…

Profilbild von LimitedRareGames.com 🤜🏻🦄🌈
LimitedRareGames.com 🤜🏻🦄🌈vor 1 Jahr

@Arin_Plays @lyteedge @ReddMcKnight @ColonelFalcon @MeleeGames @meleekarisma @XxKNIGHT742xX @JoeRad18 @kawaijbtouiter Doing God's work 🫡

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W.Kohaku Mediavor 1 Jahr

@Arin_Plays @lyteedge @ReddMcKnight @ColonelFalcon @MeleeGames @meleekarisma @XxKNIGHT742xX @JoeRad18 @kawaijbtouiter here are more games to add to your collection. Neptunia Virtual Stars One Piece Pirate Warriors 4 One Piece Burning Blood Neptunia Sisters Vs Sisters Neptunia Game Maker R;Evolution Death End Re;Quest 1+2 Dragon Star Varnir

Profilbild von Joshua Michael French ジョシュア
Joshua Michael French ジョシュアvor 1 Jahr

@Arin_Plays @lyteedge @ReddMcKnight @ColonelFalcon @MeleeGames @meleekarisma @XxKNIGHT742xX @JoeRad18 @kawaijbtouiter All of these series have already been represented in the 5 lists I’ve shared, and as I state in each post, I have limited to 1 entry per franchise.

Profilbild von 𝑴𝒊𝒎𝒊 🫠
𝑴𝒊𝒎𝒊 🫠vor 1 Jahr

@Arin_Plays @lyteedge @ReddMcKnight @ColonelFalcon @MeleeGames @meleekarisma @XxKNIGHT742xX @JoeRad18 @kawaijbtouiter (I'mma bookmark this 🤯) Night Trap is FMV, that counts?

Profilbild von Joshua Michael French ジョシュア
Joshua Michael French ジョシュアvor 1 Jahr

@Arin_Plays @lyteedge @ReddMcKnight @ColonelFalcon @MeleeGames @meleekarisma @XxKNIGHT742xX @JoeRad18 @kawaijbtouiter If it jiggles, it counts whether it’s true physics calculated in-engine, canned animations or FMV.

Profilbild von The Videogame Ass Channel
The Videogame Ass Channelvor 1 Jahr

@Arin_Plays @lyteedge @ReddMcKnight @ColonelFalcon @MeleeGames @meleekarisma @XxKNIGHT742xX @JoeRad18 @kawaijbtouiter Banjo-Tooie has boob jiggle (Humba Wumba).

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Since y’all liked the first list so much, here are 99 more games with boob and/or butt jiggle… • Arc Rise Fantasia [WII] • Dragon’s Dogma: Dark Arisen [NSW] • Fist of the North Star: Ken’s Rage [PS3] • Haydee [PC] • No More Heroes 2: Desperate Struggle [WII] • Ryse: Son of Rome [XBO] • Super Smash Bros. Ultimate [NSW] • Astral Chain [NSW] • Dungeon Fighter Online [PC] • Fighter Maker 2 [PS2] • Honkai Impact 3rd [PC] • Mercenary Kings [NSW] • Samurai Shodown [PS4] • The 3rd Birthday [PSP] • Baldur’s Gate: Dark Alliance II [PS2] • Dungeon Siege III [PS3] • Fighting Angels [PS2] • GunZ 2: The Second Duel [PC] • Hunted: The Demon’s Forge [PS3] • Metro: Last Light [PC] • R: Racing Evolution [PS2] • Scarlet Blade [PC] • The King of Route 66 [PS2] • Yakuza 0 [PS4] • Baten Kaitos Origins [GC] • Cel Damage [XB] • Demolition Girl [PS2] • Sengoku 3 [AES] • Dynasty Warriors 8 Empires [PS4] • Fitness Boxing [NSW] • J-Stars Victory Vs+ [PS4] • Trails Through Daybreak [PS5] • Batman: Arkham Knight [XBO] • Devil May Cry 4 [PS3] • Evil Zone [PSX] • Half-Life [PC] • Muramasa Rebirth [PSV] • Phantom Breaker: Battle Grounds [PSV] • Ready 2 Rumble Boxing [DC] • Sengoku Basara: Samurai Heroes [PS3] • Time Crisis: Razing Storm [PS3] • Bayonetta [XB360] • Conan Exiles [PS4] • Girl Fight [PS3] • Killer is Dead [PS3] • NEKOPARA Vol. 1 [PC] • Playboy: The Mansion [PS2] • SiN [PC] • Tokyo Mirage Sessions FE [WIIU] • Black Desert Online [PC] • Cross Edge [PS3] • The House of the Dead: Overkill [WII] • Dissidia 012 Final Fantasy [PSP] • Eternal Champions: CftDS [SCD] • God Eater 3 [NSW] • Hatsune Miku: Project DIVA f [PS3] • Leisure Suit Larry: Magna Cum Laude [PC] • Neverwinter Nights [PC] • Pirates: The Legend of Black Kat [XB] • Red Dead Redemption [XB360] • Skullgirls [PS3] • Uppers [PC] • Blade & Soul [PC] • Dead Rising [XB360] • BlazBlue: Central Fiction Special Edition [NSW] • Dragon Star Varnir [NSW] • Fatal Fury 2 [AES] • Lost Ruins [NSW] • Smite [PC] • Reynatis [PS5] • Sonic Adventure 2 [DC] • Valkyria Chronicles [PS3] • Kingdom Hearts: Birth by Sleep [PSP] • Boo Party [NSW] • Dead or School [NSW] • Fate/EXTELLA Link [NSW] • Golden Axe: Beast Rider [PS3] • Mega Man X DiVE [MOB] • Nitroplus Blasterz: Heroines Infinite Duel [PS3] • Star Trek Online [PC] • Ōkami [PS2] • Ride to Hell: Retribution [PS3] • ArcheBlade [PC] • Super Galdelic Hour [PS2] • X-Men: Children of the Atom [SAT] • Indivisible [PS4] • Wuthering Waves [PC] • Guacamelee! [PS4] • Scott Pilgrim vs. The World: The Game [NSW] • Amazing Princess Sarah [PC] • The Witcher [PC] • Guns, Gore & Cannoli [XBO] • Spacelords [PC] • Darksiders II: Deathinitive Edition [NSW] • Street Fighter X Tekken [PS3] • Duke Nukem Forever [XB360] • PUBG: Battlegrounds [PC] • Ar tonelico Qoga: Knell of Ar Ciel [PS3] • Grand Theft Auto V [PS3] (Again, please note that the platform in brackets to the side indicates which version I’ve played or may prefer for one reason or another. That does not mean it’s the only platform to feature jiggle. Also this is not an exhaustive list. I’ve limited to just one entry per series, for instance.)

