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Destiny 2’s Single-Use Shaders Are Just Plain Wrong

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From what I can gather, Destiny 2 is a fun game. Many gamers who hated the first Destiny seem to enjoy the sequel a great deal more, and thanks to the PC beta test, I can say from firsthand experience they’re right. While PC gamers need to wait a bit to play the game, PS4 and Xbox One (and PS4 Pro) owners are playing Destiny 2 as I write this article and sadly discovering several issues with the game, namely its microtransactions, or to be more specific, the one-time use shaders.

Depending on your video game experience, you may or may not recognize “shader” as the term commonly used to describe cosmetic items that overwrite the colors of wearable equipment. Shaders are standard in many modern games, especially role-playing games that emphasize character customization, including Dragon Age: Inquisition and The Witcher 3: Wild Hunt – Blood and Wine. Shaders are a godsend in MMOs where all end-level armor looks homogeneous. Why should every player settle for the same old drab silver and brown suit when players can color it as bright and shiny gold armor with purple highlights? Shaders were everywhere in the original Destiny, and players could swap shaders at any time. However, according to a Reddit post, Bungie (or more likely Activision) decided to change how shaders work in Destiny 2 by making them disappear after being used. Oh, and they can also be found en masse in loot boxes that can only be purchased with real world money, because why not?

Perhaps the executive behind this decision didn’t get the memo, but Destiny 2 is a loot-based game, which means players are stuck in a never-ending cycle of “find armor and weapons, equip them, and replace them five minutes later with even better armor and weapons.” While luck plays a huge factor, eventually every player will replace every piece of equipment with something better, which raises the question: what’s the point in wasting a one-use shader on a piece of equipment that will inevitably be replaced? Gamers color their armor with shaders to give it a specific color scheme, but this scheme is replaced when players equip a new piece of armor. Since the shader is one-use, the new armor piece can’t be colored unless the player has a duplicate shader, which is highly unlikely given the random nature of the loot drops. In other words, there is no point in wasting limited-use shaders on equipment that will be replaced. Sure, gamers can always stockpile shaders and use them to color end-level equipment, but this equipment will eventually become obsolete in a future patch or expansion. To put it simply, the loot-based nature of Destiny 2 conflicts with the nature of Destiny 2‘s shaders.

You are now probably wondering how Activision/Bungie should handle shaders in Destiny 2. Since shaders can now be applied individually to every piece of equipment, including weapons and ships, perhaps the companies should take a page out of Wildstar. In that game, shaders have unlimited uses and can be applied to almost any piece of armor or clothing. Moreover, players can mix and match shaders to create any color scheme imaginable. Personally, I consider Wildstar the bar by which other MMOs should be measured regarding how shaders are implemented. Maybe it’s too much to ask the developers at Bungie to copy Wildstar‘s shader system, but the company should at least get rid of the one-use limitation.

Bungie could and should patch in an update to Destiny 2 to fix the shader system. The fan outcry is near universal; nobody likes that shaders are one-use items. I cannot think of a legitimate reason why shaders shouldn’t be permanent items, and apparently neither can anyone else. Please, Bungie, you have a good game on your hands; don’t ruin it for the fans. Please.

All you have to do to get my attention is talk about video games, technology, anime, and/or Dungeons & Dragons - also people in spandex fighting rubber suited monsters.

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The cast of the Sonic the Hedgehog 3 film has added an exciting new addition with the inclusion of Shadow, who will be voiced by the talented Keanu Reeves

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After a long wait, it appears that the search for a capable Hollywood actor to bring the brooding Shadow the Hedgehog to life has come to an end. Keanu Reeves, a renowned actor known for his iconic roles in film franchises such as The Matrix and John Wick, as well as his involvement in the highly anticipated game Cyberpunk 2077, has officially been cast for the role.

Speculation has been running wild lately, but The Hollywood Reporter has officially confirmed the casting, citing reliable sources in the know. News of Sonic the Hedgehog 3 being showcased at Cinemacon has quickly spread. Reeves is sure to bring his own special touch to the role, but it’s uncertain how well he will mesh with the mustachioed Dr. Robotnik, as Jim Carrey is set to reprise the character.

What are your thoughts on Keanu Reeves being cast as Shadow the Hedgehog in Sonic the Hedgehog 3? Please avoid sharing fan art in the comments section below.

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Get ready for a metaphorical rollercoaster ride with ReFantazio Livestreams!

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ATLUS has just announced their latest event, the “ATLUS Exclusive: Metaphor: ReFantazio” broadcast. Fans can look forward to an exciting 30-minute showcase of never-before-seen gameplay from the publisher/developer. How exciting is that to anticipate?

According to Gematsu, director Katsura Hashino will serve as the host of the broadcast, which will debut on YouTube on April 22. The English version will include dubbed audio and English subtitles, and we have also expanded the list of timezones available.

  • North America: 3 pm PDT, 4 pm MDT, 5 pm CDT, and 6 pm EDT.
  • UK/Ire: 11pm BST
  • Europe: 12am CEST / 1am EEST
  • Asia/Oceania: 7am JST, 6am AWST, 8am AEST.

Additionally, there is a scheduled stream for the next day, April 23rd, with the specific times listed below. Get ready for the “ATLUS Exclusive Debut Commemoration Special—Metaphor: Stalkers Club Final,” where fans can indulge in the captivating presence of hosts Mafia Kajita and Tomomi Isomura. They will thoroughly analyze and delve into all the information disclosed during the initial broadcast. Sayawaka, a visitor who is the author of the associated manga’s story, will be with them.

  • North America: 7 am PDT, 8 am MDT, 9 am CDT, and 10 am EDT.
  • UK/Ire: 3pm BST
  • Europe: 4pm CEST / 5pm EEST
  • Asia/Oceania: 11pm JST, 10pm AWST, 1am AEDT

What are your thoughts on the influx of information about Metaphor: ReFantazio? Are you planning to watch any of the upcoming broadcasts? Share your authentic thoughts in the comments section below.

 

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Final Fantasy 7 Rebirth’s Retry Wording Has Been Updated in a Subtle Manner

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Despite the numerous praises players have showered upon Final Fantasy 7 Rebirth, there is one particular aspect of the game that has garnered nothing but criticism: the perplexing wording of its retry screen, which players encounter when facing a Game Over. Fortunately, the developers have discreetly resolved this issue in the game’s latest patch. They have fixed the Platinum Trophy progression, resulting in a slightly less confusing experience for players.

If you don’t possess exceptional combat abilities, chances are you’ve come across the game’s notorious four options: “Retry from Current Battle, Retry from This Battle, Retry from Before Battle, or Resume.”. As an avid gamer, I must admit that I’ve experienced the frustration of losing precious time due to my own foolish mistake. In this particular instance, I found myself engrossed in fine-tuning my matrix and equipping my party, only to have it all go to waste when I encountered a formidable enemy. To compound my error, I made the ill-advised decision to retry the battle, resulting in an hour of agonizing repetition. Lesson learned!

The “Retry from This Battle” option has become a source of frustration for players who are struggling with the game’s final boss encounter, leading to a significant number of rage-quits. Without giving away any surprises, opting for that choice after being defeated would result in players being sent back to the beginning of the final boss encounter, needlessly forcing them to forfeit approximately an hour’s worth of hard-earned progress in battle.

After the update, players now have the option to select “Retry from the Current Phase” instead of “Retry from Before the Current Battle.”. It’s worth noting that this change is only slightly improved. It’s rather disappointing that the screen is overly convoluted, which may lead to players feeling frustrated. While it’s better late than never, we can’t help but wonder if this issue will persist in the future.

 

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