Eskating cyclist, gamer and enjoyer of anime. Probably an artist. Also I code sometimes, pretty much just to mod titanfall 2 tho.

Introverted, yet I enjoy discussion to a fault.

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Joined 1 year ago
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Cake day: June 13th, 2023

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  • They key for gyro aiming on a console where the screen is attached, is to get the movement to be as one to one as possible, to make it work as if the screen is a portal into the game world that turns in a matching direction as you move the device.

    I had this revelation back with the PS Vita, where Killzone Mercenaries worked this way by default. It was magical for an FPS game to play that well on the tiny vita with its miniature analogue sticks.

    The joystick camera input and gyro also worked in concert, I’m fairly certain the game hybridized the input signals such that if you moved the device to correct your aim, that would override any current input signal from the stick, making it possible to correct overshoot and undershoot in a way that almost felt like the console was reading your mind.

    I’ve not been able to get that with steam input, but you can get close.




  • Other way around. Pure and Pulse were PSP first, then PS2 and later PS3.

    The PS2 port of Pulse is graphically superior, and can be run using PCSX2. HD has the same content.

    Instability might be due to shader translation, should go away as more shaders are compiled and cached.

    Vita3k for 2048 runs very well (with compilation stutters only at first), and you can get the HD and Fury DLC for it to access the PS3 content (though with lesser graphics).




  • There has always been ways to make stupid money in the game.

    My favorite has been to cozy up to a local faction so I can get assassination assignments that pay the big bucks, and void opal mining was still super lucrative last I checked.

    Bounty hunting is a bit slow, but taking on a a mercenary contract with a faction to fight for them in conflict zones pays well IIRC.

    The real grind is engineering your ships and weapons, though that was also improved significantly by making it so re-rolling your mods can only make them better, never worse.


    • Wipeout HD/Fury can be played using RPCS3
    • 2048 can be played using vita3k
    • Original/2097/3 can be played using any PSX emulator

    There is also BallisticNG, which replicates the various flight physics of the various titles 1 to 1 (excluding Fusion), and faithfully recreates the PS1 aesthetic (right down to the polygons jiggling, if you want that). It has mods, custom tracks, crafts and campaigns. If the old graphics style does it for you, it’s basically endless wipeout content.

    It’s insanely amazing on the deck. I recommend binding the back buttons to discard/use pickups, so you never have to move your thumb off throttle.

    Other titles worth mentioning are both Redout games. They have an immaculate sense of speed, though have quite different gameplay systems and track design. (No weapons, strafing replaces air breaks)