Netflix, iTunes, LoveFilm and Steam; all of these services have become hugely successful in the last decade and they all have something in common – they are all products of the digital age. Physical, disc based media has become increasingly unprofitable in recent years due to this revolution, with many high street experts citing the downfall of retail chains being a direct result of the rising popularity of digital media.
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.
Yes, mainly because internet service isn't where it should be to be able to support MS's DRM, and because the Idea of being able to cloud compute so much is deeply flawed.
The DDR3 of the Xbox One is rated at around 68,000MB/s, and even that wasn't enough for the console and had to be augmented with the ESRAM. The PS4 memory system allocates around 20,000MB/s for the CPU of its total 176,000MB/s. The cloud can provide one twenty-thousandth of the data to the CPU that the PS4's system memory can.
You may have an internet connection that's much better than 8mbps of course, but even superfast fibre-optic broadband at 50mbps equates to an anaemic 6MB/s. This represents a significant bottleneck to what can be processed on the cloud, and that's before upload speed is even considered. Upload speed is a small fraction of download speed, and this will greatly reduce how much information a job can send to the cloud to process.
They could have gone all digital if they wanted but they decided to go with an extremely greedy way to do it. The limits of going digital or always online they already knew, it was peoples walletsn talking what made them change their greedy ways.
Games on DVD's was ahead of it's time.
Gran Turismo 1 was ahead of it's time.
The original Eye Toy was ahead of it's time.
Free online useage (sans a sub) was ahead of it's time.
Swappable, non-proprietary HDD's were ahead of their time.
BC on consoles was ahead of it's time.
Open OS's on consoles was ahead of it's time.
Blu-ray was ahead of it's time.
DRM, Always on, 24 hour check ins, a required camera, and the death of used games was not and is not "ahead of their time".
no
As long as they can handle Mode 7 and blast processing I think we're safe.