It's taken a little longer than originally anticipated, but after battling through this calamitous year to get to Nintendo's console, Doom Eternal is finally coming to Switch on 8th December.
Following its release on other consoles back in March (on the same day as Animal Crossing: New Horizons, if you remember), Switch owners will soon be able to enjoy the fruits of id Software and Switch port specialists Panic Button's labours. The studio was responsible for the Switch versions of Bethesda's DOOM 2016, Wolfenstein II: The New Colossus and various other ambitious projects, but original developer id Software really pushed the boat out tech-wise with this next chapter in the Doom Slayer's hellish journey. As the first game using the new id Tech 7 engine, bringing this one to Switch was going to be a whole new challenge for the team at Panic Button.
A few weeks ago, we caught up with Senior Producer Cody Nicewarner and Lead Engineer Travis Archer from Panic Button to talk about the unique challenges this project presented, the future potential of large-scale Switch ports, and Animal Crossing memes.
Nintendo Life: What were your immediate thoughts when the idea of Doom Eternal on Switch was first mentioned? We're sure after [Doom 2016] it was thought of much earlier on, but we're also sure that it wasn't just "Oh yeah, sure, we'll do that too — it'll be easy!".
Travis Archer: We actually went over to id Studios and were given an early look at the title in early development and so we didn’t really know what to expect when we got there and I still remember that by the time we had left that day we were jazzed, we were excited about it, because you could just tell, even then, that they’d taken all the positive gameplay elements from the 2016 version of Doom and really expanded on it, they just took it to 11. And we could tell even then, like I’ve worked in games long enough that you can tell when a game is going to be good early on sometimes, but it’s not that often that happens, but this was one of those times where we knew this going to be a great game and we were just excited at that point.
It was the first game running on id Tech 7, is that right?
Travis Archer: I believe so, yeah, I’m not entirely certain, but yeah, I believe so.
Can you tell us some of the things that Doom Eternal is doing that are above and beyond what Doom 2016 was doing, in terms of the engine and effects, that made if difficult for you?
Travis Archer: Yeah, sure, it was a challenge, Tech 7 is a next gen engine, it takes everything to a new level. They’re targeting top of the line graphics cards, they’re trying to squeeze every ounce of performance out of the existing consoles and so translating that to the Switch was definitely a challenge. But in terms of specifics, I mean there’s so much it would be hard to pick any one thing, and there’s some things that I'd defer to id to discuss or reveal about the technology, but it’s definitely got some fancy bells and whistles.
We guess that with this game you were involved very early on — did that make things easier? Were id more accommodating [this time] knowing what 'oh, we've got the Switch version to think about too'?
from day one [id Software] looked at Switch as kind of a first-class citizen when they were starting to develop for Doom Eternal and we definitely saw some benefits from that
Cody Nicewarner: Yeah, from day one they looked at Switch as kind of a first-class citizen when they were starting to develop for Doom Eternal and we definitely saw some benefits from that and their team getting more and more familiar with the hardware in their pipelines, definitely that contribution and collaboration did move forward from Doom 2016 to Doom Eternal, so there was definitely some positive elements in looking at this early on.
Travis Archer: Absolutely.
Can you talk a little about how you evaluate potential Switch versions? Is there something you always do first? 'Okay, we're gonna strip this out, replace this, and see what happens'...
Travis Archer: It really depends on the title. Every engine is different and usually when we get involved in the port process for a game that’s already been shipped we’ll evaluate the performance to see where things need to be reduced, but it’s kind of an ongoing process as we stand up the engine on the platform. Some of the bottlenecks reveal themselves to be different than what we predicted, so it’s just an ongoing process. And of course, in the case of Doom Eternal, we were involved in the process early on, so the art wasn’t necessarily final, the technology wasn’t necessarily in its final state, there was still features being added, so that was a particular challenge, but it was also great because we got to be involved when they were putting some of these things in to the game and make our lives easier so things weren’t coming out as a surprise at the last second.
You could head things off at the pass a little bit.
