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  • Square Enix Working Hard To Fix Foamstars Matchmaking Issues img Apr 27, 2024 Benjamin Carter Square Enix Working Hard To Fix Foamstars Matchmaking Issues Foamstars, the team-based shooter by Square Enix, has been plagued with matchmaking problems since its release on February 6, 2024. The developer has issued apologies and promises for fixes, but a definitive resolution for these issues remains pending. In a recent blog update, producer Kosuke Okatani expressed gratitude towards the gaming community and addressed the ongoing matchmaking difficulties. Although he apologized for the inconvenience, he did not provide specific details or a timeline for a solution, leaving players uncertain. Okatani did hint at addressing other critical concerns within the game but did not discuss them in detail. The upcoming patch, however, focuses not on the matchmaking issues but rather on implementing penalties for players who exit games early or remain inactive during matches. These penalties include temporary bans aimed at improving the overall gameplay experience. Additional improvements in the patch cover fixes for the character Chloe Noir and the resolution of a recurring crash on the PlayStation 4 version. The patch will also tackle issues with spawn camping on the Radiant Rhythms Gardens map. Despite the frustration with matchmaking, Square Enix tried to maintain player interest by revealing plans for Season 4, which includes a new map and a 'hololive collaboration skin.' These updates are expected to roll out by mid-May. The developer's failure to promptly address the fundamental matchmaking problems could delay some players' full return to Foamstars as they await a more stable and reliable gaming experience. Read More
  • GTA 3 Developer Reveals Well-Hidden Secret To Map; This Is Why There Are No Planes img Apr 26, 2024 Alison Harvard GTA 3 Developer Reveals Well-Hidden Secret To Map; This Is Why There Are No Planes In the development of Grand Theft Auto 3, the team at Rockstar faced technical hurdles posed by the PlayStation 2's limited memory and the capabilities of its DVD drive. Obbe Vermeij, a former developer for Rockstar, shed light on these challenges and the innovative strategies employed to adapt Liberty City's immersive open world. To manage the console's limitations, the development team utilized a streaming technique that dynamically loaded parts of the game world, such as buildings and roads, as the player navigated through Liberty City. This was optimized by strategically placing frequently used models closer to the DVD's reading mechanisms, minimizing load times. Despite these efforts, it was possible for players to outrun the game’s loading process, particularly when traveling at high speeds. To mitigate this, the developers introduced a series of modifications. In Portland, the game’s initial island, the originally straight roads were redesigned with curves to naturally decrease player speed. Further, the aerodynamics of vehicles were subtly altered, increasing air resistance by about 5% in order to slow down the vehicles without the change being overtly noticeable. Another adaptation involved the Dodo plane, which was notoriously difficult to pilot effectively in the game. This limitation was intentionally placed to prevent players from flying too high or too quickly, as doing so would exacerbate the system’s inability to load distant or complex textures in a timely manner. As technology and techniques evolved, subsequent games such as Vice City and San Andreas saw improvements in these areas. The Rockstar team continued to refine their streaming processes and implemented strategies like using simpler models during flight sequences to ensure a smoother gameplay experience across even more elaborate open worlds. Read More