How the mighty have fallen eh? Prince of Persia was a big franchise once upon a time. Like, the Sands of time trilogy was AAA tier.
How the mighty have fallen eh? Prince of Persia was a big franchise once upon a time. Like, the Sands of time trilogy was AAA tier.
The big reason I’m hearing in this thread is “Denuvo and I don’t trust Ubisoft.” However I doubt that is the reason the mainstream audience skipped over this game. Ubisoft franchises generally sell like hotcakes, and for the most part only nerds care about DRM (like the type of person who knows what a lemmy is).
It’s hard to say why it didn’t sell more units. Certainly it seems their internal expectations were sky high:
similarly to the biggest Metroidvania’s in the market, with millions of units sold in a relatively short space of time
The game is good, but metroidvania is not exactly an easy market; there’s some juggernauts in that genre, and they came out with a completely new and unproven concept. Apparently it sold a million units or so still, to me that’s not unimpressive.
On PC, it initially launched only on Epic afaik, which certainly doesn’t help. And by the time they brought it to steam it was much too late.
What I don’t really get is, why disband the team? They’ve proven they can produce quality stuff. Just hand them some other promising projects? I suppose that’s too much of a risk for a publisher like Ubisoft.
there are some people for whom that taste is very much worth it.
You are correct, but to be clear, it’s not so much that tasting this scotch is a life changing experience; it’s more that to these people, 27k is just chump change.
GOG is getting a nice little pr moment off of this but you’re getting basically the same license, no matter where you buy the game.
The root of evil in digital distribution is the DMCA anti circumvention clause: it is illegal to circumvent a DRM protection to gain access to some copyrighted work, even if you in actuality possess a license to the work. This law gives big platforms far too much power to control how you interact with their products.
It should be legal to modify a work to allow it to be played offline, to make copies for archival purposes, to fix the work to run on newer platforms, etc. As long as you have a license to the work you should be allowed to take steps to ensure your rightful access to it.
By the way, the root beyond roots of evil in digital distribution is the insane length of copyrights themselves. Why are patents 20 years, but copyright extends to 120+? The answer is pure greed.
Since Skyrim? I’d say their quality has been slowly declining since Morrowind. It wasn’t that noticeable at first, since oblivion, fallout 3, and Skyrim were still quite good and fallout 4 was decent. But then fallout 76 was a mess at release, TES blades was shit, and starfield just seems lazy.
Nah, that’s mostly stock options, so it doesn’t come out of the revenue. His cash salary was only a couple hundred thousand.
It’s probably better from a tax point of view. Plus he’s planning to cash out big on his own IPO, so he prefers the stock.
The reason for this is that git rebase is kind of like executing a separate merge for every commit that is being reapplied. A proper merge on the other hand looks at the tips of the two branches and thus considers all the commits/changes “at once.”
You can improve the situation with git rerere
Is there any reliable source for this information? Or is it rumours only.
It gave your horse extra health actually, so not purely cosmetic. But I think in a single player game that also has extremely good modding tools, it doesn’t really matter. If you want to pay to win your single player game, you do you.
Horse armour was mostly a landmark for showing companies that consumers were willing to pay for micro stuff like that. The potential return vs effort invested was crazy. Todd himself said that they try doing nice DLC that gives you good value for your money, but it’s hard to justify business-wise when the horse armour is so cheap to make and sells so well.
It was the beginning of the end, because they saw how much money they made on the horse armour vs how much effort it took to make it. It was actually generally criticized at the time, but it also sold really well.
WoW was like the iPhone of MMOs. Didn’t invent anything, just put it all together in a coherent, accessible, user friendly package.
But on a fundamental level, in the least instance admins have to be able to know who votes for our version of the system to even work compared to the competition.
Could you elaborate on this claim? Because I don’t really see why that would be true.
If you eject downward you may hit the ground before your chute has opened. Helicopters tend to stay pretty low.
I don’t know of any ejection seats that go sideways, but early F-104 models had a downward track ejection seat. The main issue is that parachutes need some time to open and helicopters tend to fly pretty low. So in most situations you wouldn’t be in a safe altitude to actually eject.
Modern zero-zero seats can safely eject at any altitude, but they do so by using a rocket motor to fly upwards to a safe altitude for the parachute to open. So because of the rotors, helicopters generally don’t have ejection seats. The exception is the Kamov KA-50 series. It has explosive bolts blowing off the rotors before ejection.
Bethesda has always had an approach to designing cities where they feel you must be able to enter every building and talk to every NPC. You can see this since at least Morrowind. This design constraint makes it prohibitively expensive to design large cities with hundreds or thousands of inhabitants. That’s why you see “cities” in Bethesda games with several dozen houses at most. In Oblivion, there are less than 200 people living in the capital of an enormous empire, the imperial city (300 if you count the guards). Skyrim has a total population of 700 or something.
In the Witcher series they don’t feel the need to do this and can just plop down buildings without any interior, and NPCs that only give you a generic voice line. That makes it feasible to create larger cities, although there’s a sort of suspension of disbelief required. Most of the people you meet don’t actually have a house and just walk around. If you try to investigate the city as more than decor the illusion quickly falls apart.
Not saying one approach is better or worse than the other, just different tradeoffs.
It sorta depends on the ingredients you’re working with, some tomatoes are sweeter or more acidic than others. Where I live tomatoes tend to be somewhat watery and lack a bit of intensity of flavour. If I’m making sauce at home I’ll taste a bit and add some sugar and/or red wine vinegar to balance out the flavour.