Elden Ring has a lot of good things going for it, like the core combat gameplay, world design, etc, but I haven’t seen much criticism of the quest design which is odd because there’s a lot to criticize.
I’m not talking about the lack of a quest log or map markers or handholding, that’s all fine (and that schtick where people pretend that all criticism of FromSoft games must be from limp-wristed weaklings isn’t conducive to proper game criticism).
I mean that the fundamental quest progression system has large design flaws, and is possibly the worst I’ve ever seen in a game.
For those who haven’t played Elden Ring, here’s how it goes:
Game Title: Teenage Mutant Ninja Turtles: Shredder’s Revenge
Platforms:
Trailers:
Developer: Tribute Games
Publisher: Dotemu
Review Aggregator:
OpenCritic - 87 average - 98% recommended - 50 reviews
BossLevelGamer - Abram Buehner - 9.4 / 10
TMNT: Shredder’s Revenge is a masterful, modernized beat-‘em up and a loving celebration of its source material.
COGconnected - James Paley - 86 / 100
Shredder’s Revenge has a pretty specific target audience. But if you fall within that narrow strike zone, this game is amazing. The animation is incredible, the action is well-crafted, and that Turtles …
Source : “Ask Unreal Anything”
Question : What, if anything, is Epic doing to improve the situation regarding Shader/PSO compilation hitching and stuttering in PC versions of games that utilize Unreal Engine?
This issue is becoming so dire and prevalent in UE PC games, and seems to be only getting worse. People are starting to notice this trend.
Answer : Yes, we are actively trying to improve this. It’s currently still in development phase with some local prototypes but we hope we can deliver an automatic PSO gathering system at runtime trying to precache all possible required PSOs which could be needed. The precache request is done as soon as an asset is loaded on a background thread. All possible needed PSO are collected and precached at that point in them. So this will also include cascade and niagara effects, all possible shadow and light types, … Currently we are focusing on packaged games but we are hoping to extend this to the editor as well at some point, but we …
Hello /r/PCGAMING!
I’m very proud to announce We Who Are About To Die and that the demo is available right now on Steam Next Fest! #We Who Wha?
My name is Jordy, I’m a dev from Belgium. Been working on this passion project which is inspired by games like Mount & Blade, Colosseum: Road to Freedom (nostalgia anyone?) and Exanima. (and a lot more) The final product is an unsual game, especially the combat system. I tried my best to design something really fresh and explorative. Hope you give it a go and definitely leave some feedback!
#Trailer
Check out this mini trailer I made: https://i.imgur.com/2L4qqXW.mp4
If you like that, demo, more info and wishlist here: https://store.steampowered.com/app/973230/We_who_are_about_to_Die
#Features? ⚔ 🗡 Directional physics based combat (inspired by Mount & Blade and Exanima)
🗡 Active ragdolls and animation driven combat
🗡 Deep RPG and career management features
🗡 Unique combat AI
🗡 …