Posts Tagged: explains

‘Overwatch 2’ director explains why hero missions were canceled

When Blizzard announced earlier this week that it had canceled Overwatch 2 hero missions, a central part of its player vs. environment (PvE) story mode, fans were none too pleased. So director Aaron Keller published a blog post today to ease the concerns and offer more transparency about the development team’s “incredibly difficult decision.”

Hero missions, revealed in 2019, were designed to provide a “deeply repayable” branch of the game based on RPG-like talent trees. Although progression would have been separate from the main game (to avoid giving hero mission players an unfair advantage), it was still part of the hype Blizzard used during the past four years of marketing the title. But the publisher ultimately found that the hero missions were pulling too many development resources away from the live game.

“When we launched Overwatch in 2016, we quickly started talking about what that next iteration could be,” Keller wrote. “Looking back at that moment, it’s now obvious that we weren’t as focused as we should have been on a game that was a runaway hit. Instead, we stayed focused on a plan that was years old.” That years-old plan refers to the development team’s influence from its work on Project Titan, Blizzard’s canceled MMORPG. The creators initially saw Overwatch as a vessel to reintegrate some of the ideas from that scrapped project.

Overwatch 2 screenshot featuring two heroes standing on a large metallic flower petal
Blizzard Entertainment

“Work began on the PvE portion of the game and we steadily continued shifting more and more of the team to work on those features.” But, Keller says, “Scope grew. We were trying to do too many things at once and we lost focus. The team built some really great things, including hero talents, new enemy units and early versions of missions, but we were never able to bring together all of the elements needed to ship a polished, cohesive experience.”

Keller says the team’s ambition for hero missions was devouring resources at the expense of the core gameplay. “We had an exciting but gargantuan vision and we were continuously pulling resources away from the live game in an attempt to realize it,” said Keller. “I can’t help but look back on our original ambitions for Overwatch and feel like we used the slogan of ‘crawl, walk, run’ to continue to march forward with a strategy that just wasn’t working.”

The decision to abandon hero missions came down to prioritizing present quality over past promises. “We had announced something audacious,” Keller reflected. “Our players had high expectations for it, but we no longer felt like we could deliver it. We needed to make an incredibly difficult decision, one we knew would disappoint our players, the team, and everyone looking forward to Hero Missions. The Overwatch team understands this deeply — this represented years of work and emotional investment. They are wonderful, incredibly talented people and truly have a passion for our game and the work that they do.”

Overwatch 2’s story missions — minus the canned hero missions — are set to arrive in season six, scheduled for mid-August. PvE aspects include a single-player version with a leaderboard, in-game and out-of-game stories and “new types of co-op content we haven’t yet shared.” Before that content arrives, there’s still season five, set to launch in June.

This article originally appeared on Engadget at https://www.engadget.com/overwatch-2-director-explains-why-hero-missions-were-canceled-211629105.html?src=rss
Engadget is a web magazine with obsessive daily coverage of everything new in gadgets and consumer electronics

Guerrilla Games explains why ‘Horizon Forbidden West’ works well on the PS4

Guerrilla Games set itself up with an unusual challenge when developing Horizon Forbidden West, which comes out on Friday, February 18th. According to the game’s director and technical director, Guerrilla was well aware of the PS5 and much of its capabilities when it started working on Forbidden West in 2018. But, the company also planned to make the game work on the PS4, a console that turns nine years old this fall.

It’s not unusual for games to be released on both consoles, but Forbidden West is notable for being a particularly massive and detailed game, perhaps the most advanced title yet to come out on the PS5. In a conversation with Engadget, game director Mathijs de Jonge and technical director Michiel van der Leeuw discussed Guerrilla’s process for making sure that the game worked for the PS4 while simultaneously showing off everything the PS5 is capable of.

“We knew it was going to be tricky making something that would make the PlayStation 5 shine, but also be really rewarding for people who have PlayStation 4,” said van der Leeuw. “So we're very happy that we knew about the PS5’s capabilities very early on, because that meant we could plan for how we're going to make this distinction.”

