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submitted 1 year ago by fraxix@lemm.ee to c/gaming@beehaw.org

Yeah, no.

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[-] chloyster@beehaw.org 71 points 1 year ago* (last edited 1 year ago)

I mean personally I wouldn't want to game like that on my phone, as it will almost certainly kill the battery and I need my phone for.... well phone things.

But I don't really see why it being $60 is at all weird. It's a $60 AAA game everywhere else too. Same game as it is there.

Edit: and it also unlocks the game on m1 or newer iPads and macOS devices... really not seeing why this is so egregious. It's $60 on steam too

[-] qwertyqwertyqwerty@lemmy.one 20 points 1 year ago

I understand your perspective, but the way I see it, it's like renting a movie at home versus seeing it in a theater. For some people, the extra money to go to a theater is worth it. I'm not paying $20+ to see a movie once at home though, and especially not to see it on my phone. Discounted price for a discounted experience. If they want to charge $20 for the mobile version, and $40 for MacOS, then I'd be way more likely to try a triple-A game on a phone.

[-] ampersandrew@kbin.social 9 points 1 year ago

But you get it with no compromises on MacOS, so why would they discount the price there? This is buy once, play "anywhere" (anywhere that's good for Apple). You don't pay less for a game you only play on a Steam Deck either.

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[-] Krauerking@lemy.lol 10 points 1 year ago

Yeah honestly the idea that a port should cost less because it's a worse experience is stupid. As long as effort was put in and the game is still playable and as enjoyable an experience as other platforms whoever made it has any right to charge what they see fit for that platform.

Now should people buy it? Probably not and if it doesn't run as well you can absolutely raise the argument of it was a pointless cash grab anyways but...

Being upset that a developer wants to get paid for a game no matter what platform they put it on... not a big deal

[-] DigitalPaperTrail@kbin.social 1 points 1 year ago* (last edited 1 year ago)

you gotta take into account that the conceptual design phase has been completely eliminated from the process. And lots of the core logic would've been ported over wholesale. one example you can find is searching about the code in the katamari ports, where there's parts of the code left behind that don't do anything, and point to ps2 libraries that don't exist in Unity.

while there's nothing revealed here on how much is just copy/pasted over, I'm sure they'd be motivated to bring over as much as they can when they were initially estimating the work needed for the project, and then test the hell out of it. A majority of the graphics engine would probably have to be remade if they didn't aim to emulate it, and would be one of the major challenges in a mobile port of a higher-end console/pc game, but the assets/resources would be copied over and no work on that beyond ensuring it looks fine on the target resolution and framerate; maybe even with the use of automated AI upscaling/downscaling to reduce that workload even further. I find it safe to assume a straight port doesn't usually require the same or more amount of work as the original

[-] Krauerking@lemy.lol 1 points 1 year ago

Yup the switch mortal Kombat 1 port likely used a tool to just downgrade and straight port the game over and this it didn't actually run particularly well and was a stupid and low effort port.... but someone still made that game before that was done.

So if they want to shoot themselves in the foot and cripple their own launch and game with bad performance that's their own issue and one that is a separate conversation to them charging what they think is appropriate for their brand new game.

[-] DigitalPaperTrail@kbin.social 2 points 1 year ago

that's kinda the crux of my spiel though, what they charge communicates what they believe the work is worth, and they're either saying the previous work is worth less now, or this lesser amount of work is worth more

I agree, they have the right to charge what they want, but what they communicate with the price feels like spitting in the face of their playerbase, which, again, they have the right to do

and yeah, MK1 on switch is rough, and feels like they just ported over as much of the graphics engine as they could, and completely turned off all the fancier effects. Then they downscaled all the assets on top of that to make it super oof

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[-] Erdrick@beehaw.org 4 points 1 year ago

Yeah, the confusion by everyone around this pricing is really counterintuitive.
The product is exactly the same as its console / PC counterpart.
How well it runs on Apple products remains to be seen.
I for sure would not opt for it since I have a high end gaming PC.
Also, especially considering how Apple pulls products from their stores w/o refund…

I do hope that this sells somewhat well and opens the door for more developers to release their games on iOS / Mac.
I still think that Apple could build a proper gaming rig / console, but are in the chicken / egg situation still.

[-] ObiGynKenobi@beehaw.org 3 points 1 year ago

Apple is no doubt considering moving more heavily into the gaming space. They're looking for more revenue streams to keep feeding the corporate fantasy of perpetual growth, and there are only so many sweat shop laborers they can exploit. Wouldn't surprise me at all for them to buy a publisher like EA and create some steam competitor (or just leverage the Mac app store).

