580°

Halo Infinite Creative Director Tim Longo Left 343 Industries

Tim Longo has departed 343 Industries, creative director on Halo Infinite, Microsoft has confirmed in an official statement.

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techraptor.net
majiebeast2091d ago (Edited 2091d ago )

1 year before game release yeah thats not a good sign. Good luck to him tho.

sushimama2091d ago (Edited 2091d ago )

1.5 years before the game will release. You're right actually, It's not a good sign. Usually people in these types of positions will leave after the game has been released or gone gold. I wonder what really happened behind the scenes. It's strange to say the least.

*edit, yeah sorry I had changed my comment before you posted your reply. I agree with you

majiebeast2091d ago

No a creative directors job is from beginning of dev till end of dev this is like if Cory Barlog left 1 year before gows release.

harmny2091d ago (Edited 2091d ago )

Amy Hennig left naughty dog 2 years before the release of U4. They even changed the entire game and it turned out great

MasterCornholio2091d ago (Edited 2091d ago )

@harmny

Yeah but that's Naughty Dog not 343. We know from experience that Naughty Dog is capable of making excellent games. 343 not so much they need to improve considerably to reach Naughty Dogs level.

Also Neil Druckman took over as creative director when Amy Henning left. And he's responsible for The Last of Us which is one of Naughty Dogs most heavily praised games. So it's not like Amy Hennings departure was that bad for them.

Sophisticated_Chap2091d ago

@ Cornholio

I doubt you've played any of 343 Studio's games. Halo 4 & 5 are better than most FPS shooters out there, and that is a fact.

SyntheticForm2091d ago (Edited 2091d ago )

@ harmny and Master

Gotta be honest - 343 are no Naughty Dog - not even close. Naughty Dog are unmatched in narrative storytelling and game play. Halo 4 in my opinion was awful, and Halo 5's campaign was equally so. Thankfully it had some fun multiplayer.

Naughty Dog replaces great talent as it leaves - their standards are insanely high. I've read their job postings and even those are intense.

DarXyde2090d ago

Reminds me a little about Bruce Straley leaving Naughty Dog. I'm genuinely curious to see how these projects will be impacted by the absence of key people. I don't play Halo, but I do have absolute confidence in Druckmann.

On the bright side, Straley and Longo can finally play games from their companies they didn't create. Imagine creating a masterpiece but never enjoying it the same way as the consumer. Seems like its own personal hell.

mandingo2090d ago

I means in terms of story yeah ND is better but when it comes to multiplayer 343 have done a great job.

MasterCornholio2090d ago (Edited 2090d ago )

@Sophistocated

I actually played them with the MCC collection and with gamepass. And for me the best Halos were the ones made by Bungie. When it comes to the quality of 343s game they are not on the same level as Naughty Dog however Bungies Halos are.

But I think the problem I have with 343 Halos is that I don't care about multiplayer that much. I'm more of a single player guy and that's the weakest point of 343 Halos in my opinion.

@Mandingo

I agree with that completely. But like I said above since I'm more of a single player guy I tend to prefer Bungies Halos over 343s because the single player is just much better in then. 343s single player campaigns are poor in comparison.

2090d ago
IamTylerDurden12090d ago

@harmny

First, U4 was only 8 months into hard development when Hennig left and Halo Infinite is both longer in development and closer to release than U4 was.

Second, two incredibly accomplished leads in Neil Druckman and Bruce Straley, fresh off the success of TLoU, took over the position. Naughty Dog is arguably the most talented developer in the industry and while 343 is a very competent crew, they aren't on the same level, nor do they have a Druckman or Straley waiting in the wings.

Make no mistake, when Hennig left, it was a terrible sign. The direction of the game was uncertain and the studio was forced to scrap 8 months of hard work. U4 was eventually delayed an entire year and there were major concerns regarding the game. Luckily, Druckman and Straley were the perfect fit for the slightly darker final installment of Drake's Journey and the talent at Naughty Dog made a miraculous turnaround.