Joshua Michael French ジョシュア

63,550 Aufrufe • vor 2 Jahren

I’ve identified another 40 games with boob and/or butt jiggle, bringing the total of my lists posted here to 491 thus far… • ZanZarah: The Hidden Portal [PC] • Death Must Die [PC] • Slitterhead [PS5] • Blazing Strike [PS5] • Obscure [XB] • S. Prysm Destroyer [NSW] • Tormented Souls [PS5] • Stella Glow [3DS] • Romancing SaGa 2 [PS5] • Streets of Rage 4 [NSW] • Double Dragon Gaiden [NSW] • Farmagia [NSW] • Super Baseball 2020 [SNES] • Lost Planet 2 [PS3] • Banjo-Kazooie [N64] • Metal Max Xeno Reborn [NSW] • Trials of Mana [NSW] • Frontier Hunter: Erza’s Wheel of Fortune [PS5] • Eternal Palace Sakura [PC] • LingerieS [PC] • Ragnarok Odyssey Ace [PSV] • Hachishaku [PC] • Marvel Rivals [PS5] • Clair Obscur: Expedition 33 [PS5] • Pandora’s Tower [WII] • Scar-Lead Salvation [PS5] • Blades of Time [PC] • Virtual Lab [VB] • Jak 3 [PS2] • Time and Eternity [PS3] • Ray Gigant [PSV] • Twilight Parade: Moonlit Mononoke [PS5] • Arknights: Endfield [PC] • Mongil: Star Dive [PS5] • Last War [MOB] • Fight of Gods [NSW] • World Heroes 2 Jet [GB] • Touki Denshou: Angel Eyes [PSX] • Crimson Desert [PS5] • NTE (Neverness to Everness) [PC] (Note that the platform in brackets to the side indicates which version I’ve played or may prefer for one reason or another. That does not mean it’s the only platform to feature jiggle. Also this is not an exhaustive list. I’ve limited to just one entry per series, for instance. Videos are from the first three games in the list this time. I will link previous posts below for easy reference.)
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I’ve identified another 40 games with boob and/or butt jiggle, bringing the total of my lists posted here to 491 thus far… • ZanZarah: The Hidden Portal [PC] • Death Must Die [PC] • Slitterhead [PS5] • Blazing Strike [PS5] • Obscure [XB] • S. Prysm Destroyer [NSW] • Tormented Souls [PS5] • Stella Glow [3DS] • Romancing SaGa 2 [PS5] • Streets of Rage 4 [NSW] • Double Dragon Gaiden [NSW] • Farmagia [NSW] • Super Baseball 2020 [SNES] • Lost Planet 2 [PS3] • Banjo-Kazooie [N64] • Metal Max Xeno Reborn [NSW] • Trials of Mana [NSW] • Frontier Hunter: Erza’s Wheel of Fortune [PS5] • Eternal Palace Sakura [PC] • LingerieS [PC] • Ragnarok Odyssey Ace [PSV] • Hachishaku [PC] • Marvel Rivals [PS5] • Clair Obscur: Expedition 33 [PS5] • Pandora’s Tower [WII] • Scar-Lead Salvation [PS5] • Blades of Time [PC] • Virtual Lab [VB] • Jak 3 [PS2] • Time and Eternity [PS3] • Ray Gigant [PSV] • Twilight Parade: Moonlit Mononoke [PS5] • Arknights: Endfield [PC] • Mongil: Star Dive [PS5] • Last War [MOB] • Fight of Gods [NSW] • World Heroes 2 Jet [GB] • Touki Denshou: Angel Eyes [PSX] • Crimson Desert [PS5] • NTE (Neverness to Everness) [PC] (Note that the platform in brackets to the side indicates which version I’ve played or may prefer for one reason or another. That does not mean it’s the only platform to feature jiggle. Also this is not an exhaustive list. I’ve limited to just one entry per series, for instance. Videos are from the first three games in the list this time. I will link previous posts below for easy reference.)

Joshua Michael French ジョシュア

156,992 Aufrufe • vor 1 Monat

Here I’ve got a fourth list of 110 games with boob and/or butt jiggle… Pure Onyx [PC] Warframe [PS5] ASTRA: Knights of Veda [PC] Catherine [PS3] Brown Dust II [MOB] Stretch Panic [PS2] Whacked! [XB] Fighting Force [PSX] Corridor Z [PC] Samurai Western [PS2] Honey Select 2: Libido Deluxe [PC] Crimson Tears [PS2] Treasure of Nadia [PC] Waifu Fighter [PC] Cy Girls [PS2] Half-Demon Shinobi [PC] The First Descendant [PS5] Pinup Ball [PC] Orc Massage [PC] Cyberpunk 2077 [XSX] X-Angels [PC] Dead or Alive 5 Last Round [PS4] Advanced V.G. [SAT] Injustice: Gods Among Us [XB360] Final Fantasy: Crystal Chronicles [GC] Breeders of the Nephelym [PC] SoniPro [3DS] Metal Gear AC!D 2 [PSP] Doki Doki Majo Shinpan! [DS] Sexy Beach Zero [PC] The Mini-Skirt Police [PS2] Pretty Fighter X [SAT] Mario Kart 8 Deluxe [NSW] Splinter Cell: Conviction [XB360] Top Spin 2 [XB360] WWE Smackdown! vs. RAW 2011 [PS3] Asuka 120% Limited BURNING Fest. [SAT] Tear Ring Saga [PSX] Dream C Club Zero Portable [PSV] Guitar Hero III: Legends of Rock [PS3] To Love Ru Darkness: Battle Ecstasy [PSV] Seisou no Amazones [3DS] Monster Monpiece [PSV] Kung Fu Rider [PS3] Atelier Ryza [PS4] Groove on Fight [SAT] Valhalla Knights 3 [PSV] Love Smash! 5.1 [PS2] Namco x Capcom [PS2] Artificial Girl 3 [PC] The All*Star Kakutou Matsuri [PS2] Rhapsody: A Musical Adventure [PSX] Garou: Mark of the Wolves [DC] Sol Trigger [PSP] THE iDOLM@STER [XB360] Super Mario RPG [SNES] Pocket Pool [PSP] Tokyo Clanpool [PSV] GrimGrimoire OnceMore [NSW] High School DxD [3DS] Ikki Tousen: Xross Impact [PSP] Toshin Toshi: Girls Gift [3DS] Castle Panzers [PS4] Luminous Arc Infinity [PSV] Azur Lane [MOB] Deadrock Redemption [PC] Strip Fighter 5: Chimpocon Edition [PC] Queen’s Blade: Spiral Chaos [PSP] Bleach: Shattered Blade [WII] Time Leap [XB360] Ghost Pirates of Vooju Island [PC] Tengen Toppa Gurren Lagann [DS] Fantasy Earth Zero [PC] Super Robot Wars Alpha 3 [PS2] Lust & Legends [PC] Dr. Muto [GC] Yoake no Mariko [PS2] VR Kanojo [PC] Ka 2: Let’s Go Hawaii [PS2] Heavy Metal Geomatrix [DC] Sabrina [MSX] Kamihime Project R [PC] Happy Manager [PS4] Lightning Legend: Daigo no Daibouken [PSX] Splatoon 2 [NSW] Epic Battle Fantasy 5 [PC] Halo 5: Guardians [XBO] Together VR [PC] Monster Rancher [PSX] UFC 2009 Undisputed [PS3] Magical Girl Lyrical Nanoha A’s Portable [PSP] LoveR Kiss [NSW] Danganronpa 2: Goodbye Despair [PSV] Policenauts [SAT] World of Warcraft [PC] Finder Love: Hoshino Aki [PSP] Midnight Castle Succubus [PC] Party Girls [PS2] Wish [PC] Motion Gravure Series: Megumi [PS2] Parodius Portable [PSP] Natsuiro High School: Seishun Hakusho [PS4] Train Capacity 300% [PC] Hard Knock High [PS2] Neptunia x SENRAN KAGURA Ninja Wars [PS4] Koikatsu Party [PC] Reco Love: Gold Beach [PSV] Sword of the Vagrant [NSW] Captain Blood [XSX] Operation Lovecraft: Fallen Doll [PC] (As with previous lists, note that the platform in brackets to the side indicates which version I’ve played or may prefer for one reason or another. That does not mean it’s the only platform to feature jiggle. While not totally exhaustive, at 410 games so far I believe these posts combined now make up the largest compendium ever compiled for such games, despite limiting repeated mentions of the same series. Huzzah!)
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Here I’ve got a fourth list of 110 games with boob and/or butt jiggle… Pure Onyx [PC] Warframe [PS5] ASTRA: Knights of Veda [PC] Catherine [PS3] Brown Dust II [MOB] Stretch Panic [PS2] Whacked! [XB] Fighting Force [PSX] Corridor Z [PC] Samurai Western [PS2] Honey Select 2: Libido Deluxe [PC] Crimson Tears [PS2] Treasure of Nadia [PC] Waifu Fighter [PC] Cy Girls [PS2] Half-Demon Shinobi [PC] The First Descendant [PS5] Pinup Ball [PC] Orc Massage [PC] Cyberpunk 2077 [XSX] X-Angels [PC] Dead or Alive 5 Last Round [PS4] Advanced V.G. [SAT] Injustice: Gods Among Us [XB360] Final Fantasy: Crystal Chronicles [GC] Breeders of the Nephelym [PC] SoniPro [3DS] Metal Gear AC!D 2 [PSP] Doki Doki Majo Shinpan! [DS] Sexy Beach Zero [PC] The Mini-Skirt Police [PS2] Pretty Fighter X [SAT] Mario Kart 8 Deluxe [NSW] Splinter Cell: Conviction [XB360] Top Spin 2 [XB360] WWE Smackdown! vs. RAW 2011 [PS3] Asuka 120% Limited BURNING Fest. [SAT] Tear Ring Saga [PSX] Dream C Club Zero Portable [PSV] Guitar Hero III: Legends of Rock [PS3] To Love Ru Darkness: Battle Ecstasy [PSV] Seisou no Amazones [3DS] Monster Monpiece [PSV] Kung Fu Rider [PS3] Atelier Ryza [PS4] Groove on Fight [SAT] Valhalla Knights 3 [PSV] Love Smash! 5.1 [PS2] Namco x Capcom [PS2] Artificial Girl 3 [PC] The All*Star Kakutou Matsuri [PS2] Rhapsody: A Musical Adventure [PSX] Garou: Mark of the Wolves [DC] Sol Trigger [PSP] THE iDOLM@STER [XB360] Super Mario RPG [SNES] Pocket Pool [PSP] Tokyo Clanpool [PSV] GrimGrimoire OnceMore [NSW] High School DxD [3DS] Ikki Tousen: Xross Impact [PSP] Toshin Toshi: Girls Gift [3DS] Castle Panzers [PS4] Luminous Arc Infinity [PSV] Azur Lane [MOB] Deadrock Redemption [PC] Strip Fighter 5: Chimpocon Edition [PC] Queen’s Blade: Spiral Chaos [PSP] Bleach: Shattered Blade [WII] Time Leap [XB360] Ghost Pirates of Vooju Island [PC] Tengen Toppa Gurren Lagann [DS] Fantasy Earth Zero [PC] Super Robot Wars Alpha 3 [PS2] Lust & Legends [PC] Dr. Muto [GC] Yoake no Mariko [PS2] VR Kanojo [PC] Ka 2: Let’s Go Hawaii [PS2] Heavy Metal Geomatrix [DC] Sabrina [MSX] Kamihime Project R [PC] Happy Manager [PS4] Lightning Legend: Daigo no Daibouken [PSX] Splatoon 2 [NSW] Epic Battle Fantasy 5 [PC] Halo 5: Guardians [XBO] Together VR [PC] Monster Rancher [PSX] UFC 2009 Undisputed [PS3] Magical Girl Lyrical Nanoha A’s Portable [PSP] LoveR Kiss [NSW] Danganronpa 2: Goodbye Despair [PSV] Policenauts [SAT] World of Warcraft [PC] Finder Love: Hoshino Aki [PSP] Midnight Castle Succubus [PC] Party Girls [PS2] Wish [PC] Motion Gravure Series: Megumi [PS2] Parodius Portable [PSP] Natsuiro High School: Seishun Hakusho [PS4] Train Capacity 300% [PC] Hard Knock High [PS2] Neptunia x SENRAN KAGURA Ninja Wars [PS4] Koikatsu Party [PC] Reco Love: Gold Beach [PSV] Sword of the Vagrant [NSW] Captain Blood [XSX] Operation Lovecraft: Fallen Doll [PC] (As with previous lists, note that the platform in brackets to the side indicates which version I’ve played or may prefer for one reason or another. That does not mean it’s the only platform to feature jiggle. While not totally exhaustive, at 410 games so far I believe these posts combined now make up the largest compendium ever compiled for such games, despite limiting repeated mentions of the same series. Huzzah!)

