![]() ![]() However, Neon Giant acknowledged some other instances of crashes remain, which it's working to sort out. The patch also mentions improved loading in of NPCs on PC, and the addition of a CPU performance mode for lower-end PCs.Īcross all platforms, the patch fixes numerous instances of one-time crashes, both in single-player and co-op. The Ascent does not support ray tracing on Xbox Series X or S - it is a PC-only feature. That latter change is important - after The Ascent came out, players soon discovered the PC version lacked DLSS and ray tracing on Game Pass but not Steam.ĭLSS for PC Game Pass was added in a small update issued earlier this week, along with a difficulty selector. Specifically on PC, the patch improves performance in DX12, also with ray tracing, and makes ray tracing available to players on the Windows Store. Here's the Digital Foundry video breakdown for The Ascent, tested on all Xbox consoles - and PC. The update, which is available now for the Steam version of the cyberpunk-themed RPG-shooter and will be out soon for Xbox and Windows 10 players, tackles co-op problems and stability issues, among other things. This game is fun as hell.Neon Giant has released a significant patch for The Ascent that addresses some of the burning issues with the game. I’ve also read several online comments about progression and network issues, but I haven’t experienced anything glaring myself. I feel like I’ve gotten my $18 bucks worth and it’s only been a week. There’s also a whole meta-campaign that each victory feeds into, but I don’t know if the game community will be strong enough to feed its planned six week cycles. The planets and missions can get repetitive, but with a $20 price tag ($18 for Plus members) I can’t really complain. Combo co-op is supported, too, for those of you who have both real friends and online friends. If the network is down you can always play with up to four players in a local co-op game. Personally, I’ve had a few dropped connections, but nothing I haven’t experienced with most online-focused games. The devs are aware of the issue and are working on it. This is a serious issue for players who thought they’d be able to play with their friends on different systems. Random players seem to be able to cross play, but Arrowhead and Sony have had some difficulty integrating players’ friends lists from all three systems. I’ve had no problem with the cross buy and cross save features, having played on my Vita, PS3, and PS4, but I have yet to hear of anyone playing with friends on different systems. Helldivers was advertised as a cross buy, cross save, cross play game. If you have three friends willing to play you will likely never notice these little snafus, as long as you’re on the same system. I pop my SOS beacon for kicks at the start of every mission, too. I’ve even solo’d through some challenging missions which offered some pretty good rewards. As far as getting random players to join your own game, who knows? I’ve played a few dozen solo games to gather research samples for upgrades and I have never had a random player drop into my game. Once you’re with a team the game rolls right along. Finding a group can be a challenging, since most games on display are already full. There isn’t an in-game invite system, which is a little irritating, seeing as how there are SOS beacons which can give your game priority in the public lobby. ![]() If you see a buddy in a game you can simply choose your loadout, drop in, and blaze away. There are two lobbies available from your ship’s bridge, one for random games and one for friends. Players can drop into games at will, so long as there’s an open slot. Figure out who’s hosting then everyone can either meet up on board the ship or on the planet’s surface. Games are easily joined, but you have to join individually, so you’d best make sure everyone you’re playing with is already on each other’s friends list. I’ve experienced a few minor annoyances with the co-op system, but nothing rage-inducing (so long as the servers are cooperating). It really kills the flow of what should be a pick-up-and-play game. The end mission recap screen is painfully slow, displaying each player’s stats, rewards, and promotions individually. Kills don’t matter, which is nice because it keeps players focused on the mission instead of trying to go lone wolf on heavy targets. It’s pretty dope.Īt the end of the mission players will all earn equal rewards no matter how they performed, as scoring is based off of survival and completing objectives. Just replace bugs with cyborgs or psionic energy creatures two thirds of the time. ![]() I don’t want to make it sound like every mission ends like the evacuation scene from Starship Troopers, but in the later levels every mission ends exactly like the evacuation scene from Starship Troopers. ![]()
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