Travis Archer: Yeah, yeah, we worked with them to make sure that the data being generated was in a format that would work for the Switch or that could be converted easily, so there was a lot of things like that that we did with them to make that process easier.
What would you say is the biggest challenge you faced with this game specifically?
Cody Nicewarner: I would say that from the previous projects that we’ve worked on with both id software and Machine Games, nothing I would say necessarily stands out as atypical as far as the challenges that we’re faced with, but we did transition from id Tech 6 to id Tech 7, so this really did, in a way, push the limits of not only the Switch, but the scalability of the new id Tech 7, so I wouldn’t say anything stood out.
The game on other platforms launched back in March and there was a little delay on that initial launch, before COVID [hit], and there was another delay with the Switch version. Can you tell us a little about how and why that initial plan changed?
Travis Archer: Sure. Yeah, I mean the primary reason is that Doom Eternal, as I mentioned, is a title targeting top of the line graphics cards and it really does squeeze every ounce of performance out of the other consoles and so unlike a typical port where there’s a little bit of breathing room left for us to work with there wasn’t a lot of inefficiency to fix. The title is amazingly efficient, the engine, I think you may have heard that it can run at 100s of frames per second on a top end PC, which is a testament to how scalable it is. That it can run efficiently without a bottleneck at that rate is amazing. And so typically with a game, when we port a game, we’ll find there is a single thread that’s the bottleneck or there is some inefficient algorithms or things that just don’t work well on the Switch that we can optimise out, but this title, it was really well optimised when we started and so yeah, that was a challenge, but…
unlike a typical port where there’s a little bit of breathing room left for us to work with there wasn’t a lot of inefficiency to fix. [id Tech 7] is amazingly efficient
You had to get more creative.
Travis Archer: Yeah, we had to take it to eleven just like they did.
With COVID, which has affected everybody, did this alter your plans for Doom Eternal on Switch specifically? How has Panic Button coped with the lockdowns?
Cody Nicewarner: It didn’t necessarily change the plans, but it definitely had an impact on scheduling and trying to re-evaluate a working situation that none of us could have predicted. We moved to a work from home environment in early March as a company. [For] our leadership here at Panic Button, the health and safety of our employees was paramount, so that’s the decision they made and to this day we’re still working from home. Being as we are a much smaller organisation, we depend a lot on being agile and at each other’s desks, and that’s been taken away.
So there’s been a lot of changes in how we collaborate on a day to day basis that we’ve just had to kind of learn how to do and a lot of improvements. So, it’s definitely impacted us, but it hasn’t changed anything as far as how diligent we are with the project and bringing it to the Nintendo Switch audience. It’s been a ride for sure and we’ve had to learn a lot and we’ve made a lot of tweaks here and there and collaborated with id Software along the way to learn from their processes and vice versa. So nothing has changed as far as day to day, it’s just been kind of I guess changed to a different angle, I suppose.
We've spoken to a few teams over the past few months and before we'd imagined that just having access to the server or bad internet would be the primary thing, but they've mentioned communication — just the extra time eaten up by having to go through emails, etc.
Travis Archer: Yeah, there’s some specific examples of things that are more challenging. For example the process by which you deliver a build to quality assurance, which is a key part of our team is the daily back and forth we have with QA, it’s critical to our efficiency and just getting them a build can take hours and typically when you’re in the office a programme can make a special build themselves and just zip it over through the LAN to their desk, you know? And that’s not really viable at home, it might take me three hours to upload that build and then them another forty minutes to download it, so something that would take five minutes takes four hours. So there’s challenges like that that we had to adjust for, we have to account for and change our process, but we got creative.
Moving back to the game itself, does the Switch version have any specific [new] features? We've read about UI work you've been doing — are there any specific things that are fresh to the Switch version?
we did take a complete pass at the UI so it should be more readable in handheld mode
Cody Nicewarner: To touch on the UI, we had some initial feedback and I think on previous titles we’ve worked on with Bethesda that readability and scalability, especially for handheld mode could have been improved, so we did take a complete pass at the UI so it should be more readable in handheld mode. Other than that, the main big feature that we pulled forward from Doom 2016, Wolfenstein: New Colossus, and Youngblood was motion aiming. We took what we had done previously and tuned the values to make it really shine for Doom Eternal.