Joshua Michael French ジョシュア

103,743 Aufrufe • vor 2 Jahren

You can't compare Cyberpunk 2077 launch to GTA 6 and here's exactly why Cyberpunk 2077 was the CDPR's first installment to feature a futuristic city with tons of NPCs and fast moving cars, something which was never done before on Witcher games. The gameplay video from Cyberpunk 2077 shown off in 2019 had a clear text showing "work in progress - does not represent the final look of the game" After the launch disaster of Cyberpunk 2077, Marcin Iwiński also explained that the reason the game had so many bugs is that the game was designed for PC first in mind, then scaled down to consoles that still had a hard drive (PS4 and Xbox One) an extremely difficult task on its own, combined with the fact that the game development progress took a major hit during the pandemic. Rockstar Games on the other hand has a much different engine and experience working on large scale open world game filled with tons of NPCs and fast moving cars, including the fact that they're developing this game for current gen consoles first, then scaling it up for a PC release not vice versa. Are we guys suddenly forgetting the fact that Rockstar Games managed to get GTA V running on a PS3 console which had 256mb of VRAM and 256mb of RAM at that time? The reason Rockstar Games has shown zero gameplay of GTA 6 is because historically they save the gameplay showcase before the game launches, GTA 6 Trailer 2 came out in 2025 and all footage for that Trailer was captured on a base PS5 with a mix of gameplay and cutscenes. They'll obviously show off more gameplay on August 27th, but comparing Cyberpunk 2077 to GTA 6 isn't exactly fair for both companies. On one hand, it was CDPR's first time making that kind of genre of a game and on the other hand, it isn't Rockstar Games first time making a Grand Theft Auto game.

NikTek

104,080 Aufrufe • vor 17 Tagen

The #GTA 3 port to the Sega #Dreamcast has been progressing at an incredible pace. It's been amazing to see the whole DC community come together to tag-team this "impossible" project... Here it is running on a stock DC, no longer requiring the 32MB RAM hardware modification, only a few weeks into development. Since I finally got the time to sit down, build the codebase, and look into some of what I think is the critical path for performance, let's talk about some technical shit, and some of the future steps I think can be taken to further improve performance. First of all, I want everyone to take note that this is NOT a port of the PS2 version. This is a port of the PC version, which has extra content, increased draw distance, improved textures, and other things that have actually increased the challenge here... Whether the DC version will ultimately have these additions or not will remain to be seen, but we're running into plenty of shit that the PS2 didn't have to worry about (like these big-ass PC replay saves won't fit onto a Visual Memory Unit!) Secondly, lets talk about what is and isn't currently optimized, because it's absolutely vital that the DC's hardware is fully utilized here for the sake of performance and achieving a competitive polygon count. Unlike with modern devices, where the whole graphics pipeline is handled by the GPU, both the PS2 and Dreamcast were responsible for transforming and doing lighting calculations for each vertex BEFORE they got submitted to the GPU. The PS2 had a vector coprocessor to do this, while the Dreamcast had a few extremely important SIMD and fast math assembly instructions on its CPU to do these computations. Up until literally just a few hours ago (not shown in this footage), the Dreamcast's SH4 was doing 100% of these operations in slow-ass plain C and C++ code, which is absolutely sub-optimal and is immediately bogging down its CPU with just transforming vertices, bottlenecking the entire graphics pipeline on the fist T&L stage, and also leaving less CPU time for handling other gameplay logic... this is going to absolutely have to be addressed (and already has begun to be). Another issue that is crippling performance here is the fact that the models are all using individual triangles rather than triangle strips, which the Dreamcast's PVR GPU was designed to handle better... Converting these models to use strips rather than individual triangles will result in MANY different gainz for the DC, as you're going from 3N to N+2 vertices per triangle. Converting the models to triangle strips will 1) reduce load times, since model assets will be smaller 2) reduce the amount of video memory required to hold these vertices on the GPU 3) reduce the amount of shit that must be transferred from the CPU to the GPU and 4) give us back a bunch of CPU time, since the SH4 will be less bogged down transforming redundant vertices! TL;DR: This is still EXTREMELY suboptimal in terms of fully utilizing the graphical potential of the Dreamcast. There is going to be a LOT that can be done still to both improve performance and polygon counts, so stay tuned! FINALLY: Mad respect and love to Stefanos Kornilios Mitsis Poiitidis, for doing an amazing job leading this project, and to Frogbull , Esppiral, and everyone else who is helping us stick it to the PS2 by making this happen! #gamedev #retrogaming #cplusplus

