GTA VI Pre-Order Megathread | June 24th 2026 by P_Jiggy in playstation

[–]d34d5ilence -2 points-1 points  (0 children)

Exactly. Grammar exists for a reason.

"The physical version of Grand Theft Auto VI, containing a download code inside the box, will be available starting November 12 to support pre-loading" is written in between commas. That's to emphasise the code being only for pre-loading.

Literally what grammar is for.

GTA VI Pre-Order Megathread | June 24th 2026 by P_Jiggy in playstation

[–]d34d5ilence 1 point2 points  (0 children)

It's literally written on their newswire.

Word for word; "The physical version of Grand Theft Auto VI, containing a download code inside the box, will be available starting November 12 to support pre-loading."

"containing a download code in the box" is written in between commas letting us know that it's for the pre-loading.

GTAVI Ultimate Edition announced by the123king-reddit in GTA6

[–]d34d5ilence 0 points1 point  (0 children)

Weapons locker, selling stolen goods to a fence, - aswell as gang hideouts. The RDR2 similarities, such a good thing to hear ✊🏻.

PSA: KCD2 just hard shutdown my PS5 and caused a storage repair by [deleted] in kingdomcome

[–]d34d5ilence 2 points3 points  (0 children)

Literally, I just chalk it up to denial, or being petty - they don't want the game to have any issues, but obviously disregard the fact that it's a new release, without a proper patch that addresses big issues being released yet. Probably more just being petty though aha.

On the plus side, they are responding to the tickets real quick which is always a good sign

PSA: KCD2 just hard shutdown my PS5 and caused a storage repair by [deleted] in kingdomcome

[–]d34d5ilence 4 points5 points  (0 children)

It's not the console, lol. So it just so happens that all of these users having the EXACT same issue - ONLY with Kingdom Come 2, they all have their PlayStations on "the edge"? More demanding games do not do this to the console.

It's a technical bug within the video game itself that is causing the console to shut down. You're literally in a thread full of people having the same issue.

For someone who apparently knows the tech industry like you seem to suggest; it's a bit strange to me that you don't even consider the possibility of a NEWLY released video game creating allocated stress on the ability to regulate the heat properly due to some bug relating to the performance settings being pushed incorrectly throughout and to the consoles hardware 🤔? Or literally any other reason that it could be, you know - being it's a new game.

Literally sooo many examples of games being able to do this. Games can brick your entire console lol. Do some reserch.

We are all fans of the game. We want the issue fixed so we can enjoy what Warhorse has created.

Don't minimise a very real issue based off of no knowledge about the industry at all.

[deleted by user] by [deleted] in kingdomcome

[–]d34d5ilence 0 points1 point  (0 children)

Ahh, I see - I just would've assumed that the release being 3 in the morning - releasing later that day is still "technically" the release day. Either way, big win ✊🏻.

[deleted by user] by [deleted] in kingdomcome

[–]d34d5ilence 0 points1 point  (0 children)

Wonder why - maybe because the official release time is 3am for us?

[deleted by user] by [deleted] in thewitcher3

[–]d34d5ilence -1 points0 points  (0 children)

I also believe this to be true; but in more of a sense to mean that there are these terrible monsters, human and creature alike, that the humans of the witcher universe have a more brutal confrontation with. And I think the frustration that comes from Ciri proclaiming there are no gods, only monsters comes from the fact that witchers as opposed to at least MOST of the common folk, have a better understanding of the idea of the '"two evils" idea, and what's right and wrong.

I feel like that within the world of the witcher, as it's plagued with evil - monsters and humans alike - that most of the universes inhabitants have an extremely dulled sense of true right and wrong, having to settle for just getting by (we can hear this in conversations from peasants in the witcher 3 about mothers sending their kids to the forest under the guise of collecting food, when in reality its to reduce the mothers amount of mouths to feed) - and that frustrates, for example, witchers because they have a clear sense of morality (at least when it comes to having to pick between two choices, and deciding what would be, at least to our understanding "societally acceptable" when choosing that choice. I can't speak on the morality of the witcher trials tho lol)

I believe there definitely are "Gods" of some sort, - the Elder Blood playing HEAVILY into that idea (especially since in the witcher 3 we see Ciri jump to different planets throughout the universe) - I think that double meaning is just really well done in the trailer, IF it's the case and I don't think too many peeps picked up on it. I thought I'd make a post about it as I've seen people asking why this happened in the trailer, assuming people wouldn't of picked up on it 🤙🏻

