cottonmon

joined 2 years ago
[–] cottonmon 3 points 1 year ago

While I agree that you could jump in with Yakuza: LAD, I think it might be worth playing the earlier games for Infinite Wealth because Kiryu is one of the main characters. There will probably be a lot of references to the previous games because of Kiryu's bucket list.

[–] cottonmon 6 points 1 year ago

The other stupid part is that WFH makes more sense from a business perspective. Having to pay less in office rent and utilities is great for saving on costs.

[–] cottonmon 3 points 1 year ago (2 children)

Yeah, should be in the global achievements assuming you know which one is for finishing the game. So far, it looks like this is at 16.8%.

[–] cottonmon 7 points 1 year ago

Only write-ups I could see was for the description of the award. I don't remember if the games had write-ups during the voting period though.

[–] cottonmon 4 points 1 year ago

Most people probably didn't even recognize the other games. I only know about Shadow of Doubt (which I think should have won) because Yahtzee made a video about it.

[–] cottonmon 2 points 1 year ago

Or being one of the few games that require you having an SSD to run properly lol.

[–] cottonmon 31 points 1 year ago

Best guess is people voted it because they didn't know any of the other games and didn't bother to check.

[–] cottonmon 3 points 1 year ago

Sony seems to be the only company making high-end phones with the 3.5 headphone jack. Unfortunately, their firmware is kind of weird with them not activating 5G on certain regions.

[–] cottonmon 2 points 1 year ago

I think the quote from Jane is pretty telling. Some people at Valve only help out when a project starts "getting pretty cool." It's probably the cause of a lot of inertia in game development over there. Also, just an interesting detail, Jane Ng is from Campo Santo and she stopped working on In the Valley of Gods to work on HL: Alyx.

[–] cottonmon 2 points 1 year ago* (last edited 1 year ago)

It's not just that though. A lot of people have already pointed out that Epic appears to be actively hostile towards Linux by removing compatibility for games that had it before. People have also pointed out that turning on Linux compatibility for EAC is fairly trivial, but they refuse to do it. For some games, Linux users have to go through extra loops just to make it work. So when it looks like a company is treating a certain demographic as something that's worth less than shit for no apparent reason, I'm not surprised that they'll have a negative attitude towards that company.

And say what you want about Valve, but they have pushed Linux compatibility and it's not surprising why Linux users have a more positive view of them over Epic. As I've already said, your argument reinforces this point.

[–] cottonmon 4 points 1 year ago

I looked it up and apparently Gray Newell doesn't work at Valve, so it's actually unlikely that he's going to be the successor.

[–] cottonmon 16 points 1 year ago* (last edited 1 year ago) (2 children)

Not the person you're replying to, but from what I've read before Valve is kind of notorious for this because they do encourage people to work on what they want. The problem with this is that it also means it's hard to get support for your project. For example, in order to get Half-Life: Alyx pushed out, they had to suspend that policy of working only on things that make them happy.

Here's a quote from the wiki article about HL: Alyx's development:

Valve abandoned episodic development and made several failed attempts to develop further Half-Life projects. Walker blamed the lack of progress on Valve's flat management structure, whereby employees decide what to work on themselves. He said the team eventually decided they would be happier if they worked together on a large project, even if it was not their preferred choice.

Here's some additional info on how they work from an interview:

Robin Walker: We started in February of 2016, I think, with a small team, and we brought out a small prototype. Then people started to play that, understood what we were trying to do afterward, and started joining up. We had 80 people on the team when we were about midway through. The exact size of the team I wouldn’t be able to tell you. The way things work at Valve, people organically join once they’ve finished up what they were doing before, and if what you’re doing makes sense to them. So it was always full steam ahead, I guess, but not in the sense that all 80 people were there from day one.

Jane Ng: I joined the project last year, I think. People just sort of see that “Hey, this project’s getting pretty cool,” and then they roll their desks over when they’re done with whatever they were doing.

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