Falco Girgis

88,356 Aufrufe • vor 2 Jahren

[New Xbox Controller Review] #ad Special thanks to Qrdgame_offcial for supplying me with a review unit of their Ferrox M5 Xbox & PC Controller QRD Ferrox M5 The QRD Ferrox M5 is a Wireless Xbox One–style gamepad with a transparent design. Since it targets Xbox One natively, it works automatically on PC and Xbox Series S/X. The included 2.4Ghz USB Dongle also supports Switch and Android with the right adapter (USB C), but I was not able to test those in time for this review. A Wireless Xbox Controller The QRD FERROX M5 comes in a familiar Xbox layout with Hall Effect joysticks, RGB rings around the sticks, and a magnetic & detachable clear shell that shows the internals. The controller feels very similar to a standard Xbox pad in terms of shape and size, but it’s slightly lighter at compared to the usual Xbox controller weight. The lighter weight makes it easier to hold for longer sessions without hand fatigue. The D-Pad is surprisingly good at dialing special moves feels as solid and responsive as the official Xbox controller, and that’s impressive at a lower price point. I spent a few days trying out the Mortal Kombat Legacy Kollection exclusively using this controller and I did not notice any difference at all. Capabilities From what I’ve tested, the controller performs extremely well for action games, fighting games, and shooters. The Hall Effect joysticks offer smooth movement and precise control with no drift issues. The D-Pad uses micro switches, so every input is tactile and accurate. The back triggers support an adaptive “trigger stop” mode, which shortens the travel distance for faster reaction time in FPS games or quicker blocks in Fighting Games. You also get 4 back macro buttons, turbo mode, and adjustable joystick sensitivity with deadzone options. Vibration strength and RGB lighting modes are also customizable. What can it do The FERROX M5 includes an 800mAh battery that lasts around 8 hours of gameplay. It only uses the 2.4Ghz wireless connection, not Bluetooth, so it always requires the included USB Dongle. The good thing is once you sync it with your Xbox or PC, you don’t need to sync it again—it carries over between both devices automatically. The 2.4G connection is stable and low latency, and the controller has a 3.5mm headphone jack for audio and mic support. It also features a quick calibration system to keep sticks and triggers accurate over time. The overall grip and shape feel close to the official Xbox controller, comfortable for long gaming sessions, and the transparent shell gives it a distinct look. Areas of improvement I initially had trouble charging the controller while playing because connecting it to the Xbox via USB would disable all inputs, making it unusable in wired mode. But luckily QRD Support helped and provided me with an updat - I had to connect it to a PC, download the firmware tool from QRD’s website, and update the controller manually. After installing the new firmware, the controller can now charge while being used normally on Xbox, so the issue is fully resolved. The Xbox button also behaves differently on Xbox, where the single press acts like hold and the hold acts like single press; this issue doesn’t appear on PC. Syncing with the dongle took a few attempts on both Xbox and PC, but once paired, it never needed syncing again. The wireless mode is strictly 2.4G with no Bluetooth support, so it cannot connect without the dongle, though the benefit is that one pairing works across both Xbox and PC. Final Summary ✅ Hall Effect Joystick ✅ Lights in the dark ✅ Good D-Pad for input dialing ✅ Light Controller ❌ First sync can be annoying on PC ❌ No bluetooth for phone usage - Dongle is necessary ❌ Needs an update for the Xbox Wired issues which require a PC The Controller is available on Amazon for $59.99, and will be part of the Black Friday Deals on their official website for even more discount! Amazon Link Website Link

thethiny 🐰🍉

16,864 Aufrufe • vor 9 Monaten

One criticism I always see towards games like Red Dead Redemption 2 and Grand Theft Auto VI recently is the topic of small details. "Why does a game need so many details, it doesn't make the experience any better and takes longer to develop" While I do agree with the fact that Rockstar Games development schedules in between each release keep getting longer, the fact is that when you aim for such a high level of realism in a video-game, its not about graphics anymore, its about immersion. I'm sure that if you played RDR2, you know that your horse sweating or its balls shrinking in the cold don't add much to the gameplay itself, but it makes the game feel like its real. This is precisely what sets apart Rockstar Games from other game studios, the level of immersion you get in those games is unbeaten. RDR2, a game designed for the PS4 console has a level of fluidity and immersion that I have yet to see in a video-game from any other game studio, each game mechanic seems to work flawlessly that it feels like a living and breathing open world game. Hell, sometimes you feel bad for shooting an NPC which never happened to me in a video-game before. When you're playing it, hours can go by and you don't even. In other open-world games, sometimes you can notice limitations, for example the same NPCs appearing in one object or the same scripted conversations. RDR2 manages to make that gap of a video-game and reality feel thinner, not get rid of it entirely of course. Making such a massive game filled with tons of details means that it can be can be played for multiple years after its release and not feel outdated. Its not all about details of course, when a game takes so long to develop, the stakes get higher each time and Rockstar Games has to make sure that they deliver on the story that is being told too, hence the reason why their games have always been historically good in terms of writing. Now to address the elephant int he room, the main issue is that as the complexity increases for each new release and optimizing all of these systems to work in tandem, the development time increases and we get longer periods of waiting. Is all of this worth it? In my opinion, yes. Its Rockstar Games after all, they have the budget necessary and the talent to achieve this kind of feat. Not only does it raise the bar for what is possible to do in a video-game, but it also is highly rewarding when you play the game for the first time and its unlike anything you've seen these past couple of years. When I finished playing Red Dead Redemption 2 for the first time, every new game that came out felt outdated for me. Just as technology keeps going forward, the same applies here with open world games too. What are your thoughts on this topic?