The most immediately obvious difference between the two versions is visual fidelity, with the PS5 targeting 4K resolution (reduced to a checkerboard-upscaled 1800p when running in 60 fps “performance” mode). “From the start, we targeted having higher-fidelity characters, high-fidelity environments, higher-fidelity vegetation, everything, just for the PS5,” van der Leeuw said. “So you'll just see different models for the PS4 version, but with the same sort of atmosphere throughout the game.”

The realities of play-testing during a worldwide pandemic actually provided Guerrilla plenty of opportunities to get feedback on the PS4 experience. “It was really difficult for us, the pandemic just hit us while we're in peak production,” van der Leeuw added. But Guerrilla was able to use Sony’s PlayStation Now game streaming technology to send early builds of the game to PS4 play testers. “Because of the pandemic, we had to switch to remote play testing,” said de Jonge. Sony would have done that with the PS5, but it wasn’t possible to have people into their offices during the pandemic.

The upshot of this was that Guerrilla had to make sure the PS4 version was getting plenty of attention throughout the development process. “It was a big advantage, in a way, that we did have the PlayStation 4,” de Jonge said, “because that meant we really had to get the build in a good state rather than just focusing on the PS5 version.”

Horizon Forbidden West PS5
SIE

While the team was conscious of making things work for the PS4 throughout the game’s development, they also were painstaking about having the PS5 version stand out visually. “We’d look at screenshots for every single thing on-screen, whether it was the grass, the sky, the leaves, the cloth, the hair – everything should have something where if you look at the screenshots, you'd feel like this is definitely the PS5 version,” van der Leeuw said.

While improved fidelity and frame rate were obvious things to expect in the PS5 version, Guerrilla put a lot of thought into how the PS5’s controller could be a differentiator – but it was somewhat of a balancing act getting the experience right. “In our early prototypes, I remember that we set the [adaptive trigger] values relatively high,” de Jonge said, “and I remember that after a few minutes we already felt some fatigue with the triggers. And then we started adding the haptic feedback. And then you have to balance how much haptic you have versus how much pressure you put on the triggers.”

Somewhat surprisingly, the team working on haptics is separate from the team working on the adaptive triggers. “Haptics are handled in our studio by the audio design designers, but the adaptive triggers are handled by our game designers,” de Jonge said. Obviously, no part of game design happens in a vacuum, but he specifically cites the collaboration between those teams as something he was proud of in the development process.

The end result is something that doesn’t scream out to you as a huge update, but a skillfully executed component that helps Horizon Forbidden West shine on the PS5. “I think it was great to see also how we could [use haptics and adaptive triggers] make the different weapons stand out, sort of give them their own character,” de Jonge said. “So it really feels different when you use a slingshot versus when you fire an arrow using a bow.”

Like most games specifically built for the PS5, Horizon Forbidden West loads quickly, thanks to the console’s built-in SSD. With such a massive map to explore, near-instantaneous loading (like when you fast travel) is a huge quality of life improvement. But van de Leeuw said these optimizations are more than just having a fast drive. “You don’t realize how easily games are bottlenecked,” he said. “If you run a PC game on a very fast SSD, it doesn't automatically load in like seven seconds. There's so much work we had to do.”

Horizon Forbidden West PS5
SIE

The end result is a game so quick that the development team had to revamp the tips that appear on loading screens. “In Horizon Zero Dawn, we called it fast travel, but it could take maybe a minute to actually load,” de Jonge said. “With the PS5, it’s maybe four or five seconds, it loads so quickly that players can’t even read the hints.” But from testing, Guerrilla knew that players came to rely on these hints, so they decided to slow things down just a bit. “We had to add a very simple feature where it hangs on the loading screen for enough time so you can actually read at least one hint while it loads.” Of course, people who want to speed through things can just mash X or turn off the pause in settings so that the game loads up as fast as possible.

