![]() They are always available to play from the first moment you boot up the game. It's also where you can play cruise mode and try bonus stages ) those are the other two levels you're seeing in level select (factory and metro) they actually aren't part of the main game. Level select is there to let you revisit levels to replay them, get trophies, and unlock stuff. Other than that, I'm glad I still have this game, it's not easy to get in to, but I really start to enjoy it. It's so confusing and this can definitely be made better or clearer for people and I would really like to know why I can pick a stage I wasn't in yet. When I beat the first level finally and failed at the second and came back to the menu, I could already pick the next one after that and I have to count by myself which level is actually the one I was in. So I was confused as hell when I constantly failed at the first level but I had 3 to choose from. But if you pick the last one in your list it's actually a stage/level after the one you was currently in to. Like when I only beat the tutorial and constantly failed at the first real level, whenever I wanted to continue my game, it's not as simple as pressing continue somewhere, you have to choose a stage, but these stages also have no clear indication of if they are are level 2 or level 3, they only have names. Is this on purpose? That confuses the hell out of me. What also doesn't help, and here is my question, is that whenever I unlock a new level, in the level select screen I can immediately choose the level after that. I do still have a suggestion and some slight confusion that I wanted to ask about.įirst, one of my bigger issues is still that the health packs are flying all over the place and they're sometimes really hard to get, can you guys make them at least a little bit magnetic when you're relatively close to them? It feels like sometimes you're missing them even if you're very close.Īnd, one reason why it's hard for me to get into the game was that everything feels so disconnected from each other in the sense of that you just choose single levels from a menu instead of having an connected main mode with story, cutscenes, any game mechanics or upgrades that stick with you to the next levels or any kind of progression. Think of the cost associated with testing, deploying, and marketing builds for the various platforms, and then measure that against what sales that will bring in, and it doesn't add up.So thank you for being this patient with someone like me. I manage tech debt every week, it's just one of those things that the most engineering-correct solution, is usually not the most viable one when viewed holistically. If for example they wanted to add Quest 3 support with eye tracking, they'd likely branch off of the latest PSVR2 release and tackle all that delayed tech debt then. When you say 2 branches now instead of 1, I totally agree, but in this case 1 of those 2 will very likely never move forward again. If it was a living multiplayer game, maintaining a single branch with the various supported platforms would make the most sense. It worked out fine.Ĭlick to shrink.The thing to note as well is that Moss is unlikely to get new patches, it's a one and done sort of game, so continued support isn't essential. ![]() Also, we went through this with the PS3 to PS4 transition. ![]() But those we do get will be vastly better experiences on PSVR2 than they would have been via universal BC. Some games will be left behind and that's a shame. And (at best) 1920x1080 games running on a (combined res) 4080x2000 screen? That would be. You would have to get used to no longer moving your eyes around but only staring straight ahead. Making a game BC without the dev doing any coding would mean that playing it in the PSVR2 would be a very, VERY weird experience compared to the native PSRV2 games. Outside the center, the resolution was even lower than the screen's. Not only is there a big resolution differential (about 4x lower on PSVR1) in the screens ind the headsets, a lot of the demanding games were using foveated (non-eyetracked) rendering meaning that you only got full resolution in the center of the lens. Full BC would have been great but there would have been a downside which doesn't get talked about enough (the focus seems to be controls):Īll the games would look like utter shit.
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