NikTek

26,848 Aufrufe • vor 14 Tagen

Soooo... if you haven't accidentally collided into them yet, lets talk about the GODDAMN CHAIN-LINK FENCES FROM HELL in our Grand Theft Auto 3 port to the Sega Dreamcast, which were not present in the PS2 original. We begin by examining these two side-by-side direct hardware captures. On the left is what will happen if you've been unfortunate enough to disturb one of these evil bastards.... The game becomes a slideshow until you move far enough away from them that they despawn. On the right is what it looks like after I FINALLY got that shit fixed, showing running the god-forsaken things over and sending them back to hell where they belong without a performance dip. This has been an issue we've known about since almost day 1, but we haven't been able to come up with a good solution for fixing it, because just ripping them out is totally not our style on this team... But no low-level SH4 math acceleration for the physics engine gained more than a couple FPS when we dipped into the single-digits. We honestly just hoped our haters and doubters wouldn't notice these damn things... So wtf was the deal? Why are these fences the last boss for the Dreamcast's 200Mhz SH4? Were they put there by bitter PS2 fans to spite us? Well, the story here is quite interesting. It turns out that by default, in the REGTA3 codebase, upon collision, every chain link within that fence immediately becomes a simulated rigid body. These bodies then are all interacting with and checking for collision against one-another, so that if you hit one link hard enough, it can cause a chain reaction that brings the entire fence down and destroys the performance while the physics engine contends with resolving all of the contacts... Then to make matters worse, the lower the framerate, the more steps the physics engine has to run during the contact resolution phase, since that means each object moves further per frame. This causes a feedback loop of shit performance leading to shittier performance. Okay, cool. So how'd they do it on the PS2? OH YEAH, THEY DIDN'T. There are no goddamn fences on the PS2 version. They were added to the PC version! Then to make matters more interesting, how does the REGTA3 port to the PLAYSTATION VITA perform upon hitting these fences? Like shit. Tanking to 14FPS! WTF!? ...Okay, so on the low-end, we got the PS2 featuring NO goddamn fences with a 300Mhz MIPS processor (plus a couple vector units that could've accelerated the math here), and on the high-end we have the PSVita choking and dying on them with a quad-core ARM Cortex-A9 MPCore... so... any other samples? Why, yes. What the hell does the original Xbox do in the middle-ground between the two, with its custom 733 MHz Intel Pentium III? OH, SOMETHING QUITE INTERESTING. There are fences present, but... They do NOT respond the same way to being disturbed. Like the REGTA3-based ports, and I believe the official PC port, the Xbox port does feature fences you can knock over by bashing into them; HOWEVER, unlike those two, the Xbox has settled on a compromise: chain links do not interact with one-another. They simply react to collisions with the player, so no domino effect from hell is produced through a collision response chain reaction. So right there, I knew what the best approach would be for us with a 200Mhz SH4: we're going with what the Xbox did! We get to still say "fuck da PS2," and flex with extra fences, but we don't also look stupid choking on them and dying tring to handle the extra physics and collision calculations.

Falco Girgis

18,056 Aufrufe • vor 1 Jahr

I know it's easy to discard gaming from the 80s, 90s, and even the early 2000s as nothing more than nostalgia viewed through rose-tinted glasses. One aspect that often gets overlooked in that debate is actually based on facts, not just overly sentimental nostalgia. Having a computer and wanting to get the most out of it - and sometimes even just to get it working at all - required you to be far more invested, curious, and hands-on, so maybe that's why anyone who experienced that era feels a stronger connection to it. You had to read up on things, learn, and tinker with both software and hardware. If you had a PC in the 80s or 90s, it wasn't a "one and done" purchase. There was constant upgrading: swapping out a crappy sound card for a better one, replacing a small/slow hard drive, installing a CD-ROM drive, doubling your RAM from 1 MB to 2 MB… the list went on and on. It meant installing and updating drivers so everything actually worked. It meant understanding compatibility issues - all without the internet in the early days - so you relied on magazines, manuals, and friends who had "been there, done that." And that was just the hardware side. Then came the software: getting drivers, configs, and setups tuned perfectly so you could squeeze every last bit of performance out of the machine. Some games simply wouldn't run unless you freed up those final kilobytes of conventional memory. There was even a whole industry built around "managing your PC" with tools like Norton Commander and countless others. These days, there is... No more fiddling with AUTOEXEC.BAT or CONFIG.SYS files. No fine-tuning HIMEM.SYS. No IRQ conflicts with your sound card. No more boot disks. Juggling hard drive space? Forget it - drives now come in terabytes, not megabytes. Dealing with a 5.25" floppy, a 3.5" floppy, and a CD-ROM drive all crammed into one case? What a drag. Saving up for that shiny new VGA card to replace your old EGA? Not a thing anymore. And yet, if you ask older gamers who lived through the 80s and 90s, most of us actually enjoyed customizing and troubleshooting our machines. It was part of the experience - part of the joy and excitement. Sure, it involved plenty of trial and error and frustrating "OMFG, why isn't this working?!" moments… but when it finally worked, the reward was so much sweeter. Finally freeing up those last couple of kilobytes of your 640K base memory? Glorious. Replacing that pathetic PC speaker with a real sound card? Pure ecstasy. To all you old-school gamers out there, I hope you experienced it the same way. I always felt that the need to tinker endlessly made the whole experience more rewarding. You were more connected to your machine and understood it on a deeper level. These days, you just click a button and the game downloads and installs itself. I have a modern PC, of course. It's been over 20 years since I last had to do any real tinkering. That's convenient, sure… but the magic and curiosity is gone.

exQUIZitely 🕹️

34,686 Aufrufe • vor 4 Monaten

My Spoiler‑Free Review of Star Wars Outlaws I spent around 30 hours with Star Wars Outlaws, completed the main story, and played a good amount of side content. Overall, I genuinely enjoyed my time with it, even though the game clearly has both high points and noticeable shortcomings. The visuals are one of the strongest aspects of the game. Cities, lighting, character models, and ray tracing all look impressive, and the game genuinely feels like a true current‑gen release. I played on PC with an RTX 5080 and an AMD 9800X3D, and most locations ran smoothly. A few areas were demanding enough that I had to lower some settings to keep the framerate consistent, but the overall optimization felt solid. The planets feel alive thanks to the populated hubs and the amount of environmental detail. You can tell the developers put real effort into making each world feel lived in. The seamless transitions between planets add a lot to the immersion. The worlds look great, even if they aren’t packed with activities, and the planetary travel works well for a story‑driven open‑world game. Even though I have not watched the Star Wars movies, the game still delivered the Star Wars atmosphere convincingly. One downside for me was the absence of lightsabers, which felt like a missed opportunity. Nix, your companion, is genuinely helpful and makes stealth much more manageable. I’m not a major fan of stealth games, and that was one of the reasons I didn’t buy Outlaws at launch when I saw in reviews that the game had a strong focus on stealth. On normal difficulty, the game is flexible enough to let you mix your approach, but you still need to take a few enemies out quietly first if you don’t want to make things harder for yourself. The stealth system itself is simple, maybe too simple for a game that relies on it as much as this one does. I am judging this based on normal difficulty, so harder modes might offer a different experience. Gunplay is satisfying, even if it is not particularly unique. The story left me with mixed feelings. Most characters were not very memorable, and while the mission structure is fine and the pacing works well enough, it never becomes anything special. That said, I enjoyed the balance between stealth, combat, and exploration, and traveling around the planets with the speeder was genuinely fun. The space missions and dogfights were a welcome change of pace. I just wish there had been more mission variety and that Ubisoft had taken a few more creative risks. Combat overall is enjoyable, although the limited weapon variety holds it back and makes encounters feel repetitive over time. One thing I did appreciate was the syndicate system. It isn’t very deep, but it adds some personality to the world and makes the different syndicates feel more distinct. It’s simple, but it fits the game well. Lockpicking and hacking were surprisingly enjoyable. They were challenging enough to feel engaging without becoming frustrating or time consuming. Considering how often you encounter these mechanics, Ubisoft did a good job keeping them fun instead of turning them into chores. The game is in a good technical state on PC. I cannot speak for the console versions, but I only encountered one minor visual bug during my entire playthrough. The only thing that felt off at times was Kay’s facial animations in certain scenes, which could use more polish. Overall, I had a very good time with Star Wars Outlaws. It is not a masterpiece, but it is an enjoyable experience despite its flaws. I can comfortably recommend picking it up on sale or playing it through a subscription. I also hope we eventually get a sequel or another Star Wars project from Ubisoft, because Outlaws offers a good base to work from, and a sequel could expand on it nicely.

