GameDev Pulse
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Game Development News, Lessons, Books, Assets and many more. Godot, Unreal Engine, Unity, Blender. Our Website is https://gameunion.tv/en
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Okay, I'm listening ๐Ÿ˜Œ

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That's exactly how I sort out my backpack! (via)

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This happens if you rage-quit from The Outer Worlds...

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Imagine chess, but for big figures you make dice check for maximum distance it can move...

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Bullets in Battlefield can hit each other mid-flight, and you can counter a sniper shot that way.

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Mirror's Edge art style was an accident: the company was originally making a typical UE3 game with yellow filter, but players got horrible motion sickness.

After a few tries they discovered that simplified colors and geometry can significantly improve the preserved stability and eliminate motion sickness.

(VIA, sadly - paid access)
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Just tried Highguard as it could be the last few days to try it out. The biggest issue (outside of being bland) is melee combat.

You have to press twice to break walls and mine minerals. Hit + precise second click for it to work. In a fast-paced FPS with horses. Absolutely breaking the immersion and flow.

And on my 5070 and Ryzen 5600x I can barely play it in native QHD resolution (unless I want 40-60 FPS). With blurry DLSS setup it is floating at about 90.

https://steamcommunity.com/sharedfiles/filedetails/?id=3673200346
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And after 12+ hours I changed the review to be positive, so Steam removed all the likes. You can drop yours โค๏ธ

https://steamcommunity.com/id/rinocrosser/recommended/4128260

A bit of context: it's a very odd beast but it don't deserve the hate. A lot of things are done wrong or better be excluded. It seemed that they missed the feedback loop from the outside.

But when you get into the flow, you're gone. Despite a very limited set of features so far, it isn't getting boring the way The Finals did to me.

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