It's alright when controls are tight.
Hanzala from eXputer: "On this joyous 8th anniversary of the Ratchet and Clank reboot, it's about time Sony considers reviving the originals to complete the saga."
It's not the ideal situation but Sony does offer them on ps plus. I to would just like a big ass compilation on doscto though
Insomniac roadmap leaked a while ago and they are making another, they’re doing the best they can and these games, especially the last two, are master pieces
Today marks Sonic 3’s 30th anniversary, one of the Blue Blur’s most talked about entries among fans.
Sonic 3 & Knuckles is peak 2D Sonic for me. Probably my most played Genesis game.
No, not a divisive game. The visuals, levels, music, controls were all great. Having to buy Sonic & Knuckles wasn't an issue at all, just more awesome gaming made available to me at the time. I lived through that era, and I don't remember anyone complaining that they had to buy another cartridge just to get the complete game, if you enjoyed Sonic games on the Genesis, you were happy to get another one back then.
The only issue with Sonic 3 is that stupid freakin' horrible "BARREL OF DOOM!" all because Sonic Team didn't properly communicate to the player what to do.
I had 1 & 2, I played 3 at someone else's house. When I heard about S3 & Knuckles I assumed it was the same game with just Knuckles added in and thought it was stupid, until I found out a while later it was much more. I wonder how much more they could've put onto the game carts, I know there were cut levels in some of the games.
Ratchet and Clank Rift Apart hardware issues are a huge problem for AMD users
Strange with the ps5 being amd based it would of been more optimized for amd gpu's.
Lets see just how widespread these issues are... doesnt make a bit of sense because the game was made for amd hardware.
: oh its just complaining over amd's poor implementation of things on the pc side.
AMD has already confirmed it's a driver-related issue on their cards. Besides, AMD 'users' can't stop telling us how not important Ray Tracing is, how they always play with it off, and how it's an 'Nvidia gimmick.' This shouldn't be a problem for them I believe.
On a side note, kudos to Nixxes and Sony for releasing one of the best PC ports in 2023. Amazing graphics with Ray Tracing, great performance, detailed system requirements, plenty of graphics options, all upscaling technologies (DLSS, FSR, and XeSS), DirectStorage 1.2, and native Mouse and Keyboard support.
People never listened when I said that this game doesn’t use “real” ray tracing on PS5. I believe it uses a very clever advanced/modified screen space reflection system. Which is why the real ray tracing doesn’t work on pc.
Platformers are one of my favorite genres, but I find them very easy. I didn't find super meat boy as hard as every made it out to be. I was able to get an A+ on the first three worlds on each level the first time on my second playthough. And I was using keyboard controls
platformers with the best platforming are the Jak and Daxter and Sly Cooper games, you'd never fall because of awkward jumping or controls.
My best platformer games are:
Conker
Mario galaxies
Beyond good & evil (don't know if it really is a platformer)
Donker kong series
Old marios
psychonauts
kirby's epic yarn
there are some more, can't remember
Most platformers don't have tight controls at all.
The mario games, which are generally regarded as the best, have notoriously slippery controls, and even modern platforming hits like uncharted or infamous tend to have noticable control lag.
Generally, though, these "loose" controls are easy to overlook when the other aspects of the game are up to par. Actually, I'd say that, as much as I love platformers, I've played very, very, very few with tight controls. From Assasin's Creed to Jak and Daxter, floaty, delayed controls seem to be par for the course.
Personally, a part of me feels like it's blowback from the first Mario game, where the slipperiness/lag probably wasn't intentional, but because of the added layer of difficulty it added, people assumed it was and went with it--because, hey, if game X is good, every element game X uses must be good, too, right?
That's the same reason we're still dealing with atrocious rag-doll physics and screwy directional audio today.
...
I should mention, however briefly, that only one platformer has really impressed me with having really tight controls--the Ratchet and Clank Future games. The gameplay was tight enough that I was more than willing to forgive the faults of those games.