𝑨𝒔𝒉𝒆𝒏 𝑶𝒏𝒆

31,138 Aufrufe • vor 7 Monaten

Recently I got some hands-on time with Crimson Desert and below are my first impressions as well as some of the gameplay I was able to capture. Crimson Desert is a good game, but it won’t be for everyone. I know the devs claim this isn’t an RPG, but I don’t know any other way to describe this game other than a HARDCORE action RPG. If you need the yellow paint to know where to climb this game isn’t for you. But if you love getting lost in a whimsical world with a boat load of content this game is going to be right up your alley. I think what impressed me most is the attention to detail. There’s so many little things the dev team took into consideration that I think people who enjoy being immersed into a world are going to appreciate. Even if you aren’t that person; on a basic level I think most will enjoy the game's combat. It’s fast, fluid and provides a ton of player expression with its deep skill tree. The world of Pywel is vibrant, large in scale and full of life. It’s easy to get lost off the main quest line as there’s always something to do and someone to speak to. An example being I was wandering through the open world and encountered a distressed woman seeking help. I agreed to follow her only to find out moments later she was with a gang and they were trying to back door me. That had me cracking up. I think if the open world is consistently full of fun, unique side content like that & the main quest line is fire this game has a lot of potential to impress. It’s just a shame that I didn’t get to spend more time with the main quests as I kept getting side tracked with cool stuff to do in the open world. So I can’t give you much insight into that. What I can say is after the opening section there’s NEXT TO NO tutorials in this game, the puzzles are hard & the default controls are a bit clunky. You will be getting lost and I can see that frustrating some people who aren’t interested in a challenge. That’s why I mentioned earlier that this is a hardcore RPG. It does not do a lot of hand holding. Because of that I predict you and your friends will be sharing tips and tricks similar to when Elden Ring first launched and nobody knew what they were doing. If you are a patient person and take the time to learn the game's systems I promise you will be able to put together some awesome combos that will make you feel like the main character. My biggest fear for this game is that I won't finish it. Not because it’s a bad game, but I can just tell from my brief time with it that it’s next level massive. As someone who's been gaming for 30+ years it’s very rare you’ll hear me say a game was overwhelming, but this game is. For people who lack a ton of free time I can see that being a turn off because once again the game doesn’t give much direction or tutorials outside the opening area. Not to mention this game could be big just for the sake of being big. I was curious to know how much of the content was engaging versus just open world bloat? Hard to tell because I only got a few hours with the game. I also fear that the Ai isn’t the best in this game. The Ai issues I encountered zapped all immersion away for those moments. I’m not sure if the final build will differ from the vertical slice we played, but what I can tell you is that on the build we played I wasn’t impressed by the Ai. Several times I attacked enemy camps and they never reacted to me attacking them. They just stood there and took it which made the world feel less alive. There were also times where enemies were looking dead at me just standing still as the battle music played threatening to beat me up, but they never did anything. It was 3 or 4 times I encountered this poor Ai which is a red flag for me because I only got two hours of hands on time with the game. Mind you in those two hours a good portion of it was just me working my way through the prologue and the early quests, so I didn't spend a ton of time in the open world. What I'm trying to get at is the janky ai was very noticeable. It wasn't something that took long to find. I will say when the game works it's great, but when I tell you the Ai was bad at times it was bad. It reminded me of the dumb NPC’s often found in Ubisoft open world games. I’m not looking for this to be a Souls game but I want some level of challenge in the combat. Hopefully that stuff gets patched out. That being said, I’m confident in saying this game is good. I just didn’t have enough time with it to determine if it’s good, or GREAT. Only time will tell when Crimson Desert drops on March 19th, 2026 for the PC, PS5 and Xbox Series. Pros —---------- - Combat makes you feel like demon - Deep Skill tree - Vibrant world - Solid voice acting - Fire OST - The little details (trust system, you can commit crimes ect.) - No Fall damage - Puzzles are creative & challenging - Game doesn’t hold you hand (some people will hate this) - You can swap in and out of 3rd and 1st person at will. Wasn’t able to explore much of how that changes the game, but it’s nice that it's an option. - EASILY over 100hrs of content (some will hate this though) Cons —---------- - Clunky controls (Default controls take some time adjusting too. I hope there’s other control schemes at launch) - Inconsistent Ai (Ubisoft bad at times. sometimes the enemies wouldn’t attack during combat or act like they never saw you) - Long load times (we were playing on PC’s, but idk the specs) - Your horse can faint & when they do traveling the large world wasn’t as fun (and I couldn’t figure out how to get him back - most likely a skill issue) - Early stamina management is OD. Early game it’s easy to drown & get tired running. I’d imagine it gets better late game, but early game it’s frustrating trying to explore. - Camera takes some getting used to in combat. Sometimes its too close and others too far. - Early arrows have no impact. Felt useless. Hoping later upgrades fix that

The Black Hokage

1,175,183 Aufrufe • vor 5 Monaten

Pragmata Review | No spoilers That is it for me. I played more than 30 hours of Pragmata and I am really happy that not only we finally got this game after so many delays and in a time where cancellations are common, but also that it turned out to be a very solid and enjoyable experience. Visually it is beautiful, and gameplay wise it works well for the length it has. It is not a long game, which I personally prefer, and I hope we see more titles like this instead of games trying to be longer just for the sake of it. I would not call it short like some people did, but I think it is exactly as long as it needs to be. Story wise, it is my favorite of the year so far. Seeing this kind of father and daughter dynamic again made me want to play more games with similar themes. I did almost everything in the game and I absolutely recommend it. If you are unsure about the length, maybe wait for a sale, but quality wise it deserves to be up there. I am not someone who rushes, so it took me longer because I admire the environments, take screenshots, record videos, and try to find collectibles without guides. For someone who just plays straight through, I think it would take around 12 to 15 hours, maybe a bit more or less. This is the kind of experience I want to see more often in the gaming space. I liked the combat and I think the enemy variety is fine for the length. If the game was longer without adding new enemy types, it would probably feel repetitive, but for what it is, it works. My biggest concern before playing was the combination of Hugh’s shooting and Diana’s hacking. If it was too complicated, it would be annoying, and if it was too simple, it would be boring. Thankfully, it ended up being exactly right. My only real complaint is that you need to return to the base to restock items, and when you die, the game sends you back there instead of placing you right before the area or at the last travel point you unlocked. It is not a huge issue, but it breaks the flow a bit. Diana is very cute and does her part extremely well, and Hugh is a character that is hard not to like. They both nail the dad simulator vibe. The voice acting is great, especially for Diana. Capcom delivered a unique and impressive new IP, which is always welcome in an industry where big publishers mostly rely on established franchises instead of taking risks. Whether we get more entries in the future is up to them, but it is also up to us to support games like this if we want more of them. On PC the game runs very well. The only thing that felt a bit underwhelming to me is the ray tracing when you use it on its own without path tracing. In some areas it does not add much, similar to what I noticed in Resident Evil Requiem. It makes me think it is either something with the RE Engine or simply that Capcom does not push ray tracing that far and focuses more on path tracing instead. Path tracing looks incredible, but of course it comes with a heavy performance cost. Something that impressed me throughout the entire playthrough is how consistent the game feels from start to finish. There is no point where it suddenly drops in quality or feels rushed. Every area has its own atmosphere, the pacing stays steady, and the game never tries to drag itself out longer than needed. It is rare to play something that stays this steady all the way through, and that alone made the whole experience even more enjoyable for me. I hope we get a DLC or a sequel one day, but even if this stays a one off, I am happy with what we got. Rating: 9/10