Are there any omissions or any things that had to be cut?
Travis Archer: Nope, it's the full experience.
I've just got a couple of 'boring' things — what sort of file size are talking? And is it getting a physical release?
Cody Nicewarner: That one I would really defer to the PR team.
[Note: In the time since our interview, Bethesda announced that the physical release has been cancelled, and the file size is stated as 17.5GB on Nintendo's website - Ed]
When it came out [on other platforms] there were a load of memes as it came out on the same day as Animal Crossing. Is there any Isabelle amiibo functionality or anything [like that] hidden away?
Cody Nicewarner: Again, I would probably refer to [PR] for any kind of future plans such as that. Great memes though, great memes.
Okay. What are your thoughts on Switch as we move forward into this next generation? Obviously, there's the desire to see everything on Switch, but like you say with id Tech 7 being able to hit 120fps on some PCs, when do we get to a point when the current Switch — or even one with just a little bit more memory or something like that — is not viable as a platform for these sorts of games?
Travis Archer: I think it’s always viable, depending on what you’re willing to do to make it happen. There’s kind of the 'straight port' where minimal content changes, minimal content optimisations where it’s really just trying to get the exact same game, and then you have the more extreme case where you have to redo all the art assets to be more appropriate, redo the rendering pipeline to be more appropriate for a lower spec platform. As we progress forward with next gen I think it is going to be more challenging to port certain titles to the Switch, but it really depends on the engine, the content and whether a team is able to make that… I mean it’s a big effort, you’re essentially making the game twice if you have to go that route, so yeah.
It's kind of straddling almost two console generations now.
Travis Archer: Right, yeah, it will certainly get more challenging. I still think there will be significant ports, so not every game is going to be 100 percent retracing, so I still think there will opportunity to port some great titles to the Switch going forward.
What are your thoughts on cloud gaming? We've seen the release of Control recently from Remedy on Switch. Do you think that's something Panic Button might consider in the future?
Cody Nicewarner: I don’t think we would want to necessarily speculate, I think it’s an interesting technology and we’re curious to see how that audience widens and we’re open to most any challenges for any future projects, you know, we don’t take on easy projects, so if it’s compelling it’s something we’ll listen to and hear about, but I wouldn’t want to speculate any further.
In terms of a project like Doom Eternal, how long do you support it post-launch? Obviously, there'll be patches and tweaks and things — do you factor that in to the project beforehand and how long do you anticipate that support?
Cody Nicewarner: We anticipate being on this project for the foreseeable future, through the early part of 2021. It’s hard to say beyond that, and how we anticipate that is it’s part of an ongoing collaboration between production and stakeholders. It’s defined that we will support post-release, but the length at which we do define that can change.
The development of Doom Eternal on Switch — when did it start exactly for you guys?
Travis Archer: We kind of had sort of a slow launch very early on and then efforts ramped up over time, so we were involved in the process for quite a long time, but early on it was mostly in terms of getting us up to speed with what they were doing and making sure that the direction was something that was going to work for the Switch, brainstorming how we would approach taking some of the things that were being done for the other consoles and the PC and making that work for the Switch and starting to port some of the features that were still in development. But because the game is still in development there were some things that we couldn’t really engage fully on until later, so there are certain elements of gameplay, you know, multiplayer features that, like any game, there’s prototyping, there’s things that make it into the final game, there’s things that don’t. So our engagement ramped up over time.
it was certainly a unique experience, unlike porting a finished product, that was part of the challenge [...] being able to give input early in the process definitely helped.
It must be quite difficult to plan out for something that the next day: 'Hmm, actually we've changed direction'.