Nobody can predict the future, and U4 did turn out to be a success, but at the time Hennig left people were extremely worried. The saving grace, however, was the fact that people knew how capable Druckman and Straley were. You can spin it however you want, but it's never a good sign when the lead leaves a project in the middle of development. Obviously there is an issue with the direction of the game and regardless of the outcome, this is a bad sign.

+ Show (7) more repliesLast reply 2090d ago
timotim2091d ago

From the article...

"The overall creative vision and production of the game remains led by Chris Lee, Studio Head of Halo Infinite."

Italiano12345672091d ago

This guy was in charge of the campaign wasnt he

Fluttershy772091d ago

I wonder why they're giving this fella, who is basically a nobody the credit of being a Creative Director.
I mean I'm sure is not like he though or imagine those powerful rhinos in that beautiful engaging trailer we saw such a long time ago.

2090d ago
King_Noctis2091d ago

So doom and gloom? Its not like the studio have only one senior staff you know.

Ricegum2091d ago

And the defense begins. Come on man, this isn't a good sign.

King_Noctis2091d ago (Edited 2091d ago )

What defense? I’m just stating the obvious. Its not like the game and the whole studio would collapse just because of one person. No company ever build their entire studio around one person. If he leave, then there’s always someone else up to the task. And not let forget that Halo 5, which was directed by Tim, was one of the weaker entry in the franchise.

Even MS stated that the game will go according to plan with or without this one person. And look at games like God of War. David Jaffe stepped down, yet the rebooted GoW still went to become one of the most successful GoW game ever.

Fluttershy772091d ago (Edited 2091d ago )

And the two ladies? What are their names? Coco something and Mrs Farse? I can't remember!

NarutoFox2090d ago

Hmm what's funny is that if Sony loss a senior staff for a popular exclusive Xbox fanboys would troll and say this isn't a good sign

King_Noctis2090d ago

@Naruto

And what is more funny is the same thing was just said about Xbox and Halo Infinite. Sony or MS, it is childish to think a game or a studio will die just because someone leave the studio.

xX-oldboy-Xx2090d ago

King - if it was Corey, instead of Tim - you'd be all over it hahaha.

I hope the game - what's it's name again? - works out well.

But in the big picture - the smallest install base hopes that. No one really carse.

annoyedgamer2090d ago

Yea because Halo 5 was so good..

trooper_2090d ago

Yet the same things done whenever someone leaves Sony huh?

+ Show (5) more repliesLast reply 2090d ago
DaDrunkenJester2091d ago

He was the creative director behind Halo 5... good riddance. As long as Chris Lee is still studio head for Infinite I'm okay.

Fluttershy772091d ago

Why? wasn't Halo 5 super awesome or something?

DaDrunkenJester2091d ago

@Fluttershy77

Halo 5 had one of the worst Halo campaigns ever. It was a mess. The MP was good though and received a ton of support.

RpgSama2091d ago ShowReplies(2)
Fluttershy772091d ago

Yeah GOOD LUCK finding a job like that. Do you remember that big lady writer from Uncharted, Amy Schuster or something... She end up in the Devil's nest working on some nasty Devil's C

Jin_Sakai2091d ago

The creative director leaving before the game is finished is bad news. There’s no spinning that.

TK-662090d ago

Except when said creative director is responsible for a shit show like Halo 5. If you define spinning as, not being all too worried about the departure of a creative director known for his involvement in the worst campaign in a Halo game, then you have a very strange way of defining words.

Guess we should be worried for ND atm with all their departures before the games are finished. There's no spinning that -_-

AngainorG7X2090d ago

Relax same happened with Cyberpunk, Uncharted, Bioshock Infinite and more. Also Chris Lee is still in charge so..

MasterCornholio2090d ago (Edited 2090d ago )

@G7X

"Also Chris Lee is still in charge so.."

Chris Lee :"He was the Executive Producer on Halo 5: Guardians, and also senior Lead Producer on Halo 4. Lee was also involved in Halo: Reach and Halo 3: ODST. He assumed the role of director following Josh Holmes' departure in December of 2016."