𝑨𝒔𝒉𝒆𝒏 𝑶𝒏𝒆

32,822 Aufrufe • vor 4 Monaten

After regrouping with our investors and the team, I’ve made the difficult decision to wind down Hike completely. Our US business, launched just nine months ago, is off to a strong start. But scaling globally would require a full recap, a reset that is not the best use of capital or time. The Big Question → We could raise the capital, but the real question is: is it worth it? Is this a climb worth pivoting for? For the first time in 13 years, my answer is no. Not for me, not for my team, and not for our investors. Why? 1. RMG was never the destination. It was a way to test unit economics and traction in India while working toward a bigger vision. In hindsight, starting in India locked us into the model and regulatory headwinds, turning a temporary path into a more permanent one. 2. The Gaming Nation vision is real, but we may be too early. The world will eventually move toward a Nation-type model in gaming and Web3 - Company 2.0. But crypto regulation is still developing globally, and we don’t want to repeat India, where we hoped for clarity that never came. 3. And most importantly, if doing a full reset, is this where I’d put my own capital and energy today? For the first time, the answer is no. The world has changed in the last decade - and so have I. There are more important problems to solve and bigger opportunities to deploy brilliant talent and capital. Looking Back & Lessons The last 13 years have been immense. Hike Messenger reached 40M MAUs and became the 35th most loved consumer brand in India at its peak. With Rush, we built a brand new kind of Casual PvP gaming platform and scaled it to 10M users and $500M+ in gross revenue in just 4 years. Our execution was super, but we could never quite make it stick. There are clear lessons to carry forward, especially on market selection: 1. Be careful with winner-take-all markets. To win, you need to go global. 2. Don’t build for today’s tech constraints. Build on the spring/summer of new technologies. 3. Regulatory clarity matters. Risk is fine; uncertainty is not. More importantly momentum is everything. And build what your heart and mind are deeply excited about. It’s the conviction that carries you through. This is both a disappointment and a hard outcome. But I choose to look on the bright side: the learnings are invaluable, and my conviction for what’s next is even stronger. To everyone who has been part of this journey - our users, our team, our investors, and our community - thank you. As a CEO, you’re only as strong as your team, and I want to give a special shout-out to mine - an incredible group of people who gave this everything. Hike This chapter ends, but the climb continues. Looking Forward I’ve always thrived at building at the forefront of technology. Over the last decade, in the little time I had to explore outside of Hike, I kept returning to the same three frontiers. And now, they feel like the great canvases for decades to come → 1. AI → For the first time, technology has both intelligence and memory. Imagine products that don’t just serve us functionally but truly know us - systems that adapt, grow, and partner with us. As a UX-first builder, this is the most exciting time to be building software. 2. Breakthroughs in Energy → Human progress has always been bound by energy. The world’s demand for energy is rising faster than ever. Breakthrough approaches, especially in physics are needed to power the future. The last century gave us mastery of fine matters and electricity, the next will move deeper, at the intersection of science and spirituality - into what yogis call divine magnetism and physicists call the quantum world or electromagnetism. From there will come technologies that today feel impossible to imagine. 3. Mastery of the Self → As AI takes on more of our work, a deeper question will rise: what now defines us? When productivity is no longer the measure of worth, humanity will turn inward. Man’s evolution will move from the intellect to intuitive attunement - a deeper connection with ourselves and the divine (which we’ll realise are one and the same). The tools, spaces, and guides that help us explore this inner world will be as transformative as any innovation in the outer one - unlocking the next level of humanity’s potential. If you put these together, a picture emerges: → the cost of intelligence trending to zero → the cost of energy trending to zero → and the cost of willpower falling lower and lower. Just imagine a future where willpower is infinite, energy is abundant, and intelligence is at our fingertips. This is the future I will help build — and it’s where I’ll be contributing in the decades to come. This new chapter will look very different from the last one 🚀 Video for perspective. Full substack post link below.

Kavin

24,481 Aufrufe • vor 11 Monaten

First of all, we here at AMGI want to thank you all for being on this journey with us. We have been extremely busy. Over the last few weeks we have delivered a huge early access patch to My Pet Hooligan, delivered a new on-chain governance solution with WinVote, brought back NFTs in game, started testing the Street Kred system, made some new hires, delivered a new site for AMGI Studios and smashed the largest gaming event in the USA, PAX West. What does all of this mean and importantly what is next!.... PAX West You have seen the videos, you know the vibes were on point, but let's dive deeper into this and what the key takeaways are. PAX West was completely different to the WAGMI Crypto events that we are mostly used to in this space, although these are always fun and important, when creating gaming products, it is also important to get directly in front of people who have a passion for gaming. That's what PAX West was, hosting over 100,000 gamers who just want to play games and have fun. PAX West was a great success for us on many fronts. It confirmed that we have something special in our hands. Gamers loved both the brand and the game and were eager to get involved. It opened up new exciting opportunities with gaming and hardware companies. It was a blast seeing event goers from Day 2 onwards wearing the My Pet Hooligan t-shirts around the city. It was great to see parents playing the game together with their kids. The choices to not include blood and gore made a huge difference and have opened some new unexpected doors for us. If we truly believe in the progression and adoption of this industry we need to move beyond degen products and into real life consumer products that people can truly enjoy. That's what we are here to do, no matter how difficult it is, and no matter what the current ‘meta’ is. We have been here for many years grinding day in and day out and are still here today delivering like we are the new kids on the block trying to prove ourselves. The Game PAX West marks the end of a phase of the project, whilst we now posture more into continued efficiency, growth and retention. The game is not feature complete by any means yet but the foundations are strong. There are a number of features still being developed, including a progression system, consumables system, further build out of questing, token utility and more. As these are continuing to be developed we also continue on our journey to make the game more accessible. This will start with Steam and then Consoles. A Microsoft rep at PAX told us “we are going to make it”, who are we to disagree!... Lots of new ideas, lots of new feedback to work from and a renewed drive and hunger which are only going to help make this an even more compelling and fun game. The Web3 Marketplace In the coming days, Version 1 of the My Pet Hooligan Web3 Marketplace will be going live. Version 1 for now will allow for the trading of My Pet Hooligan NFTs, OG Hooligans and Zuckbots for $KARRAT. It will also serve as the marketplace for all of our upcoming in-game blockchain assets. This will eventually become part of your online My Pet Hooligan central hub and will include features such as rentals and subscriptions. It's been a long time coming but it shall be here very soon. Everything's coming together, one step at a time. It is important to note that there are many pieces of a complex puzzle that must come together in order for us to succeed. Between payment solutions, L1 & L2 blockchains, wallets, distribution platforms and the laws of the land. We are in uncharted waters and continue to do things in the most flexible ways possible to ensure we have strong resilience with our operations. The MPH website is next on the list for an uplift too as well as an overhaul of the user accounts system UI/UX. Team We continue to strengthen the team bringing in new hires and stepping up individuals from the community. Some of the new resources being brought in include a new Game Producer, Senior Game Engineer, Senior Blockchain Engineer and the former Dean of the Epic Unreal Fellowship Programme. Collectively bringing in experience from Epic, Solana, Blizzard and more. There are also some community role changes and new advisors that will help with social strategy and web3. As well as new marketing efforts through new channels of distribution that we are exploring. More to come on this… WinVote V1 Governance isn't sexy but building tools for the benefit of the space that others can license is. Governance is a key part of the industry and a need for most of the foundations in the crypto space. WinVote has started its trial with the KARRAT Foundation. Whilst the trial continues it will continue to be built out with an aim to be the premier tool for on-chain governance in the space. Access to WinVote for other communities and organizations wishing to use WinVote will be secure through licenses that utilize $KARRAT. We still have much more at work here in the studio, such as continued R&D, The Others, AI, Feature Development and more. This list is long, but we are grateful to get to do it. Stay tuned and let us cook, this s#it ain’t easy! Karrat Gang, thank you again for being on this journey with us. We love and appreciate you all! Look out for a catchup with the team next week. Hooli-hoo!!