While Engadget hasn’t tested Horizon Forbidden West on the PS4 yet, early reportsindicate that Guerrilla stuck the landing, building a game that doesn’t feel compromised on the PS4 that still shows off the power of the PS5. “I'm quite happy how it turned out,” said van der Leeuw. “I'm very proud of the PS5 version. But the PS4 version has the same sort of atmosphere, same sort of feel. Of course, it's a generation older, but it holds up, I think, quite well.”

Engadget is a web magazine with obsessive daily coverage of everything new in gadgets and consumer electronics

Amazon explains outage that took out a large chunk of the internet

Amazon has explained the Web Services outage that knocked parts of the internet offline for several hours on December 7th — and promised more clarity if this happens in the future. As CNBCreports, Amazon revealed an automated capacity scaling feature led to "unexpected behavior" from internal network clients. Devices connecting that internal network to AWS were swamped, stalling communications.

The nature of the failure prevented teams from pinpointing and fixing the problem, Amazon added. They had to use logs to find out what happened, and internal tools were also affected. The rescuers were "extremely deliberate" in restoring service to avoid breaking still-functional workloads, and had to contend with a "latent issue" that prevented networking clients from backing off and giving systems a chance to recover.

The AWS division has temporarily disabled the scaling that led to the problem, and won't switch it back on until there are solutions in place. A fix for the latent glitch is coming within two weeks, Amazon said. There's also an extra network configuration to shield devices in the event of a repeat failure.

You might have an easier time understanding crises the next time around. A new version of AWS' service status dashboard is due in early 2022 to provide a clearer view of any outages, and a multi-region support system will help Amazon get in touch with customers that much sooner. These won't bring AWS back any faster during an incident, but they may eliminate some of the mystery when services go dark — important when victims include everything from Disney+ to Roomba vacuums.

Engadget is a web magazine with obsessive daily coverage of everything new in gadgets and consumer electronics

Apple explains how AirPods Max low-power modes work

Ever since Apple released AirPods Max, questions have swirled around its low-power modes. Do you really need to use the Smart Case to save battery life, or let the headphones idle for hours? Thankfully, Apple is finally setting the record straight. T…
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Sony explains how PS4 accessories will work on PS5

Sony has clarified how both PS5 and PS4 accessories will work with its next video game console. First, let's get the old DualShock 4 out of the way: it'll work with PS4 games that are backwards compatible on the PS5, but it can't be used for next-gen…
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Samsung explains the massive fingerprint security flaw in the Galaxy S10/Note 10

Samsung has been in hot water lately over some pretty shoddy fingerprint scanning on the Galaxy S10 and Galaxy Note 10. Apparently there’s a pretty easy way to get into someone’s secured phone, regardless of whose fingerprint you use. That’s, uh, pretty bad, no matter how you look at it. The good news is that […]

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Apple explains iPad Pro build process in response to bending concerns

When Apple first responded to concerns that its iPad Pros were shipping with a slight bend, the company essentially said that it's a non-issue. Since that will definitely not be enough for a lot of people, Apple has detailed the device's manufacturin…
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Mark Zuckerberg explains post-election comments he now ‘regrets’

Last November, Mark Zuckerberg said, "Personally, I think the idea that fake news on Facebook, of which it's a very small amount of the content, influenced the election in any way is a pretty crazy idea." Nearly a year later, and after evidence has b…
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Police report explains little about Uber’s autonomous wreck

After one of its self-driving Volvos in Tempe, Arizona was struck by another car, Uber temporarily shut down all autonomous testing in the state and in Pittsburgh, Pennsylvania. No major injuries resulted and both sites resumed operations early this…
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Amazon exec explains how Prime Air delivery drones will work

Amazon vice president Paul Misener doesn't know if the company already has a pricing scheme for its Prime Air service, but he knows everything else there is to know about the delivery drones. He talked about the project at length in an interview with…
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Boeing’s latest video explains how scientists built microlattice, the world’s lightest metal

Despite being made entirely from metal, microlattice is actually 100 times lighter than styrofoam — so light, in fact, that it can rest on top of a dandelion blossom without destroying it.

The post Boeing’s latest video explains how scientists built microlattice, the world’s lightest metal appeared first on Digital Trends.

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