Some people could see that as a bad thing based off the games that he was responsible for.

We will have to wait and see what happens. Hopefully they can bring Halo back to its Glory days.

oasdada2090d ago (Edited 2090d ago )

Games like these dont even need a creative director.. Halo always had a simple story in its games.. And yeah im not talking lore surrounding the game but actual story in these games re pretty thin

+ Show (5) more repliesLast reply 2090d ago
timotim2091d ago

This is great news! He was suspect all along. Never liked his direction...that Star Wars copy he pulled for Halo 5 with the commands was old and tired. Looking forward to what Infinite has in store.

sushimama2091d ago

This is the natural flow of the xbox fan. Example....
- Scalebound announced - this game looks amazing, can't wait to play it
- Scalebound canceled - the game looked terrible, glad they won't waste time on it
Tim Longo leaves 343 - great news, he was suspect all along. Never liked him. LMAO xD

timotim2091d ago

Haha...let me tell you the "natural flow" of the non Xbox fan/fanboy...

"Halo 4 and 5 are the worse games in the franchise and don't come any where near touching the original trilogy." Well guess which Halo's Tim Longo was in change of...should I continue???

You can't have it both ways...its either he did a fantastic job with Halo 4 and 5 and thus his departure will be missed, or he indeed fit the bill of being in charge of 2 of the worse Halo games in the franchise and thus his departure is good news...which is it going to be???

For the record, I never said Scalebound looked amazing, though I was very interested in its development and was sad to see it canceled. Though the "Spartan commands" he ripped straight out of that Star Wars game he was also in charge of was weak and added nothing new. The only you can attempt to do is attack my stance, but without any reasons as to why he is a good creative director for the series, all you've managed to do is come off as argumentative for the console wars sake...

King_Noctis2091d ago

Sony fan:
- Scalebound announced: The game sucks! The protagonist looks too emo and like a child.
- Scalebound cancelled: MS sucks! They should not have cancelled the game. How many games they have cancelled now?

I guess same thing could be said about both fanbases.

ReadyPlayer222091d ago

Do the trolls on this site ever read the articles? It's stated that the overall creativity was being handled by Chris Lee.

Besides, this is the guy that brought that God awful buddy AI and revive system to the campaign. Made that terrible campaign even more of a chore.

DaDrunkenJester2091d ago

Yeah and funny how Scalebound always looked like crap and the edgy design was lame and the combat looked kinda weak.

*scalebound is cancelled* ah man it was my most anticipated xbox title, now I have no reason to buy an xbox one I guess.

Kiwi662091d ago

At least its better than those who say that a game is going to be rubbish before anything is known about it

bluebenjamin2090d ago

Natural flow of Playstation fan hey look an Xbox article lets talk 💩 and try to convert them into Playstation fanboys lets bring up PC and GOW this has to Work I mean it worked on us 🙃

chiefJohn1172090d ago

Lol PS fans said the opposite. Scalebound announced "oh look the main is another dude bro character. Games gonna be trash."

Scalebound Cancelled "man that game looked great it was the only game on Xbox I wanted to play was gonna buy an Xbox for it " lol

trooper_2090d ago

Hilarious, isn’t it sushimama? XD

+ Show (5) more repliesLast reply 2090d ago
rainslacker2091d ago

Wow....that spin.

The chances of a major deviation from what's already made is slim. Game is releasing in just over a year. Probably by March of next year, itll go into code lock where theyll be fixing up whats done, and making sure what needs to be there is there. A major change to any of the creative direction would take more than a few months to even plan, and depending on the extent of the changes, months or years to implement.

Plus, by now, the producer would have signed off on what they wanted.

Him leaving means nothing to the direction of this game

timotim2091d ago

Haha...why does everything always have to be a debate or an argument? Why must it be spin at all and not just my opinion on a persons departure and perceived fit for the franchise? Why must every bit of news be turned into fodder for the console wars?

"The chances of a major deviation from what's already made is slim."