My Pet Hooligan

26,616 Aufrufe • vor 2 Jahren

This is a direct hardware capture of our Grand Theft Auto 3 port running on the Sega Dreamcast... which I'm still constantly receiving questions about to this day... So what's the deal? Do we ever plan to revisit it, or have we called it a day and moved on? What about all of these gainz that I keep posting about, surely they could be applied to our GTA3 and VC ports? The truth is... No, I'm not done. I constantly think about the day when SH4ZAM is ready to be pulled back into the codebase for what will hopefully be another round of epic gainz. GTA3 and VC on DC were probably the most exhilarating, satisfying projects I've ever worked on as an engineer--academically, professionally, and personally. SH4ZAM literally started out as hand-optimized inline ASM routines I was whipping out of my ass to optimize the physics and TnL for these ports... but I decided to extract the routines and develop SH4ZAM in isolation for a couple reasons: 1) I saw a gaping hole in the DC homebrew community and KallistiOS ecosystem, which prevented indie developers from truly harnessing the power of the DC's SH4 CPU and its epic FPU, due to us having no good generic software solution to democratize the hardware... I felt like my work on GTA3 and VC could help fill that void. 2) The linear algebra math and low level SH4 ASM was starting to get complex enough that continuing to work within the main game codebase when implementing these optimizations became unrealistic. It became too easy to break the game in obscure ways that weren't immediately apparent without playing the game for hours, which was not a very ideal workflow... I needed an isolated environment where I could rigorously unit test and profile my routines. In addition to SH4ZAM, though, there's all kinds of other stuff I wanted for the game... We have yet to implement mouse + keyboard support for the PC control scheme, also enabling players enter cheat codes. We had some cool goodies planned for the VMU, and we didn't support any rumble or haptic feedback either, just to name a few. Finally, we have one more super secret weapon we've kept hidden for many months now... A certain 3D modeling wizard, who goes by Andrea Lotito, has been working on asset-side gainz, by reducing polygonal complexity of pedestrian models among others, while astonishingly still managing to get EVEN MORE DETAIL out of the models as well?!

Falco Girgis

34,216 Aufrufe • vor 4 Monaten

🚨#Earth2 update 🌏✌️ First I'd like to apologise to our community for the lateness of this message. I was still considering a traditional last timezone #Q2 release but honestly we could use a little more time. As you can see in the screen recording, we've been extremely busy the past 3 months with multiple commits per day on average from our dev team & this recording is only of commits made directly to our #E2V1 repository. It does not include #BE / Server repository commits or tasks completed for custom development from our VFX, SFX, Concept Art & Animation teams or the countless other points of progressive development. While there are some in our community who would better understand what multiple daily repo commits means, the video footage just helps others to visualise how much work goes into the development of just one facet of Earth 2, and even though we may not publish a lot of public updates, we are extremely busy & focused on development & progress behind the scenes. Sometimes you lose track of time with so many different developments in progress. Excitingly for everyone, Chapter 1 is a very big release for us & includes some very important updates that will introduce the foundations for activity & experiences inside #E2V1. There are many moving parts & many new mechanisms we've had to design, develop & implement into an incredibly large, seamless, open world just to make Chapter 1 possible. We're also building a persistent world, meaning we're not just developing for a single player local PC environment, which would be much, much easier, but instead requires a lot of API & server integration for almost every feature implemented - and that doesn't even involve the multiplayer networking element which we've also made good progress on throughout #Q2. We're not implementing API & server integration only for a persistent world, but also to mitigate against hacking. I just wanted to provide this update & apologise for the lateness of this notification. Remember, we are still in a pre-alpha stage so there are inevitably going to be bugs & issues. Seeing as though we are going to miss #Q2 anyway, we could use another week or two to fix some known bugs & make it a little smoother. It won't be longer than that & even though it's not a lot of additional time in the big picture, I still said #Q2 & I apologise that we are going to overshoot that time frame. We will aim to publish an article this weekend to provide everyone with an in depth explanation behind the early access release & I think that article will help our community understand just how much work has gone into the past 3 months by our team. I guess I could have made this post short & sweet but I wanted to provide additional context so thanks for reading through. To end on a more positive note, hands on play testing has been very eye opening to possibilities & immersion #E2V1 offers. There are so many opportunities waiting & so many directions to take .. it really is very exciting. Another positive point is I believe this will be the final quarter of waiting in boredom / pain as moving forward we'll have feet on the ground inside #E2V1 & once it is stable we will be able to release subsequent updates faster. #Earth2 #Metaverse #RealityThreads #E2V1 #PreAlpha

Shane Isaac 🌍2️⃣

15,165 Aufrufe • vor 1 Jahr

Now that I'm 80 hours in and have completed Rinacita, I want to give my thoughts on Wuthering Waves as a whole, both from the perspective of a new player and as someone who hates the gacha monetization model. When I first started I was told that 1.0 (The first arc/region of the game) was mid. I disagree with that sentiment. While the first 7 or so hours were bogged down a bit by lore terms and exposition that often left me confused, around Yinlin's companion quest is when I started getting invested and upon reaching Mt. Firmament (10-15 hours?) I was locked in. What I WILL say, is that the first arc of the game is mid in COMPARISON to what the game offers and becomes later on in every single regard, writing, dialogue, gameplay, music, map/world design, everything. Rinacita is truly a game changer and you can see the game's budget increase in real time with higher quality animations and cutscenes, as well as the map basically being an entire game on top. Every single companion quest without fail has ranged from solid to great, even making me tear up on a few occasions (Encore lol) and making me care about characters I never thought I would. They're truly a highlight and the writing is what makes this game go from just playing with attractive characters to playing with characters you actually care about. The sheer amount of content this game offers is absurd with both varying forms of short/long form content. It's hard for the game to feel repetitive when it gives you a new character to play as or constantly introduces new mechanics. (puzzles, traversal, combat challenges, bosses, etc) Even 80 hours in there's constantly new mechanics being introduced to me. The combat and team building is great, simple but with a level of depth that allows for some player expression (especially newer characters) and the various Forte's and movesets of the characters are both satisfying and incredibly flashy. The audio design specifically on some attacks is very punchy like Chisa's ult. The game is also just, gorgeous. The art design for everything in Wuwa is stunning, the map sizes are huge with varying biomes and the heights you can fly can be jaw dropping at times. Almost every location is screenshot worthy and the music does a lot of heavy lifting to, especially once you get to Rinacita. Wuwa just might also be the most F2P friendly Gacha that exists and while I stand by the idea that every game (including this one) would be better without gacha systems I have to give credit where it's due. It is INCREDIBLY generous with summoning currency (asterite) and I'd even wager to say, due to the store prices being absurd (If I remember correctly it's about $25 for 1 multi-summon) unless you're very well off it's a horrible decision to spend money for summons in this game when you could easily grind that in 2-3 hours of gameplay. Not to mention the pity system being very favorable and lenient. Even if you find yourself playing with mostly base characters for 40 hours (like I did because I didn't know you got more asterite from exploring than doing quests) the game is constantly giving you new characters to temporarily play as in quests to stop combat from getting too repetitive. Once again the characters are a massive highlight, in design, gameplay and writing, this is quickly becoming one of my favorite worlds where every arc introduces new favorites for me. I find myself enjoying where Rover is being taken as a character and that she's starting to speak more and more, slowly seeming to become less of a self-insert even if she'll always be that to an extent. I'm not going to lie to you and say the story is some unique masterpiece that avoids all tropes. It's not, you've likely seen similar stories told, but it executes everything at a high level and accomplishes what it's trying to do. The biggest flaws are the file size and the prices of the in-game store, as well as it's nature as a gacha game. Even if it may be the most generous one. The actual optimization of the game I find is solid, on PC with a 4060 I run on almost max settings and get 70+fps even with how massive the world is. The starting few hours can also be slow and exposition heavy with lore-terms you don't understand. Leaving you confused and disconnected for awhile, even later on in Rinacita the dialogue can stretch on for too long sometimes which can be a pace killer, but it doesn't ruin the quality of the stories it's trying to tell. From what people say I haven't even gotten to the best part of the game and I'm very excited! If I were to give a current rating, it would be a 8/10 and as long as you don't spend money on summons, I would recommend at least giving it a try.

🎮𝙆𝙖𝙞𝙮𝙖🎮

100,729 Aufrufe • vor 3 Monaten