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[-] thisbenzingring@lemmy.sdf.org 21 points 1 year ago
[-] HidingCat@kbin.social 19 points 1 year ago

You know what I commend them for this. If it helps move mobile gaming away from a microtransaction pay-to-win hellscape I'm for it.

[-] bblfrnz@beehaw.org 6 points 1 year ago

It will be funny if they manage to implement microtransactions in some way.

[-] chaircat@lemdro.id 19 points 1 year ago

Ladies and gentlemen, I present to you the answer to the question that's posted all the time on gaming forums of: "Phones are so powerful these days, especially compared to the Switch, why can't we have real games on phones without microtransactions?"

[-] DoucheBagMcSwag@lemmy.dbzer0.com 18 points 1 year ago* (last edited 1 year ago)

Yep. Apple is definitely going to attempt to get into the gaming console business again

[-] GreenMario@lemm.ee 8 points 1 year ago

Ha ha good one!

All kidding aside, I’d say it will be an Apple TV refresh or spinoff from Apple TV to focus on microconsole gaming

[-] qwertyqwertyqwerty@lemmy.one 4 points 1 year ago

Which is good for competition. Still ridiculous price though for mobile.

[-] sigmaklimgrindset@sopuli.xyz 2 points 1 year ago

I mean isn’t RE4 VR coming soon? Great candidate for the Apple VR headset (that I have seen no one irl have)

[-] llii@feddit.de 1 points 1 year ago

Great candidate for the Apple VR headset (that I have seen no one irl have)

It's not released yet. And it doesn't have controllers. I doubt that it would be usable for classic VR gaming.

[-] SwiggitySwole@lemm.ee 1 points 1 year ago

Didn't that come out years ago?

[-] sigmaklimgrindset@sopuli.xyz 1 points 1 year ago

The RE4Remake VR, not the original. It was announced in May.

[-] ThunderingJerboa@kbin.social 2 points 1 year ago

Kicker is the PC VR mode has been done for months now but can't be released until the PSVR release.

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[-] mojo@lemm.ee 14 points 1 year ago

Why are people upset about this? This is a million times better then a f2p gacha pay model. You're getting a complete game (I assume).

[-] rgb3x3@beehaw.org 7 points 1 year ago

Because it's still a mobile game and there's no way it's a great experience trying to play it on such a small screen.

I honestly don't understand the smartphone gaming fad because of the screen size issue. Who actually plays games like this on their phone that wouldn't rather buy a dedicated steam deck or other device?

[-] megapenguinx@reddthat.com 7 points 1 year ago

It isn’t just a mobile game, you get the Mac and iPad versions as well so you effectively just get the game on Apple’s platform.

[-] mojo@lemm.ee 5 points 1 year ago

That's entirely subjective

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[-] KoboldCoterie@pawb.social 14 points 1 year ago

They're out of their fucking minds.

[-] Nefyedardu@kbin.social 10 points 1 year ago

...why would it cost less? It's $60 everywhere else.

[-] Chinzon@beehaw.org 13 points 1 year ago

Good freaking luck getting people to pay full price for a console game on a phone

[-] Nefyedardu@kbin.social 8 points 1 year ago* (last edited 1 year ago)

Obviously that's a stigma Capcom is trying to break through. Most phones/tablets these days are even more powerful than a Switch, yet people pay $60 for games on the Switch but not on phones?

[-] fox@beehaw.org 8 points 1 year ago

Fortunately, Resident Evil 4 will support universal purchase. That means if you buy the game for your iPhone 15 Pro, but you also own an iPad and/or Mac that is equipped with an M1 chip or newer, you can play across all three of those devices without having to double dip.

Anyone know if it'll have cloud saves?

[-] T3rr4T3rr0r@kbin.social 7 points 1 year ago

Literally no one will buy the game on ios

[-] Eggyhead@kbin.social 10 points 1 year ago

I'm not disagreeing with you by saying this, but I can imagine Apple sweetening the prospect by adding an AppleTV "Pro" to the ecosystem that will play intensive iPhone games like this with controller support. Tack-on MacOS playability as well and 1 purchase could mean you can play your save no matter where you are, across any platform within the ecosystem. Again, not saying this will happen. Just imagining how it could go.

[-] DoucheBagMcSwag@artemis.camp 2 points 1 year ago

There were go. Another person who agrees that apple is going to be competing with consoles again

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[-] Jaysyn@kbin.social 4 points 1 year ago* (last edited 1 year ago)

Clowncom can charge whatever they like, the market will quickly decide the actual price.

[-] shiveyarbles@beehaw.org 3 points 1 year ago
this post was submitted on 26 Sep 2023
75 points (100.0% liked)

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