I agree wholeheartedly! So when you understand that while he (Tim Longo) was the main creative person behind Halo 4 and 5, yet the main creative person behind Halo Infinite (Chris Lee) is still with the company and still in his role, then I have to scratch my head as to why you think his departure is a bad sign. The person in charge of Halo Infinite development is still in charge and has been leading the team this whole time haha.

"Game is releasing in just over a year. Probably by March of next year,"

🤭🤭🤭 it's no way in hell that Infinite is going to make it to shelves by March of next year. Sounds like you need to do more research on the game. The trailer at this past E3 even said Holiday 2020.

rainslacker2091d ago (Edited 2091d ago )

I'd say you're history of spinning xbox news to be the culprit for my assumption.

And no, the code lock will probably come in March. I explained what code lock is, but there are probably more in depth explanations on line if you care to learn more. Never said the game was coming in march, and just over a year is beyond march

timotim2091d ago

🤣🤣 But we find out that its actually YOU who is spinning here. Chris Lee is in charge of Infinite development, not Tim Longo...had you only ready the article, you would have known that! But I'm not surprised considering you think Infinite will be out by next March...i mean, you've already shown that you know very little of the game...yet its me who is trying to spin...😕

DeadSilence2091d ago

Wtf, worst sign the Game is 1 year away only.

timotim2091d ago

Again, from the article...

"The overall creative vision and production of the game remains led by Chris Lee, Studio Head of Halo Infinite."

Chris Lee has been heading the vision of Infinite this whole time, not Tim. Everytime they have shown off the game, it's been Chris Lee discussing it...it's his vision being iterated on.

SyntheticForm2091d ago

You think they want to actually read the article? Of course they don't - because acknowledging what's written in the article means they can't use its seemingly negative headline for 'gloomy' purposes.

They'd rather spin the headline into gloom for this Microsoft project.

Fluttershy772091d ago

Ohhhh I think I got you there fella: you can't have it both ways...
1)"Chris Lee is our real Supreme Leader. Hail to you, Supreme Leader, you and your vision"
2) Oh these are great news, Longo did a terrible job on 4 (from your comment before.. I feel like Sherlock here)

If Longo was such a bump, why his departure is such a GREAT news!!?
You should edit that comment of yours and say something like: meh indifferent, he was a nobody, I tell you, the man, the real man with a vision is and has always been Chris

timotim2091d ago (Edited 2091d ago )

@Fluttershy

🥱🥱🥱 For starters, I never said or even implied that Chris Lee is a "superior leader"...I don't actually know that. I said I never liked Tim Longo's vision. We will have to wait and see what Chris Lee does with Infinite under his leadership...I can tell you based off the only two pieces of content we've seen from Infinite, Im already much more excited for it than anything I've seen from Halo 5 leading up to its launch. And that's not just me...you can go onto YouTube and see the reactions and read the comments on Infinite...fans are generally hype for it.

In terms of Longo's departure...I was speaking for ME PERSONALLY...not the Halo fanbase at large. It was the PS guys that came into this thread to tell me that Longo's departure was major...this is despite him not even being in charge of Infinite's development😆. Well let me flip the script on you...if Longo's departure is major, just by the mere fact that he departed...and now 343 is somehow a worse studio...then what does that say about all the devs who recently left Sony owned studios to join Xbox Game Studios?!?! Are these Sony owned studio also now worse off???
https://www.videogameschron...
https://www.windowscentral....

AngainorG7X2091d ago ShowReplies(1)
Spurg2091d ago

For Halo 4 the creative director left a year early as well. It might the hoe 343i handles things and if their jobs is done then they don’t have any more insight on the project. Chris Lee is in the lead of the Halo infinite similar to how Josh Homles was for Halo 4.

Fluttershy772091d ago

Did the creative Director of Halo 5 also left early?
Maybe is like a thing, like you say, to bring luck.

What about the other ones? What are the names? Halo RTS 1 and 2 and Halo iOS
What happened with the Creative Directors in those? If all the directors left early I think you might be into something here...

Show all comments (103)
150°

Welcome teamLFG to the PlayStation Studios family

teamLFG rallies developers from across the industry to bring to life an ambitious incubation project.

Read Full Story >>
blog.playstation.com
darthv729h ago

sounds like more live service stuff....

Obscure_Observer8h ago

Definitely.

Looks like they haven´t abandoned their live service plans after all.

Christopher9h ago

"Our first game is a team-based action game that draws inspiration from fighting games, platformers, MOBAs, life sims, and frog-type games. Players will inhabit a lighthearted, comedic world set in brand-new, mythic, science-fantasy universe. We can’t wait to reveal more."

At least it's not an extraction shooter. It's team-based, so not likely my thing. But perhaps it will at least add something new to the current slew of MP games out there?

YourMommySpoils8h ago

What's the LFG stand for?... Les. Oh, let's not go there.

darthv727h ago

..well their definition is: The “LFG” in “teamLFG” stands for “Looking For Group.”

staticall6h ago

At least it's not «LandFill Gas»

-Foxtrot7h ago

"industry veterans who have shipped titles like Destiny, Halo, League of Legends, Fortnite, Roblox, and Rec Room"

"and richly social virtual worlds"

"where players can find friendship, community, and belonging"

"We will make immersive multiplayer worlds"

"but throughout live service as we continue to grow the game and community for years to come"

"Our first game is a team-based action game that draws inspiration from fighting games, platformers, MOBAs"

Jesus. Does Sony ever learn? Like if they want to partner with them that's cool and all but buying the studio right off the bat? It's insane thinking after all the money they've just lost from Concord, not to mention the lack of actual hype for Marathon. Who is making the decisions here?

ravens527h ago

This is their main multiplayer studio now. Hopefully nomore pullin teams like Santa Monica, Bluepoint, Naughty Dog etc into stupid multiplayer endeavors.

P_Bomb6h ago

Yeah, I’m not feelin’ this new project tbh. Another live service?

SonyStyled6h ago

They didn’t buy the studio. They created it

-Foxtrot3h ago

Buying it or not they still had to put a lot of money into it

They could have created a new studio to reboot some older titles or ones inspired by them. A JRPG like Legend of Dragoon, a first person shooter like Resistance or a platformer like Jak and Daxter.

TripleIris_Josh4h ago

Can't believe they killed Japan Studio, London Studio, and Pixelopus for this, Destiny, and Concord.

Show all comments (14)
220°

Epic's Tim Sweeney shares first details about Unreal Engine 6

In an interview with Lex Fridman, Epic Games' Tim Sweeney shared the first details about the next version of Unreal Engine, Unreal Engine 6.

Read Full Story >>
dsogaming.com
Vits1d 13h ago

It’s going to come packed with a bunch of flashy, buzzword-filled features that no one will actually be able to use without tanking performance. And just like every iteration of that engine before it, the excuse won’t be that it’s poorly optimized, no, it’s "forward-thinking" and the hardware just isn’t ready to keep up.

But since it saves studios from having to invest in developing their own internal engines, it’ll still end up being widely adopted across the industry.

VenomUK17h ago

But will it have micro-stutters?

Vits13h ago

But of course, even compatible with VRR, so you can really feel it.

rlow113h ago

What cracks me up, is a lot of games utilize Unreal 5 and yet gaming has become more expensive. So all that BS that they shoveled out the last big reveal hasn’t translated into savings and if it has, then the industry is just plain ol’ lying.

1nsomniac7h ago(Edited 7h ago)

You mean like “going digital will bring down costs for customer dramatically. Because there will be no packaging/distribution.” Or maybe the “games going forward, will be cross-buy so you buy it once and will be able to access it across all platforms you own.” Or even the “if we increase the rrp it will mean we can get rid of micro transactions altogether.”

