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Team 2019

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  1. Kleegamefan The demo I saw had the very best real time graphics I've ever seen. And what I mean by that is it looked like a real game you can play. Not some super polished UE4 or Unity technical demo that you would see at gdc. To me, there was no mistaking this for a current generation on PC or console. To be clear, in terms of scope, lighting and environment dynamics, RDR2 or TLOU2 aren't even in the same time zone as this. and yeah, it kinda was like a Shadowfall moment to me in that it seemed totally different from what I've been used to in the previous generation. Now granted, Framerate was maybe 25 to 30-ish and it was early, early,early. But I actually said out loud WTF when I first saw it. Hugely impressive.
  2. We had a PS4 Neo Dev kit documentation leak like 9 before launch. And orbis specs leaked like 16 months before release. The leaks suck ass ATM.
  3. That's awesome, hope they have a shitload of games next February to showcase alongside it. Can't wait.
  4. Honestly it's better to just get 4K 60fps remasters with improvements in general. But BC for PS3 would be nice due to some niche games. PS2 shit legit has all sorts of be control schemes and other crap from 2001 that needs to be nuked and redone. Timesplitters 3 trilogy as an example. Fuck emulating the PS2. Legit remasters.
  5. It might be a slow roll out post launch, with more and more games. I think that's more than likely.
  6. That would be ideal, no need for PS3 server racks in the cloud. But sadly I don't think it will happen.
  7. RE5 lol Motion blur disabled on Switch. John comments it looks better on 360 'in motion' (compared to Switch) - Shadows also lower resolution
  8. https://rusvesna.su/news/1570793103 Video inside link.
  9. I had to put “hands-on” in quotation because, even though I got to control Norman Reedus, the game gave me such anxiety that I quickly had to hand over the controller to my friend. I felt much safer just being a spectator; here is why. Yep, Death Stranding gave me nightmares! Never in my 20-something years of gaming have I ever felt so hopeless and lost while playing a videogame. And it has nothing to do with the game mechanics, but the world itself. Death Stranding’s environments are nightmare inducing. The world of Death Stranding is indeed a strange one. Imagine this: You are wondering a almost barren alien planet with no knowledge of what kind of life it harbours. It’s a massive open world with wide open spaces and you are completely exposed. As night falls you begin to hear creepy sounds but you have no idea what they are. You try to look around for signs of danger but a thick mist slowly begins to suffocate your site. The sound gets louder and you strain your eyes to see if you can see something and, lo and behold, there seems to be something floating in the mist, and towards you, I might add. I don’t know what this is, I don’t know what to do, I just freak out and toss the controller over to my friend. That’s my experience in a nutshell. Death Stranding’s environment is one of the scariest and immersive I’ve ever experienced in a videogame. Although the world may seem barren and void of life, it never feels like you are truly alone… and it is terrifying. You don’t know what will pop out from where and it feels like there is this larger than life presence constantly watching you through the friggen’ clouds! It feels like Hideo Kojima took the Silent Hills vibe and injected it with steroids. I’m calling it now, it will win Game of the Year. But I may need to find someone to keep me company while I play through it. The game has literally traumatised me; I had a nightmare about being stuck on an alien planet after only 15 minutes of game time… and I don’t even think it’s supposed to be a survival horror! Perhaps I was just so terrified because I was thrown randomly into the middle of the game with no context, no idea of story, or explanations of the game’s many beings.
  10. People are talking about irrelevant shit when it all comes down to games at the end.
  11. I think the BluePoint game might be the MGS1 remake. Sony Interactive Entertainment CEO Jim Ryan is still ready to answer it. The console, he tells me, will be called PlayStation 5. "It's nice to be able to say it," he says. "Like a giant burden has been lifted from my shoulders."So. There you go. PlayStation 5, holidays 2020.Before they do, Cerny wants to clarify something. When we last discussed the forthcoming console, he spoke about its ability to support ray-tracing, a technique that can enable complex lighting and sound effects in 3D environments. Given the many questions he’s received since, he fears he may have been ambiguous about how the PS5 would accomplish this—and confirms that it’s not a software-level fix, which some had feared. “There is ray-tracing acceleration in the GPU hardware,” he says, “which I believe is the statement that people were looking for.” About UI and game installation: On the controller:He says this like he says many other things: knowing he'll fend off any follow-up question that ventures beyond what he wants to talk about. Like, What does the UI actually look like? Or, How big will the SSD be? Or even, Is that a microphone? Which is exactly what I ask when Cerny hands me a prototype of the next-generation controller, an unlabeled matte-black doohickey that looks an awful lot like the PS4's DualShock 4. After all, there's a little hole on it, and a recently published patent points to Sony developing a voice-driven AI assistant for the PlayStation. But all I get from Cerny is, "We'll talk more about it another time." ("We file patents on a regular basis," a spokesperson tells me later, "and like many companies, some of those patents end up in our products, and some don’t.")The controller (which history suggests will one day be called the DualShock 5, though Cerny just says "it doesn't have a name yet") does have some features Cerny's more interested in acknowledging. One is "adaptive triggers" that can offer varying levels of resistance to make shooting a bow and arrow feel like the real thing—the tension increasing as you pull the arrow back—or make a machine gun feel far different from a shotgun. It also boasts haptic feedback far more capable than the rumble motor console gamers are used to, with highly programmable voice-coil actuators located in the left and right grips of the controller.Combined with an improved speaker on the controller, the haptics can enable some astonishing effects. First, I play through a series of short demos, courtesy of the same Japan Studio team that designed PlayStation VR's Astro Bot Rescue Mission. In the most impressive, I ran a character through a platform level featuring a number of different surfaces, all of which gave distinct—and surprisingly immersive—tactile experiences. Sand felt slow and sloggy; mud felt slow and soggy. On ice, a high-frequency response made the thumbsticks really feel like my character was gliding. Jumping into a pool, I got a sense of the resistance of the water; on a wooden bridge, a bouncy sensation.Next, a version of Gran Turismo Sport that Sony had ported over to a PS5 devkit—a devkit that on quick glance looks a lot like the one Gizmodo reported on last week. (The company refused to comment on questions about how the devkit's form factor might compare to what's being considered for the consumer product.) Driving on the border between the track and the dirt, I could feel both surfaces. Doing the same thing on the same track using a DualShock 4 on a PS4, that sensation disappeared entirely. It wasn't that the old style rumble feedback paled in comparison, it was that there was no feedback at all. User tests found that rumble feedback was too tiring to use continuously, so the released version of GT Sport simply didn't use it.That difference has been a long time coming. Product manager Toshi Aoki says the controller team has been working on haptic feedback since the DualShock 4 was in development. They even could have included it in PS4 Pro, the mid-cycle refresh—though doing so would have created a "split experience" for gamers, so the feature suite was held for the next generation. There are some other small improvements over the DualShock 4. The next-gen controller uses a USB Type-C connector for charging (and you can play through the cable as well). Its larger-capacity battery and haptics motors make the new controller a bit heavier than the DualShock 4, but Aoki says it will still come in a bit lighter than the current Xbox controller "with batteries in it." Bluepoint are working on a PS5 title: Laura Miele, chief studio officer for EA comment: