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  1. They can easily do what they did for Daytona USA, which has been re-released in the past without the Daytona license, until they decided to re-release it again essentially with the license. The lack of any sequels since Special Tours is a more telling sign of why they don't bother, this is now the longest gap between official sequels so the series is likely in the vault for now as the Arcade is dead and only a very specific type of racing game series continues to be made for that market. It's 99% of the time about the Benjamins, not the quality of the game in question.
  2. David Simon gave it his blessing in the end and having watched it recently, it was a very well done conversion, or an alternative take as Simon himself called it: https://davidsimon.com/the-wire-hd-with-videos/
  3. PS2 had quite a few 60fps titles it is true. Japanese devs and Sony first party did a lot of them. The greatest home console exclusive racing game ever created being one of them (even if the PS2 original suffers from some slowdown compared to the later other console ports). 60fps was actually a selling point back in the 1990s: Virtua Racing/Virtua Fighter were only 30fps, they needed Model 2 hardware to push to 60fps.
  4. This happens with less commercially viable TV and films all the time. The only shit that gets constantly recycled is the the stuff that can get ROI.
  5. It's been developed by Clap Hanz for generations and they've always been independent. If Sony want another one, they can write another cheque as they've always done, much in the same way Nintendo write cheques for their various branded game series developed by 3rd parties. The bleeding out of most of the key creatives from SCEJ was clearly not a coincidence. People have pointed out something similar happening at other Sony owned developers which is also curious.
  6. Yeah, I think that was the first time I became aware of them, though they were active before the first 3D consoles and the founders are ex-game devs. Seems they did dev tools for a whole bunch of platforms when they were independent: Sony PlayStation (PSY-Q -> SDevTC) SEGA Saturn (PSY-Q) SEGA 32X SEGA MegaDrive/Genesis (SNASM65k) SEGA Mega-CD (SNASM2) Super Nintendo Entertainment System (PSY-Q) Commodore Amiga 1200 and 600 Williams Phoenix Arcade Board Nintendo 64 (SN64 -> ProDG) There was at least one other company competin
  7. It maybe a silly notion, but I've heard some of the vocal partisan gaming podcasters say exactly that, they ain't putting up with 30fps console games anymore. I think they'll have a problem with that stance as the generation eventually arrives for real, rather than this last gen assets with headroom to enable 60fps transition period that we are currently in. Or they'll have to put up with reconstructed resolution games being the norm as you'll only get 2 out of the 3 from the Holy Trinity the majority of the time I expect, Graphics/Rendering Resolution/Frame Rate. PC gamers are alr
  8. Do you use an external framerate limiter?, the 3 options being Special K, RTSS and then NV control panel, ranked in order of how consistent they are in terms of framepacing, the downside with Special K being it's obtuse to use but it's near perfect in terms of framepacing. The built-in ones for most games should in theory be best, with lowest added input latency, but most of the time is broken.
  9. The primary gaming market for JRPGs is considered to be of a similar age to the age of the characters in most JRPGs, who else has the fucking time in Japan to play such bloated games? Ryu ga Gotuku, even in its 'original' form is essentially an off-shoot/evolution of the JRPG genre, they just replaced the turn-based battle system with a realtime one. It still features random encounters and leveling and item management.
  10. It's because for whatever reasons game developers can't/don't bother ensuring the 30fps modes on their PC ports are actually properly functional (if they exist at all, it's sometimes a 40Hz mode as the lowest supported frame cap), but then again, they often don't do the same for their 60Hz frame rate caps either. But at least on PC, you can do it for them 99.9% of the time. Also, once you've used enough of them, you begin to realise that monitors don't all actually have the exact same refresh rate, they actually differ slightly, which makes things more complicated if you are after
  11. Their engine uses a built-in DLSS alternative, which explains how they freed up the resources to get a full RTGI solution running, it's not native 4K/60fps. The consoles still don't have enough grunt to do GI and reflections together. The real interesting test will be RDNA2 vs Ampere on PC. On consoles, they have a custom RT solution, while on PC, it has to go via DX12U. Their CTO is great, a no bullshit person so I'd be confident they can deliver on XSX and PS5 what he claims they can. He says a bunch of interesting things in this interview: htt
  12. Game devs already have access to way more detailed per frame performance metric data as-is. That kind of reporting has in the past been responsible for performance gains in consoles over time as they use it for working out optimisations. There used to be independent companies solely making those kinds of tools for consoles at least as far back as the 1990s. https://www.snsystems.com/ DF making this stuff more mainstream raises the technical quality bar for console games and you could argue partly fuels the ever increasing demands too, but ignorant technically ill
  13. Apparently this was Edgar Wright's top choice for films he'd like to remake so at least he should be committed to doing it if it's a passion project: https://www.yahoo.com/entertainment/edgar-wright-direct-stephen-king-200301898.html?guccounter=1 Though the article ends with a list of other projects he seems to also want to do so it might not come out that soon if he has a backlog of other work to clear first.
  14. If length was correlated with great character development, daily soap operas must have the deepest characters ever created US TV series length has been dropping over time, and was primarily commercially driven by Syndication, nothing to do with artistic requirement. Few other countries do 22+ episodes per run. An interesting article on the trend in US TV show episode count and why less is better: https://www.vulture.com/2015/06/10-episodes-is-the-new-13-was-the-new-22.html
  15. I think they aren't lying, cost reductions have been getting worse every generation. The PS1 and PS2 were able to be cost reduced down to $100 or less, the PS3 never came close to that, and the PS4 hasn't managed to get down to where the PS3 managed either. I think the current boxes will continue that upwards trend in minimum pricing. This would mean any cost reduced smaller XSX which would have been the XSS equivalent would only be commercially viable a very long time away from now, so they decided to get a weaker one out instead at launch, rather than a cheaper same power one muc
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