Comments 4,055

Re: Immortals of Aveum (PS5) - Fantasy FPS Lacks the Magic Touch

Quintumply

@Northern_munkey I barely noticed any special haptics stuff, seemed like regular rumble to me.

Audio is fine although I did notice one or two instances where dialogue seemed slightly blown out.

I looked through the settings and as far as I could tell, there is no quality mode — it's 60fps and that's that.

Re: Feature: A Morning Inside Media Molecule

Quintumply

@Kidfried Yeah, unfortunately a PS5 version (and by extension, PSVR2 support) was confirmed to not be happening back when Mm announced it was stopping live service updates. Obviously the game is backwards compatible on PS5, and even runs better on it, but no native version sadly.

I do have an interview going live on the site tomorrow, and the lack of PS5 port was absolutely one of my questions, but I had less time than expected so I didn't get to ask about it. Presumably the main reason why it didn't happen is that Dreams is an incredibly complex bit of software that would've taken a long time to translate to PS5/PC, let alone any upgrades, and maybe Sony didn't want to bankroll yet more dev time for this thing. But that's just me speculating! I guess we are where we are with it.

Re: Soapbox: Stop What You're Doing and Watch Double Fine's PsychOdyssey Right Now

Quintumply

@Kidfried Haha, well I also really liked Get Back, so maybe I'm just a fan of these long form, fly on the wall series.

I guess the biggest difference between that and PsychOdyssey is the structure. Get Back has three episodes of two or three hours each, covering a time span of roughly three weeks. PsychOdyssey has 32 episodes of anywhere between 20 minutes and 90 minutes each, covering a time span of roughly seven years.

Get Back is a more beat-for-beat look at what occurred during the band's practice sessions and preparing for their album. PsychOdyssey tells a story that spans a much longer stretch of time, so naturally it's more edited down (apparently they captured around 5,000 hours of footage). Most of the documentary is candid footage but it's peppered with talking heads too.

They're quite different documentaries in some ways, but both are pretty raw looks at creative people collaborating on an artistic project. Both are worthwhile in my book, but such an in-depth series about how game development operates is so rare.

Re: Soapbox: Stop What You're Doing and Watch Double Fine's PsychOdyssey Right Now

Quintumply

@PsBoxSwitchOwner To be honest, I wouldn't. As with a lot of series, I think if you were to cherry pick specific episodes, you'd lose out on so much context. My recommendation is to start at the start and watch it through to the end — or at least, see whether you're interested enough to carry on.

I totally understand it's a long series and not everyone can set aside the time, but it's so worth it if you can make it work.

Re: Reaction: Sony Flubs First Proper PS5 Presentation in Over 18 Months

Quintumply

@ShogunRok Completely agree. Lots of great games were shown off (and there really were a lot of games shown), but when it comes to first-party, I was expecting much more. Spider-Man 2 was a given, and it does look fantastic, but the lack of PS Studios' other major players really stood out to me. Like Sammy says in the article, we're no wiser about Sony's output coming out of this presentation.

Re: Humanity (PS5) - PS Plus Puzzler Is an Unusual But Enthralling Journey

Quintumply

@bpomber There are similarities, for sure! I guess the main difference is that you can place down commands anywhere on a stage's grid in Humanity, while the Clank puzzles have set spots where you can put those node things.

@Gaia093 I'd say a playthrough of the story mode might average out to about 12-15 hours, maybe? And then of course there's all the user-made stages and the level editor to mess with afterwards.

Re: Meet Your Maker (PS5) - Raid and Build Concept a Great Idea Yet to Reach Its Potential

Quintumply

@djlard I'm not sure I follow, to be honest. If you're suggesting I score Meet Your Maker on the few levels they had ready during the pre-launch window, that seems wholly unfair given that player-made levels are the entire point of the game. Allowing a few days or so gives users some time to get acquainted with the game and make some levels. Basing the review on that — rather than levels made by the game devs and some journalists — will be a far more accurate assessment of what to expect from the game.