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PS5′s limited storage

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It’s hard for me not to scoff at Sony’s claims that they “aren’t hearing” that the PS5’s storage is too limited (even before Masahiro Sakurai complained about it). I’m pretty sure “not listening” is a more accurate phrase.

It’s rare I can install a game on my PS4 without deleting something else first, and game sizes are only getting larger. (And it only makes things worse that so many games, even if you buy them on disc, still install 20 GB or more onto the hard drive.) And while I do applaud the PS5’s level of backward compatibility, the fact that it can immediately play existing PS4 libraries (not to mention the PlayStation Plus Collection) means a lot of players already can’t fit their library onto their console.

Not acknowledging that storage is quite limited feels like denial of customer reality - the time and cost of having to download and re-download huge games because you can’t have them all on your drive at once, as well as the fact that the store will eventually be taken down preventing any future re-downloads. If that happened right now with my PS3, I’d mostly be okay - it’s got all the games I really care about installed right now. If it that happened right now with my PS4, I’d lose a lot.

(By comparison, on my 3DS, Wii, Wii U, and Switch, I have never once needed to delete a game to free up space.)

I think it’s plausible that given SSD costs, launching the PS5 with relatively low storage makes sense - but claiming that the feedback isn’t happening just makes Sony look out of touch.

A Brighter Idea

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I’m always a bit baffled and disappointed when a brilliant game design idea isn’t immediately stolen by every similar game that follows. I previously mentioned that I don’t understand how City of Heroes’s simple and clever solutions weren’t copied by every MMORPG with tank/DPS/heals combat or character levels and individual quests.

Recently Kotaku ran an article complaining about brightness sliders in games and implying that no better solution has ever been found, and this reminded me that Ratchet & Clank Future: Quest for Booty had a representative gameplay screenshot on the brightness screen so you could see what the game would actually look like based on your adjustments. This game came out in 2008. Why are so many games still just asking the player to make an arbitrary symbol “barely visible” with no real indication what this will mean for the actual gameplay?

Sideways compatibility

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There’s something deliciously ironic (if slightly tragic) about the fact that the Xbox Series S can play PS2 games when no PlayStation console since the first-gen PS3 has been able to do so.

It’s my new favorite piece of evidence that if you’re concerned about artistic and cultural preservation in media generally and games particularly, you basically can’t look to the rights holders. You have to look to the people commonly thought of as pirates.

Peak gliding

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Here’s something that used to be common in 3D platformers that I don’t miss: having to carefully time a second press of the jump button at the peak of your jump to maximize your glide and get enough distance to cross gaps.

This is another example of “What’s hard about a game should also be what’s interesting about it.” I enjoy exploring these games’ spaces and finding the paths through them. I don’t enjoy carefully parsing sometimes-misleading jump animations and executing glides with incredibly strict timing requirements just to get around. I definitely don’t enjoy barely missing those jumps, because it usually means falling and having to redo some amount of uninteresting platforming just to get back to where I was and try again. And sometimes it means losing lives and if I fail enough I get ejected from the level completely, so that punishment gets in the way of exploration.

On top of that, it can cause challenge profile confusion. If you try one of these jumps several times and just barely fail each time, what lesson are you supposed to take from this? Should you assume that the timing window is really strict and you just aren’t quite timing it well enough? Or should you assume that the jump you’re attempting isn’t actually possible and you need to go elsewhere? How are you supposed to “git gud” if the game isn’t clear in its feedback on what you’re doing wrong?

I much prefer the design of letting the player just hold the jump button to activate the glide at the optimal time. This also ties in well with the popular mechanic of holding the jump button for longer/higher jumps, since you don’t have to force the player to release the jump button before the jump’s peak to enable them to hit it again. It does arguably lower the skill ceiling of controlling the character, but for me it’s a good trade-off because it lets you focus the game’s difficulty on the things that make it interesting by making the level design richer without increasing ambiguity and frustration.

DualSense is always listening

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From Reddit: First time Souls player. I didn’t realise that the PS5 records your microphone’s audio whenever you get a trophy. Whoops.

Let’s unpack this a bit.

By default, the PS5 saves a video clip whenever you get a trophy.

Of course, the PS5 can’t know when you’re about to get a trophy. So that means it’s always capturing video; it just discards most of it unless you get a trophy or manually save a clip.

But the PS5’s DualSense controller has a microphone array that cannot be removed or deactivated. It can apparently be muted, but it’s on by default with no indicator. And audio from this mic is, by default, included in the trophy video clips. Which means that by default, your PS5 is constantly capturing audio from your controller mic, though in theory it simply discards most of it.

How in the world are people okay with this? How is anyone okay with being surprised that their internet-connected game console is continually recording them without asking permission?