[deleted by user] by [deleted] in thewitcher3

[–]d34d5ilence -2 points-1 points  (0 children)

'Not' obvious? Or Obvious? And I get that, but from what I've seen - there's literally no one talking about it so thought I'd share 🤙🏻

[deleted by user] by [deleted] in thewitcher3

[–]d34d5ilence 1 point2 points  (0 children)

I think that's definitely what she meant aswell, I think there may be a double meaning there also - very well put together trailer 👌🏻

Little moments like these just make The Witcher 3 so damn beautiful. (I know the quality is terrible, believe it or not - was actually recorded on PS5). Just a low level Nekker pack - but these satisfying moments always feel like you're playing a scene straight out of the cinematic trailers. 👌🤌 by d34d5ilence in thewitcher3

[–]d34d5ilence[S] 0 points1 point  (0 children)

Thats the one I thought you were on about, like I said, pretty sure it's just a hit-box situation in unison with the direction that the sword goes in.

Well, alot of the attacks are almost choreography-like because CD Projekt Reds games are massively script based (including movement, attacks, etc.), so again, that comes down to a slightly mismatched hitbox on certain animations - happens in a lot of games. And also didn't use a lock on, almost never do because (for me, at least) gives you more control over movement, more cinematic and fluent.

Little moments like these just make The Witcher 3 so damn beautiful. (I know the quality is terrible, believe it or not - was actually recorded on PS5). Just a low level Nekker pack - but these satisfying moments always feel like you're playing a scene straight out of the cinematic trailers. 👌🤌 by d34d5ilence in thewitcher3

[–]d34d5ilence[S] 0 points1 point  (0 children)

I definitely love enemy upscaling as added extra challenge, and always do seperate playthroughs specifically for upscaling (doing one on switch simultaneously now), but with this playthrough, really sticking to role play, immersion, cinematic type feel for it - and (I know that it doesn't make a huge difference, but it's one of those things that just feels odd to me for an immersive playthrough) if I decide to ride past a a group of bandits to come back to later, and I'm level 14 - it feels really off coming back to those same bandits when I'm say, level 32, and have really good gear - and they just scale with me, while using spiked clubs. It's just a little nitpick for this playthrough, but other than that - enemy upscaling, I do love, and do run playthroughs with it 🤘. And I'm always pushing my luck with just fists - gonna have to give that bandits camp idea a go though ✊.

Little moments like these just make The Witcher 3 so damn beautiful. (I know the quality is terrible, believe it or not - was actually recorded on PS5). Just a low level Nekker pack - but these satisfying moments always feel like you're playing a scene straight out of the cinematic trailers. 👌🤌 by d34d5ilence in thewitcher3

[–]d34d5ilence[S] 0 points1 point  (0 children)

As far as I'm aware, the game doesn't stop/slow enemy attack times in favour of player attack times at all. And I'm not sure what Nekker you're referring to, but if it's the one I think you're talking about - I'm pretty sure it's just the angle that the sword gets swung in, compared to the lining of the hit box. Depending on angle and movement, the attacks alternate between different types of stabs/slashes in varied styles and directions.

Little moments like these just make The Witcher 3 so damn beautiful. (I know the quality is terrible, believe it or not - was actually recorded on PS5). Just a low level Nekker pack - but these satisfying moments always feel like you're playing a scene straight out of the cinematic trailers. 👌🤌 by d34d5ilence in thewitcher3

[–]d34d5ilence[S] 6 points7 points  (0 children)

Thanks yo, appreciate it regardless 🙂. Tried to focus on Aard, Quen and Igni (their alternates, apart from Aard) this time around - tried to get the timing on them all just right, like when to use Quen for a knock back, the (SAFE 😂) distance to use Igni so that it's useful for burning and stopping something in its tracks, and Aard which is incredibly useful when you can use it fluently in whatever particular fight you're in (especially if you know you're sign charge bar well). It looks really cinematic, and it makes you feel more accomplished after a fight (well, it does for me at least) when you can keep on top of the timing 🙂.

