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MicroSD Express Cards For Nintendo Switch 2 - Here Are Your Options

MicroSD Express Cards For Nintendo Switch 2 - Here Are Your Options https://ift.tt/bw1czLA The Nintendo Switch 2 offers a fairly massive upgrade when it comes to raw storage space. The 256GB onboard SSD is four times larger than the Switch OLED (64GB) and eight times the size of the original Switch and Switch Lite (32GB). That said, the Switch 2's performance upgrades will inevitably lead to bigger file sizes for upcoming games , which could compel you to expand your console's storage capacity. Just like its predecessor, the Nintendo Switch 2 has a microSD card slot. But while the Switch worked with basically every microSD card sold in stores, the Switch 2 is only compatible with a very specific type of storage: microSD Express cards . See all microSD Express Cards at Amazon The Express format is a recent advancement in the semiconductor industry that hasn't been widely adopted by manufacturers yet. The Nintendo Switch 2 will certainly increase its adoption rate by both ...

Bethesda Had To Make Starfield Enemy Ship AI "Really Stupid"

Bethesda Had To Make Starfield Enemy Ship AI "Really Stupid" https://ift.tt/L8TGhJd

Bethesda head Todd Howard has gone in depth on Starfield in a recent appearance on The AIAS Game Maker's Notebook Podcast, sharing his thoughts and experiences on what went into the massive space sim. One interesting point he mentioned was that enemy ships had to have their AI majorly nerfed for space combat to be enjoyable.

Initially, Howard says, it was easy to create a clever AI for space battles but they would hold their own possibly too well. "Forever we were just jousting," he explained. "It turns out you have to make the AI really stupid. You have to have them fly, they need to turn and basically be like: 'Hey, player one, you can just shoot me for a while.' And then you give the AI tools where the player can see: 'Oh, he's boosting away, I can do that.'"

The enemy AI was one of the key pieces in bringing together space combat as a whole, Howard explains, with the mechanic being a notoriously difficult one to implement in video games. He says he was inspired by games like FTL and old MechWarrior titles, but wanted to include those mechanics "in a way that people could understand, where we're not having to pause the game in space."

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