

I ended up settling on spells in my left hand, sword in my right, dodging like a maniac.
Right up until the last 3 hours where I respec’d into exclusively two-handed sword + heavy armor because
the game kinda pushes you into it with the King Arthur gear. Imo respec’ing is too easy, and too necessary. The stat requirements for that armor were so specific and high, and I guessed correctly that I wouldn’t need any of my social stats for the rest of the game. Fortunately, I really enjoyed the pure sword combat, so I still had fun, but my character went from light armor spell-sword to plate armor greatsword wielder for just the final dungeon. Kinda odd when you think about it in the RP context.


It’s actually way easier to treat sewage than it is to desalinate water: https://www.waterandwastewater.com/how-is-desalination-different-from-water-reclamation/


AFAIK, the speed increase to allow technology like the volume is the whole pitch. Not every studio has an entire volume, so lower-budget filmmakers can set up a system with a green screen where the cinematographer can see the CGI environment in real-time through the camera, and with the asset store integration, indie filmmakers can have an insane set/backdrop for a tiny fraction of the normal price.
Now that I think of it, though, I think Mr. Verbinski here is placing undue blame on UE5 when Marvel’s CGI has been getting worse and worse because they throw an army of slaves at the footage after the fact, rather than paying artists and working with them to set up shots to make the CGI as easy as possible, like he did.


That’s fair, and you really see that on games like Norse where they don’t have the resources to make custom material and post-processing shaders, but they still want it to look like AAA photorealism (a bad strategy to begin with but that’s their problem). Out of the box, though, UE5 still looks leagues better than anything else that isn’t proprietary, and I’d argue that if you do have the time/staff to dedicate an entire team to technical art, the ceiling of how good UE5 can look, if you’re going for photorealism, is higher than it is for Unity and Godot as well.
To the original context of the post, that ceiling is still way lower than what should be acceptable quality for big-budget movie CGI, but regarding games, I’m gonna stick to my original point and say that’s still an issue on the developers’ part for not putting in the effort to make it look good. Even accounting for optimization and visual tweaking, they’re still saving enormous amounts of time and money by using UE5 instead of their own engine, and that effort should be expected, the lack thereof not excused.


To everyone saying it’s a slip backwards for games, too, it’s more complicated than that. It’s absolutely possible to make a game that runs at more than 90 fps in UE5; I’ve done it in VR. The engine just makes it super easy to be lazy, and when you combine that with modern AAA “optimization is for suckers” game dev philosophy, that’s where you get performance like Borderlands 4.
I think people only notice UE5 games running badly, and don’t realize when it’s fine. Clair Obscur was in UE5 and I never dropped below 60fps on max settings except in one area. Avowed was in UE5, probably a really early version like 5.2 or 5.3, based on when it released (the latest it could’ve been is 5.5, but it’s bad practice to switch major engine versions too far into development, so I’d doubt they updated even to 5.4). Avowed had bugs for sure, but not performance issues inherent to the engine.
I think blaming UE5 lets lazy development practices off easy. I’ll take it over Unity for sure (I’ve experienced Unity fail at basic vector math, let alone that no one should ever trust them again after that per-install fee stunt). We should be maintaining that same frustration at developers for not optimizing. Lumen was not ready when it came out, and Nanite requires a minimum hardware spec that’s still absurd, but it’s literally two switches to flip in project settings to turn those off. UE5 is really an incredible piece of technology and it has made, and continues to make, game making accessible on a scale comparable to when Unity added a free license. AAA developers get off easy when you blame the engine instead of their garbage code.
~Godot is a beautiful perfect angel that needs a new 3D physics engine~


To everyone saying it’s a slip backwards for games, too, it’s more complicated than that. It’s absolutely possible to make a game that runs at more than 90 fps in UE5; I’ve done it in VR. The engine just makes it super easy to be lazy, and when you combine that with modern AAA “optimization is for suckers” game dev philosophy, that’s where you get performance like Borderlands 4.
I think people only notice UE5 games running badly, and don’t realize when it’s fine. Clair Obscur was in UE5 and I never dropped below 60fps on max settings except in one area. Avowed was in UE5, probably a really early version like 5.2 or 5.3, based on when it released (the latest it could’ve been is 5.5, but it’s bad practice to switch major engine versions too far into development, so I’d doubt they updated even to 5.4). Avowed had bugs for sure, but not performance issues inherent to the engine.
I think blaming UE5 lets lazy development practices off easy. I’ll take it over Unity for sure (I’ve experienced Unity fail at basic vector math, let alone that no one should ever trust them again after that per-install fee stunt). We should be maintaining that same frustration at developers for not optimizing. Lumen was not ready when it came out, and Nanite requires a minimum hardware spec that’s still absurd, but it’s literally two switches to flip in project settings to turn those off. UE5 is really an incredible piece of technology and it has made, and continues to make, game making accessible on a scale comparable to when Unity added a free license. AAA developers get off easy when you blame the engine instead of their garbage code.
~Godot is a beautiful perfect angel that needs a new 3D physics engine~


Regarding social media feeds, I have mixed opinions, because you’re right about the echo chamber, but I also am only still on any mainstream platform for the memes, and I only want it to show me memes, which it wouldn’t do if not for personalized recommendations.
As for games, I don’t want my recommendations to be dominated by whatever has the biggest marketing budget and can take over my feed. I mostly play indie games, and I think if my store page wasn’t personalized, I wouldn’t see nearly as many small games as I do.