… I could be here all day quoting the lies from this industry.

abstractel2h ago

Scope of games are way bigger than even just 10 years ago. Also keep in mind that Epic charges 5% for using their engine, Steam charges 30% just like Sony, Nintendo and Microsoft's stores. That's 35% of your revenue gone. Steam infuriates me because they don't have nearly the overhead console manufacturers have but they know people are unlikely to migrate to Epic Games Store (which charges 15% instead but has a shit storefront compared to steam). I love UE5 (for the most part) and it has pushed the envelope in ways that would be too long to list here. I think UE6 will push things further and make it possible for devs who don't have Rockstar resources to make amazing games even further. Time will tell.

Profchaos15h ago

Will it have games or just more decade long projects

IanTH14h ago(Edited 14h ago)

I find this odd. How am I expected to be excited with future promises when mired by the current legacy of UE5 and its myriad of technical shortcomings that have yet to be solved, even years after release.

Of course they should be working towards the future, but talking about it while UE5 still has many unsolved issues years after it has been the de facto standard? An engine used by so many, after so many years, with the backing of a company as grossly cash-rich as Epic shouldn't have so many problems still.

And the optics - even if not the truth of the matter - is you're putting time & resources into UE6 at the expense of UE5; your current product still needs quite a lot of attention. Unless the message is "we're abandoning UE5 because it's issues are systemic, and we hope UE6 can address that mess by moving on as quickly as possible".

IanTH14h ago

I was attempting to reframe my comment as I watched more of the video, but the edit timed out. So here is a nearly completely different comment lol:

The number forks/fragmentations of UE5 feels like - from a laymen's perspective - a plausible explanation for why the engine, 3 years post release, has continued to have the same problems today as it did from day 1. Sounding as if they can't really find a way to cleanly coalesce each of the seven disparate variants, it seems hopes lie with being able to do so in the years leading up to the launch of UE6.

That said, if they have so many specific versions, then it does still kind of boggle the mind why issues, like compilation stutter, are still so pervasive. Seems in this specific scenario, the fragmentation could potentially be useful for at least helping to narrow down platform specific issues/solutions.

Clearly not the case, so hopefully they can make UE6 more unified to allow for more focused, streamline engine development.

PixelOmen12h ago

Compilation stutter hasn't really been much of an issue for a couple years now if the devs know what they're doing. The problem is not all the devs know what they're doing in that regard. The real problem is traversal stutter. That is nearly universal.

IanTH11h ago(Edited 11h ago)

I sort of ended up mentally putting both of those under the category of compilation stutter, which is surely too reductive. I should have just said "stuttering/fametime issues in all their incarnations". Because while there are improvements to comp stutter, even games that force you through long, even 30 minutes shader compilation stages before playing haven't managed to fully solve that issue. Heck, even consoles, with fixed hardware that can ship with pre-compiled shaders can't even seem to fully escape it.

Traversal stutter is definitely its own issue, though, and has only been exacerbated thanks to older cards being held onto longer, and companies - primarily Nvidia - opting to put 8GB VRAM buffers into cards for way the eff too long. If you don't have the top of the line CPU and high-end, overclocked RAM kits - most of the PC playing population - to help shuffle that info between system memory and the GPU, you're more screwed than most. And Nvidia could help the issue as well, if they could improve their years-long issue with high driver overhead. Freeing up any extra CPU usage, especially for those with weaker CPUs, would really benefit.

I really hope these things can have some kind of solution found for them sooner than later. As it is, it just feels like games are taking two steps forwards and two steps back a lot of the time. Improved pixel quality (world detail, lighting, etc), at the expense of degraded image clarity (softer image, heavy reliance on upscaling, increased artificing) and smoothness/performance (stuttering/poor frametimes).

And the fact this stuff occurs, when dev times are longer than they've ever been, with budgets creeping ever higher, it's that much worse to feel like a lot of experiences just aren't wins across the board. Especially as deep into this generation as we are, and with as much time as devs & engine makers have had to iron out issues. It feels like we may need to pump the brakes on the pace of research into graphics tech and rebalance towards optimization. Image clarity (native res, especially) continuing to fall further, with poor frametimes for a myriad of reasons, as the generation goes on doesn't feel the best.

