C
Chibibar
I would, but already pre-order mine with my friends (got the 4 pack)Nobody wants 15$ off their Dead Island game on PC?
I would, but already pre-order mine with my friends (got the 4 pack)Nobody wants 15$ off their Dead Island game on PC?
Oy, I'm in. Where do you want the monies?LOL Jury Duty.
Still looking for a 4th to buy the Steam pre-sale version of the game.
Bah. They solved this problem at low levels like 40 years ago. All they need is a common transport protocol, with the game code itself encapsulated.The simplest reason is just because the coding for each console is entirely different and could have weird interactions with each other. This can be remedied by having a server with software that can understand these different versions of the code and can then translate them into something that works, but then you need to have a server that's running 24/7... and who has to pay for that? If it's the company that made the game, you'd better expect a subscription fee.
Sounds good in theory, doesn't work in practice as a lot of the code running on consoles is optimized for specific architectures. PS3 has the Cell processor with 6 of 8 SPEs set aside for processing versus the Xbox 360's tricore Xenon. Had the hardware been more similar, your suggestion probably would have worked - but then there wouldn't have been a 'competitive advantage' on either side.Bah. They solved this problem at low levels like 40 years ago. All they need is a common transport protocol, with the game code itself encapsulated.
I guess I misunderstood what you were getting at. It's how the consoles (And the operating systems) handle the data that causes the issue, not the actual data being sent back and forth. Reference Ping of Death for an example on how communication stacks can cause faults that aren't easily addressed.That's fine, but we're not talking about game code, only data. I'm not sure I understand the problem. Vastly different machines communicate with each other using completely different software over protocols like TCP/IP all the time. None of the machine specifics should matter. Now if you said "porting the code was hard", that has to do with Cell processors and Xenons. Making console and PC versions communicate is an entirely different story, that should have nothing to do with machine architecture. Even at the game code level, higher level functions like "what is game instance Z doing right now" should have nothing to do with CPUs or hardware, and existing APIs for communication should exist for all platforms already, completely taking it out of the porter's hands. It's not just theory--it's commonplace I would argue.
I know the feeling. I may have to wait till like 5-6 PM to pick up my copy. Fuck you, Franklin County Common Pleas Court.Pre-loaded and ready to slay!
Ridiculous that I'll be at work during release.
The game allow you to co-op (internet play) or solo. It is like L4D type with stories and skill system (plus wear and tear on your items and LIMITED ammo)Honestly, is this something that someone without a lot of experience with non-MMORPG online gaming could get into without being creamed into boredom by highly experienced players? I'd like to play, but every time I try one of these I get killed so quickly and so often, it's not fun. Like playing original MK with someone who just sweeps the leg over and over.
From what shego said, Yes. There is a single player option where you worry about YOURSELF. Even in "single" player mode in L4D, you carry AI which are well... pretty stupid (even dead rising hehe)Assume I will never play this online with anyone, and that I enjoyed Resident Evil 4 and Dead Rising, but not Left 4 Dead. Will I enjoy this game?
I was only able to play for a few minutes last night, but I was by myself and dug it a great deal.Assume I will never play this online with anyone, and that I enjoyed Resident Evil 4 and Dead Rising, but not Left 4 Dead. Will I enjoy this game?