- United States
There are also mentions of no custom private lobbies from Tyler Dohar, so this seems exactly as I expected: pretty much another unfinished project from Motorsport Games
Unfortunately, the game development model for smaller studios in the last decade or so has been "the publishers won't pay for fixes unless the game sells a million copies its first week, so early sales/DLC have to fund the patches". And if you buy a game on discount then likely none of that money goes to the developers because of the ass-backwards way Steam takes it cut.Sick of paying $100 to beta test garbage in the hopes it gets improved. How 'bout we just wait until they fix it and buy it on discount later instead?
Is there? 95% of the developer studio, in my experiences, are for the most part blameless, considering they're simply trying to make the best out of the sometimes rotten hands they are given. I think blame can be placed upon the heads of the studio, but certainly not the rank and file.Not to say developers are completely blameless, there's plenty of examples of fault there too.
I’ll echo my previous sentiment, looks surprisingly polished visually, the although it’s difficult to tell what the physics system is like from a video, it all looks quite planted and weighty.They finally released a decent length gameplay video and it shows some damage!
Still on the fence about it but if it doesn't have any major bugs I might get it during black Friday as it will more than likely be on sale.
If you mean stuff like the glaucoma-vision depth of field effect, most Unreal Engine games let you turn off post processing effects individually. In fact it's kind of necessary in some cases, becasue some of those effects really seem to bottleneck a game's performance if they're not implemented correctly.A buncha previews just hit Youtube, the game looks pretty good. I'm just a little disappointed by the graphics.
Hopefully the next gen patch sharpens up things a bit, right now it looks acceptable if it were a Mid 2010's release (it'll probably be that way until they stop cross gen releases)If you mean stuff like the glaucoma-vision depth of field effect, most Unreal Engine games let you turn off post processing effects individually. In fact it's kind of necessary in some cases, becasue some of those effects really seem to bottleneck a game's performance if they're not implemented correctly.