PixelOmen10h ago

I'm not just talking about shader compilation stages. There are games like Expedition 33 that barely have any pre-compilation stages (in the background on the main menu) and have almost zero comp stutter. It has to do with the way you use shaders and make your materials. It still has some small traversal stutter though.

Noskypeno12h ago

It feels too soon to talk about UE6. It feels like UE5 barely got tapped, only a handfull of games really showed its potential.

Show all comments (19)
140°

Ex-Bethesda Veteran Explains Why Games Like ES, Fallout & Starfield Will Always Have Loading Screens

IGN : One former Bethesda developer has cautioned that loading screens will probably always be a part of its games because of the way they're designed. Here's why.

Obscure_Observer1d 10h ago (Edited 1d 10h ago )

Thanks for the insightful information!

Now I wanna see if all those that were complaining about loading screens on Starfield will give a hard pass on both upcoming Bethesda RPGs like TESVI and Fallout 5.

If you can´t stand load screens, stay away from those games. Period!

-Foxtrot1d 8h ago

I don't think you understand the difference between them though and what makes Starfield and TES / Fallout different when it comes to loading screens.

When you're playing TES or Fallout, if you are doing a mission you have the choice to walk to your objective where on your travels you will run into many different encounters getting completely sidetracked, it's fun as it feels like you are exploring the world more. However with Starfield you don't get that choice because you can't walk to a new planet, the loading screen is more mandatory, even the Outer Worlds fell into this issue, so when you are constantly going to space, travelling from planet to planet there's a lot more loading screens involved where it slowly becomes more tedious in comparison.

What Bethesda needs to do is work on reducing the loading screens and fitting more within it. For example when you enter a town in TES it should load the entire town, houses, castles, sewers etc included, same goes for Fallout, take the Vegas Strip in Fallout New Vegas, it was chopped up into multiple segments where going back and forth doing missions become a chore nearer the end.

IAMRealHooman15h ago

if they scaled down the "1000" planets to 10, 4 main hub. 6 unexplored, but actually filled with tings to do and explore, the thing Bethesda used to be good at. People like Obscure thin we shit on Bethesda just to shit on it. No we want better games.

Christopher1d 8h ago

It's a design choice they've chosen. RDR2 kind of proves the whole 'loading interiors' or 'having different events go on' isn't what's stopping it.

crazyCoconuts14h ago

RDR2 didn't have you walk into a massive structure like a Starfield base/facility though, right? I'm sure log cabins are a lot easier to handle

Christopher9h ago

That won't affect the need to load content. That's just static designs with a few interactibles. And did we forget RDR2 has towns you don't load into with multiple buildings, dynamic events, and ties to the world as a whole. You load areas to manage the specific scripting and the number of elements that need tracking constantly in that area. Bethesda designs it so you can leave a trail of cheese wheels from town to town, RDR2 designs it so the world interactions are randomized by a few factors and come to you.

Like I said, it's a design choice.

isarai1d 3h ago

Ok but you can still have more seamless "loading screens" starfield has no excuse for how much its gameplay flow sucks. You're basically saying it will always suck because we don't want to spend the effort on improving that aspect. Hell every open world survival game has object permanence, from valheim to the forest, and that doesn't have tons of loading screens

anast15h ago

These guys/gals are sleazy.

DivineHand12515h ago

I haven't played oblivion as yet but does it have loading screens? No one is talking about it.

Fun fact, the remastered version of days gone still has loading screens. It is not the instant load like you see on PS5 and series titles but you will have to wait a bit to load into certain sections. I am not sure why they didn't polish them out and no one is talking about it.

victorMaje13h ago

Oblivion has loading screens but it’s nowhere near the wait times it used to be (from what I remember) so the whole experience feels a lot better.

Agreed about Days Gone remastered, it definitely feels like it’s mostly a visual & feel (dualsense) remaster without much focus on optimization (I expected no loading times & in some cases I encountered the same kinds of bugs & audio issues that were on PS4).

Still love the game though & I hope the remaster will help pave the way for DG2.

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