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runstalker

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Edited By runstalker

@Spartan_418:

But you should know about Truth and Reconciliation, Spartan.

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runstalker

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@Jestersmiles: The cross-play with GFWL (specific MS first-party games on PC and 360) was shitty, limited to two games, and quickly shutdown. Really not a great example to bring up.

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runstalker

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@xcael: Dude, they still launched UWP this way. Launched it via three big, big games - all victims of a botched service/API that many important people at MS decided was 'ready' to serve to their customers.

So *maybe* I would still let them off the hook, call it growing pains, etc. Unfortunately for them, there's the history with Games for Windows Live. That should have been an enormous learning experience to apply directly to UWP's features and launch, but clearly it wasn't.

Know your history before defending that travesty. Hell, these are the platform holders of the OS -- PC gaming should be their bread & butter! Instead it's one mind boggling undercooked decision after the next, handicapping potentially great PC versions of very good titles.

Clearly an embarrassment for all involved, but unfortunately it's Windows Store/UWP buyers that ultimately suffer at the moment. Bad launch, crazy ignorance of PC gaming standards and oblivious to past errors.

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runstalker

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@Shilleto: That... doesn't really have anything to do with my statements.

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Edited By runstalker

Everyone, wake up: Stop being a victim of clickbait to pie in the sky hopes and dreams and contentious quotes from silver-tongued executives. This becomes an issue for developers and publishers.

THEY have to express an interest in this for a particular game, and do the necessary upkeep to make it possible. The network holders (Xbox Live, PSN) do not flip a magical switch that suddenly enables cross-network play for new games or previously released games.

At this point the details and requirements are clearly just flying over people's heads. Let me help:

- Synchronizied Versions: To make this happen, any given title has to 100% commit to simultaneous patch updates (for multiplayer) across platforms. We know this rarely happens!

- Not only is it tough for developers to synchronize patch deployment across different consoles, but it also means synchronizing the patch certification process via MS and Sony.

- So, we have the issue of synching game version/content/server across all cross-network enabled editions, no small task. Some developer pipelines just aren't set up for this.

- Performance: You may argue that performance variables between users has been a mainstay in PC multiplayer forever, but that's not as tolerated in the console sphere. In a cross-network console scenario, users will expect identical 'even ground' competition. That means locking game specs and framerates for x-network, whether locally or via server settings, potentially crippling one version vs. the other.

- Delta client needs: MS has stated that for those who wish to only play on XBL, cross-network games would "always" feature an XBL-only multiplayer option. Similarly, x-network PSN games would have to commit to a PSN-only delta client. You would not be able to 'jump' into cross-play servers using your accumulated stats/stuff/leaderboards from network-specific saves. Dedicated servers (think MMOs) can mitigate this, but then you'll likely be paying extra, on top of XBL or PSN fees.

- Social Mechanisms/Interface: Next, we have the issue of social/matchmaking systems. Which chat and party system is used, XBL or PSN? Surely they can't be mixed. In other words, you'd often be limited to randoms. Similarly, tournaments relying on one network's system won't work with the other unless one capitulates. Leaderboards, events, unique multiplayer trophies/achievements. More and more elements that can't be mixed and matched in a cross-network scenario. Unless you want barebones multiplayer clients, specific MP modes stripped of features for x-network play.

- Next we have customer service. When XBL and PSN players are co-mingling together in a hosted multiplayer experience, who responds to player complaints re: game performance, glitches, griefing, cheating, etc.? Let me guess, MS and Sony combine to create a non-partisan CSR office just to handle cross-network online game complaints? Not bloody likely.

If anything, that's more legwork for a developer to have to manage.

^ Let's consider all the above and more (we haven't touched on KB/m vs. controllers in certain genres, when PC is part of the XBL-PSN mix -- as Microsoft emphatically wants this to involve XBL for Windows 10/Store/UWP, to re-take some precious developer and player interest from other networks/storefronts like Steam).

Learn to see the ENTIRE scope of what cross-network play requires between consoles and dedicated networks. Look past the PR speak and bullsh!t dick waving between execs. Understand the complexities for developers. It may sound like your dream on paper, but it can be a nightmare to execute and to keep supporting.

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@andfx8: No doubt, really strong cast. MCU can bring the talent, and audiences respond.

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Edited By runstalker

@davillain-Never heard of Gunstar Heroes? Oh my. Historically one of the finest action shooter/platformers of all time, by the venerable Treasure - makers of other timeless gems like Radiant Silvergun, Guardian Heroes, Bangai-o, and Ikaruga.

Play GH local co-op with a friend: it's great fun, with - like all Treasure games - superb controls. Granted, the d-pad on the regular Xbone controller is a turd compared to the original Japanese 6-button Genesis controller's excellent d-pad, but hey -- make it work.

To think, I have friends who have only ever played GH on their phones with on-screen d-pad control. What a travesty.

The best way to play classic 2D games is with a Sega Saturn USB controller via emulator. Good lord, that d-pad is splendid.:

ps: I speak of the official SLS Sega Saturn USB pad, of course. Lots of knock-offs out there with absolutely garbage parts.

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I'm always going to prefer gaming using local installs being processed by a local machine, locally polling my controller/kbm inputs, and outputting direct to local display/sound, that's just a given, but internet speed and remote game streaming algorithms have improved tremendously.

Hard to deny a $99/y package. Good for visitors and stuff, just to have hundreds of extra available game choices on hand - even if it's slightly sub-optimal by my personal standards. I might spring for it if I can get that deal.

I see this and backwards compatibility serving different needs and functions, different devices, etc. B/C may be "free!" but there's no f-ing way I still own even 10% of the PS Now games, so I'd also use it as a way to catch up on unplayed/partially played/played a bit elsewhere- type of games.

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@quinnd6: You can turn all that shit off. I run a very barebones Win10 Pro 64-bit and it's great. To those who believe 7 is 'faster' - it's been proven in many benchmarks that the re-written rendering engine in 10 is clearly faster. At its core it was made to run on weak tablets. It can run very well on 6 year old PCs.

And to the folks rolling out this nonsense about "nobody uses Windows 10", well, at least among gamers (that's us) the very latest Steam Hardware Survey shows Win 10 64-bit is currently the most used OS among Steam users (with a survey sample set in the millions). Yes, more than Windows 7.

If you know how to tweak it, Win10 is absolutely fine, fast, non-intrusive, and not bloated. And said tweaking really isn't particularly difficult.

Now, Windows Store and UWP is another story, not a good one... but at least MS is showing a willingness to improve it, as announced at their recent conference.

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runstalker

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Modders: finding a glimmer of hope where there was only a sinner of tropes.