"The Xbox One cloud has been subject to much controversy with Microsoft hyping it up in the past and simply not talking about it at their press conference during last week's E3."
Games such as Mad Max, Red Dead Redemption 2, and Batman: Arkham Knight desperately deserve a modern-day revisit.
"Hammerwatch II's journey to Xbox has been long and perilous. After first launching on Steam in the fall of 2023, the game finally turned up on PlayStation 5 last December. Since then, Xbox gamers who enjoyed the original Hammerwatch and the sublime Heroes of Hammerwatch have been anxiously awaiting their turn at the long-promised sequel. At last, the wait is nearly over because Hammerwatch II will hit Xbox and PlayStation 4 on April 23," says Co-Optimus.
Joe 'Three Sheets' Neate (Executive Producer): "As I’m sure you can imagine, when it comes to Sea of Thieves my days are full of numbers. Development costs, active servers, days until the next update… Sometimes, though, a truly extraordinary number stands out – a number like 40 million, which I’m incredibly pleased to say is the number of pirates who’ve now set sail in Sea of Thieves!"
Garrr... more people to walk the plank and send to Davey Jones locker.
would have been funny to release this on talk like a pirate day.
40 million have set sail...that's great. How many are sailing now? Monthly active users....when it actually matters. How many people purchased the game is another important number.
40 Mil across Stream, Windows 10, and Xbox. Healthy numbers for sure, but when PC is the biggest platform, I expected more. It’ll be interesting to see how it does on PlayStation. Very well could be double that player count in 6 months with PS too. It’s crazy for developers to skip the most popular platform, not sure why they’d want to, but they must have had their rea$ons.
Im starting to think all gamingbolt does is email gaming companies about the resolution of their games when they are still in development and do interviews about the power of these consoles.
Ok then this is why I think Cloud is a interesting concept and not actual product ready for use, but Cloud when its actually ready can bring ultimated possibilities.
Latency will hinder the performance. Latency is the biggest enemy of the cloud, not the server side actions. Which why things like resolution, framerate, textures etc haven't be boosted by games using the cloud currently. In fact the flagship title of the cloud is Titanfall, which has one of the lowest resolution, most unstable framerate, some of worse textures and AI of all the Xbox One titles. Technological advancements are about baby steps, not huge instantaneous leaps and any corporation telling you otherwise is in PR mode. The cloud will have it's purpose, but it's not going to do anything major for the Xbox One, kind of like DirectX12.
Here we go again, I can already see the ps4 fans starting to come in and get worked up about the cloud, because of a quote from another non MSFT developer. Is it really that hard to just wait for Crackdown to be demoed, the same guys are always trying to prove why something won't work, when in reality they have no freaking clue if it will or not.
Uh, how is this even news? Basically they asked a dev a question so simple that anyone who has even remotely been paying attention could tell you the answer to. IN FACT, MS said this when they announced cloud computing...not only that...it's pretty much the PURPOSE of it. It's goal is to handle features that are NOT the primary focus of the game so that the local system could concentrate on those, then take the burden of things that are secondary type things.
Of course latency is THE issue...it's always THE issue whenever any game is connected to the internet...which brings me to my next point. How can he say "It’s indeed true that the average internet speeds are still below than what is required by cloud for enjoyable user experience, so Joe makes a pretty valid point."? Uh, how much is required? Esp in the beginning I can't see it taking much better latency than a MP game....so Player shoots rocket at a building...that message gets sent to a cloud compute center...compute center destroys building using a full physics breakdown....sends back rendered image at 60 fps...X1 gets it and includes rendered image in game....are we pretending now that we can't see other players running around the battlefield in MP games now? (Esp on games that actually have dedicated servers). Player actions are unpredictable, building destruction or the like coming from a compute center aren't.
This argument is more for why things like PS Now or OnLive would suffer. Not only was this known for cloud compute...it's actually the goal.