Would you be willing to share why you don’t like the “corpo spying”? I personally never understood - an online service has to know your requests in order to serve the results to you, and keeping revords of those requests is the only way to have personalized recommendations, which I would rather have than be served ads for games (or music or whatever) I’ll never even consider.
I haven’t played Dark Souls specifically, but in Hollow Knight (+Silksong), Elden Ring, Lies of P, and Sekiro, I usually felt like if I really hit a wall, I could just explore another path for a while until I hit a wall there, then repeat until I ended up coming back to the first path, whereupon my stronger abilities gave me the forgiveness I needed to beat the first boss within a few tries.
Sometimes I did hit a wall of a boss with nowhere else to go, and I did have to git gud, but I’ve found that those tend to be more interesting and fun to learn than side bosses are. But I usually enjoy that process. If you don’t, I do feel there’s no reason to not get a “give me a gun” option like in Another Crab’s Treasure (or mod one in yourself). I never understood people policing the fun of single player games.
^a notable exception to my enjoyment of learning bosses would be that bitchass wizard frog in Silksong from Bilewater he deserved the cheese I used^


There are thousands upon thousands of indie games with neither of those mechanics…


I’m not saying it isn’t insanely hard (actually I mentioned that fact twice), I’m just trying to point out that Steam gives developers more tools for visibility than any storefront that exists, with most storefronts giving no tools whatsoever. Any game with no marketing budget selling enough to support a multiple-person development team, when they have to compete directly with AAA games, is impressive for both the developer and the platform.
If you want to advocate for improvements and change, you can’t just ignore the positive things that already exist.
~Also you clearly didn’t read the page about the update visibility rounds, because those have nothing to do with popularity and are completely randomized regarding who among the recently-updated games gets a spot on the front page. In fact, your game gets rotated off that spot once you’ve gotten 1 million impressions.~


Blatantly untrue, as update visibility rounds are one of several marketing tools Steam gives you that can put your game on the front page for free, regardless of popularity.
Kitfox Games has published a guide (one among many you can find on the internet) on how to successfully market a game with no advertising budget. While their existing audience definitely helped, and as they mention, it takes a significant amount of time and effort, they do not spend actual money on sponsorships or advertising. This would not be a viable strategy on any other storefront, save maybe Epic, though Epic still gives fewer tools than Steam.


Steam has been coasting on the fact that everyone shoots themselves in the foot, sure, but you should look into the unparalleled level of “free” (30% cut) marketing support Steam gives to developers. On no other platform could developers end up with the visibility they achieve on Steam with nothing more than very strategic timing and good social media presence. It’s still insanely hard, but the fact that it’s even possible to compete with zero marketing budget against AAA companies speaks volumes.


It seems that several employees of Nexon left and recreated a game that Nexon had been working on, down to buying the same Unreal assets. I saw somewhere (but I have no source so this might be inaccurate) that as part of the legal proceedings, the Dark and Darker team were ordered to provide documentation about the early stages of creating the game as proof of originality, and they had nothing to show.


Here, though there isn’t anything super concrete.


While there aren’t any great sources in here, it seems a little more complicated than “Valve hates them arbitrarily.”


There’s a Steam community dedicated to posting about which games are woke and why, so that like-minded individuals can avoid them. Somebody made this tool to scrape it and cross-reference it with your/anyone’s Steam library. Kinda hilarious in a depressing way.
Edit: suddenly I realize you were probably asking about the opening quote, not the woke reasoning quotes…
You’ve both mentioned the same “Israel has a right to defend itself” quote. I’d be curious to know when/where he said that.
Shadow of Mordor/War are pretty awesome and sound like just what you’re looking for. Less focus on stealth but its more there than Elden Ring for sure.
Also seconding the Dishonored recommendations for sure - they have the same fluid movement and fast-paced stealth Cyberpunk does so well, and I’d add Prey because it’s also awesome.
Less exactly what you want, the newer Tomb Raider games are decent, though they’re mostly action-stealth gunplay vs (I assume you want) swords. Same with Control.
NieR Replicant and Automata will scratch the 3rd person action RPG itch but they have no stealth.
Lies of P is awesome, but it has no stealth. It has several unique mechanics that put it way above other souls-likes for me (the parrying and single recharge of healing to name a specific few).