

A valid point
Great! Glad that worked for you


Also, AAA is struggling with games being too large. Every game is so expensive and has so many years of development that it’s hard for a studio to survive a flop without a major publisher. But the major publishers are pushing for studios to pursue games that have a really high flop rate (live-service, competitive shooters/etc). Additionally because every game has so much money invested in it, the studios are scared to try anything too different or unique, resulting in the games having a bland “design-by-committee” and not offering anything meaningfully different from what’s already out there. Features are intentionally held back so that the game will have content to drip-feed the players later, resulting in lacking content at launch.
I really think the AAA industry needs to downside, split up many AAA studios into multiple AA projects.


It uses a Steam Deck motherboard, which isn’t available as a replacement part, so you’d have to have a full deck. It might be a good option for steam decks with a broken screen though, since that part is completely replaced.
You’ll probably have better luck with heroic, but for steam try these
I would install them through heroic rather than lutris or something else.
Alternatively you can add them as a non-steam game and run them through steam, although if the game has an installer you might need to run the installer and then change the target in steam properties to the game executable. Overall this method is a lot messier than heroic.


I was fine with Doom Eternal’s weapon wheel, since it slowed down time it gave me time to pick what I needed. If you’re wanting to do quick weapon swapping like some high level players do that obviously won’t cut it though. That said, I had the back buttons already mapped to dash/jump/chainsaw/etc so couldn’t use them for weapons.
One way you could set it up is with control overlays, where you have one button cycle through multiple weapons. So you could have a back button that switches to super shotgun, but with a second press switches to the regular shotgun. Repeat that for the other weapon types with the other back buttons.


Are you playing this on the Deck? It’s pretty impressive that it’s playable at all considering how terribly it ran at launch (well, wouldn’t run at all originally, but then ran terribly on Deck after getting some specific proton patches)


You would think this would encourage better optimized software, but I doubt devs will actually do that. Most modern code practices are about ensuring that code is more easily maintained, often at the cost of performance. Breaking “clean code” rules can easily make programs run 10-25x faster, but will be much harder to maintain.
We also seeing a lot of vibe coding now, which mixes clean code practices (which are well documents online) with messier, less well planned code.


If you adjust the sensitivity, you can make it not require very much movement.
That said, I personally haven’t found a use case where I prefer it over other options.


This is nice to have, haven’t seen a good description of the function or use of some of the more niche gyro settings.


Sometimes you can do things like a GDPR request your cloud saves from Sony, then see if the Palworld save files are in any way transferable to PC.
This doesn’t usually work, but it’s really nice if it does.


My understanding is if it’s working, you should see a message in the upper corner when launching a compatible game. You should also be able to see a list of available achievements in the PSCX2 pause menu while the game is running.


That was just for the Xbox 360 version wasn’t it? And it probably doesn’t apply to Retroachievements either way.


It’s definitely visually striking


Deep Rock Galactic Survivor is my personal favorite in the genre, so one more for your backlog.


I have a lot of issues with it.
If you try to break locks, to usually have to save your abilities/empowered attacks to be able to do that in the number of turns provided. Enemies also take reduced damage while channeling locked abilities (60% reduced in my game). So you’re encouraged to save all your strongest damaging abilities for when enemies take the least damage, making fights a slow awful grind.
Alternatively, ignore breaking locks, and save abilities for when enemies aren’t locked. Finish fights way faster, but the lock abilities are really strong and punishing.
Enemy locks aren’t staggered, multiple enemies will use lock abilities at the same time, making breaking them impossible and sometimes leading to impossible fights due to RNG.
Enemy locks sometimes require damage types that haven’t been unlocked yet (ie requiring poison before you get a poison character).
Just overall the lock system is supposed to add carefuld decision making to combat about what abilities to use and who to prioritize, but I feel like it almost never works out that way, and instead just makes combat really slow and unfun.


How is Windblown? Been considering playing it with a friend


All good games, Tunic and the Witness are personal favorites of mine
A fair stance to take