@StellarBlade Thanks @StellarBlade for the quick turnaround on the region lock, bought the game immediately! Looking forward to playing it again, this time in PC!
🔸The demo for Stellar Blade is now available!
You can play through the beginning of the first stage, including the first boss battle.
Your save data will carry over to the full game.
🔸After clearing the main demo, an additional mode will unlock—letting you take on a mid-boss encounter.
Try on different outfits and hone your skills in battle!
🔶The demo is free to download in nearly 250 regions worldwide.
🔸We're working hard to bring you even more exciting news.
Please look forward to what's coming next!
#StellarBlade #Steam #EpicStore #DEMO #Free
@StellarBlade Hundreds if not thousands of physical copies sold here in the Philippines for the PS5 version, mine included, and probably more in digital, but in different account region... I think it's a huge missed opportunity not to release it in PC here...
#stellarblade#regionlock
Hundreds if not thousands of physical copies sold here in the Philippines for the PS5 version, mine included, and more in digital, but in different account region... I think it's a huge missed opportunity not to release it in PC here...
#stellarblade#regionlock
🔸️We are closely discussing the region lock issue with the publisher and are doing our BEST to resolve most of it as soon as possible.
🔸️As shown in the test chart below, the DRM has been hard tuned to maintain the same average frame rate, with even higher minimum frames in some cases. Mods are fully supported without any restrictions.
🔸️PSN connecting entirely optional and NEVER required.
🔸️Both the PC and PS5 versions offer the same content. We will make sure that early buyers are never at a disadvantage through future updates.
We’ll keep you updated as soon as we have more to share.
#StellarBlade #STEAM #StellarBladePC #regionlock #PSN #PS5
🔸️We are closely discussing the region lock issue with the publisher and are doing our BEST to resolve most of it as soon as possible.
🔸️As shown in the test chart below, the DRM has been hard tuned to maintain the same average frame rate, with even higher minimum frames in some cases. Mods are fully supported without any restrictions.
🔸️PSN connecting entirely optional and NEVER required.
🔸️Both the PC and PS5 versions offer the same content. We will make sure that early buyers are never at a disadvantage through future updates.
We’ll keep you updated as soon as we have more to share.
#StellarBlade #STEAM #StellarBladePC #regionlock #PSN #PS5
New METAL GEAR SOLID Δ: SNAKE EATER trailer revealed!
Get ready for the ultimate survival stealth action experience.
Official Homepage:
https://t.co/c52t6mlKTJ
#MetalGearSolid#MGSDelta
To our Kickstarter backers:
Your belief in us turned a dream into reality. As we approach the launch of Eiyuden Chronicle: Hundred Heroes, we're reminded of your support over the years.
Thank you for being our heroes on this journey!
#EiyudenChronicle#百英雄伝
Explore the first In-Engine Look at METAL GEAR SOLID Δ: SNAKE EATER, currently under development using Unreal Engine 5.
All of the game's environments are rendered in UE5 and captured in-game in real time.
#MetalGearSolid#MGSDelta
In an effort to clear up any confusion.
"MGS2 HD Collection on the PS Vita ran at 720p at a locked 60fps". This statement is simply not true.
Via Digital Foundry:
For context: Both MGS2 and Snake Eater ran at a native res of 512x448 on the PlayStation 2, with the hardware then upscaling horizontally to 640x448 before the image hit your TV screen. MGS2 on the PS2 ran at 60Hz, albeit with cut-scenes running at lower frame-rates. The PS3 and Xbox 360 versions of MGS2, all elements ran at 60FPS, with only minor dips in performance.
MGS2 on the PS2 ran at 512x448 with hardware upscaling to 640x448 with a *target 60 FPS.
In regards to the PS Vita: Armature Studio has settled on a 720x448 base resolution - and that's with no anti-aliasing. (The original Konami engine operated at a 512x448 resolution, with the PS2 hardware scaling that up to 640x448 on output). In essence then, this new Vita game could be described as a higher definition collection, with the extra resolution simply accommodating the shift to a 16:9 aspect ratio, with a wider field of view. Even if we define Vita's native res as HD, this collection still manages to disappoint in that the principal framebuffer isn't even running at the Sony system's native 960x544 pixel density. We did find a couple of areas on Vita where the code would frame-out, resulting in momentary drops to 30FPS - the bridge of the tanker at the beginning of the game.
MGS2 on the Vita ran at a 720x448, with hardware upscaling to 960x544 with a *target 60 FPS. And in some cases of a frame-out would dip to 30 FPS.
Sub-native, non-HD. Hope this clears up anything your hearing to the contrary out there.
#メタルギア #MetalGearSolid
The Delta symbol (Δ) was chosen because its meaning fits the concept of the remake project.
Delta means "change" or "difference" without changing structure.
#MetalGearSolid#MGSDelta
We're showcasing more before and after shots for #Suikoden I&II HD Remaster 🗺.
The HD rendering of the camp here brings more pop to the tents and the flickering fires.
We can't wait for players to run around the vast world of Suikoden🏃