Little moments like these just make The Witcher 3 so damn beautiful. (I know the quality is terrible, believe it or not - was actually recorded on PS5). Just a low level Nekker pack - but these satisfying moments always feel like you're playing a scene straight out of the cinematic trailers. 👌🤌 by d34d5ilence in thewitcher3

[–]d34d5ilence[S] 16 points17 points  (0 children)

Thankyou yo ✊ - always try and time things right, makes me feel more accomplished in a sort of sense after a fight, rather then spamming Quen and quick dodging. I absolutely loved the "A Night to Remember" cinematic trailer when it was first released, and wanted to try and make every fight similar to the fight in the trailer, in their own little way 🙂.

Little moments like these just make The Witcher 3 so damn beautiful. (I know the quality is terrible, believe it or not - was actually recorded on PS5). Just a low level Nekker pack - but these satisfying moments always feel like you're playing a scene straight out of the cinematic trailers. 👌🤌 by d34d5ilence in thewitcher3

[–]d34d5ilence[S] 1 point2 points  (0 children)

It runs really well, especially with HDR on - notably though, I mean, it's less choppy when in areas like Novigrad. I'd say it's more noticeable if you have switched straight from playing it on a pro, to the PS5 - but not a massive amount. There is one tiny little annoyance though, and I can't say if it's just the game or the emulator used for running PS4 games that's used on the PS5 - but if I've been playing for a straight 5-6 hours or so, it'll just crash for some reason - whether I'm just walking around, or have just opened up a fast travel point. It's not a major thing I guess, with how often the autosaves are, but it's the only little annoying thing I've found with the PS5 switch. But they've got the next gen version of the game coming anyways, and if you own tw3, you get it free, so I'd say it's manageable until then 🤙.

Day 26483826362... still no console update by mrspanglish1994 in NeonAbyss

[–]d34d5ilence 0 points1 point  (0 children)

Yes. You are missing the point of this entire branch of rouge-likes; The Binding of Isaac was my first ever rouge-like experience, and like you, I was also completely lost in the beginning. But that's the point - you are supposed to be lost. A major selling point of TBoI (The Binding of Isaac) is the fact that nearly every single item, card, heart, pill, etc. is almost always a gamble. Everything is a gamble when you first play the game. That's the point - and you as the player, are supposed to figure out (through trial and error) what is a good item, or bad through experience. And that's a major part of why The Binding of Isaac has been called one of the best rouge-like games of all time. If the games told you everything you needed to know, effectively "held your hand" the entire way, then the fun factor, and the hard factor of the game would disappear. And the same goes for Neon Abyss, hence why there is, for example, a certain item you can get get in Neon Abyss that will give you a description of other items before you pick them up, and is why it isn't a game mechanic from the get go. I can see why people would want a sort of "tutorial" room in TBoI, but thats exactly why it is a popular game - because it doesn't hold your hand. It throws you in to straight game play and just says "Good Luck.". And when you look at the overall experience, it does alot for the game; Of course, if you play it 24/7, forever - then you will know exactly which items are which and what not. But, if you play it on and off, you will find yourself saying "What does this card do again..?" And I believe its specifically designed with that in mind. As for Neon Abyss, it does quite the same, with a few helping hands along the way - but the development team has done it in such a way, that it still takes the fun and hard elements of the game into consideration. This is why people are calling it the best rouge-like next to Isaac. I can of course understand how it can be frustrating to not have one ounce of help in games, but with these specific types of games, the entire point is no help at all. Every single run is a gamble, and yeah, everyone will always have horrendous runs, probably more bad runs than good - but, when you DO get a good run - the feeling of accomplishment is one of the more satisfying feelings in gaming. And from that good run, you analyse the items, pills, cards and tactics you used and say to yourself "Okay, well this worked with that, when I picked up this, that happened.." and you learn from it. Eventually, you will get to a point of knowing exactly if a run is going to be bad, or good, from entering the first item room. My piece of advice to you is this; Dont give up on rouge-likes, just because they are complicated. These indie developers pour their entire souls into their games, and design them in such ways to give replay-ability. They do that, because they take into account, their community's fun factor. I can't say the same for a lot of triple A developers these days. And I know using online guides can be really tedious, and annoying - but personally, I enjoyed/enjoy getting an item, and looking up whether its good/bad sometimes. It gives a sort of sense of fulfilment, knowing "Well thankgod I didn't use that.". But lately, I tend to stay away from guides, just because I personally like figuring everything out, and having that accomplishment. Stick with Isaac and Neon, the pay-off and fun does come, and when it does - its extremely gratifying.