Travis Archer: Yeah, it was certainly a unique experience, unlike porting a finished product, that was part of the challenge. But it was also, as I mentioned before, one of the advantages we had was being able to give input early in the process definitely helped.
The last thing we've got about Doom Eternal is about the multiplayer and how that translates to Switch. Will there be cross-platform support with that?
Travis Archer: I can’t speculate for the future plans, but at launch there will not be cross-platform support in terms of cross-play, if that’s what you mean...
Yep, cross-play.
Travis Archer: But the multi-player experience is preserved entirely, everything that you’d experience in the other platforms is there and it’s very solid. So yeah, we’re really excited about that part of it actually.
What have you guys been playing recently on Switch — anything you've been enjoying?
Cody Nicewarner: Personally I play a lot with my nieces so it’s generally focused on the family friendly stuff, but to me that’s the uniqueness of Doom Eternal and bringing it to Switch, is that I can go and play these titles with a great catalogue of Nintendo titles with a younger audience and then at the end of the day if I want to boot up Doom Eternal I’m going to be able to do that, so that’s kind of what I’m playing right now and how I view it.
Travis Archer: Yeah, actually there’s a couple titles, Luigi’s Mansion or something, I play when I have a free moment, and some other titles for the Switch. A lot of games that I don’t have opportunity to play on the TV because it’s in use by the family. So it’s games I already bought for other platforms that I end up buying for the Switch and playing on the Switch to finish them.
We know about that, definitely.
Many thanks to Travis and Cody for their time. This interview has been edited for clarity.
Comments 95
Honestly I would buy this version just to use my Isabelle Amiibo on it.
I don't even own an Isabelle Amiibo lol
I will probably delete Wolfenstein 2 and borderlands 1 to make space for this game
@SMUGSLOTH69 You could also buy another Micro SD Card, it's basically the perfect day to do so (Cyber Monday).
It will be like 60 dollars. But its fine.
Its like saying about the wii u ports on the switch.
I might get this game some day but I will need an SD card. and when there are sales
DOOM Eternal is still welcome here
It may have taken a while, but the fact this is now releasing in just about a week's time has me really excited. I didn't think Eternal was as good as Doom 2016, but I enjoyed it all the same. I really hope this has gyro aiming from the get-go because I think that would fix a big issue I had with the PS4 version where I felt like I was being hampered by a dual stick control scheme for a game that was so fast paced it almost demanded the precision of a mouse (one reason I'd like to build a PC this gen instead of getting a PS5).
@SMUGSLOTH69 Time to invest in a 1 TB micro SD card. 😉
To all animal crossing owners. you need to buy this.
For memes
Maybe I get it at a huge discount. Already played the PS4 version and did not like it that much.
@Giygas_95. Panic says there will be gyro aiming
DLC will come but at a later time.
Probably not gonna buy the dlc thought
@anoyonmus Excellent! Thanks for the info. I see that was addressed in the interview now. That's what I get for getting too excited and opening my mouth before reading the article. 😛
"To all animal crossing owners. you need to buy this.
For memes"
Oh trust me, I will.
No physical = no buy
The game looks great but I don’t support digital only titles. And I’m sure it must effect the sales. With 2020 Xmas line up so poor a physical release of this could have dominated the Xmas market. No physical, No sale.
ON THAT NOTE IM OUT!
When they implement cross play in Doom Eternal, The switch owners are gonna be destroyed
I was adamant this was canned so I’m really looking forward to how it reviews now although coming in at around 18gb I’m baffled why there’s no physical release.
I really don't know why. Probably Bethesda couldn't meet the expectations in time and want to get the game out asap.
There might be a physical release someday
Honestly, glad to see the game coming to switch.
I wasn't expecting it to come this soon though. I was like waiting till like 2021
Gyro aiming confirmed!!! 🥳
I specifically avoided getting Eternal on One X or PS4 Pro after playing the Switch version of Doom 2016 with gyro aiming. It plays so much better with gyro that I didn't mind waiting.
It's a pity Cyberpunk 2077 hits just a few days later on the 10th, but I'm sure I'll enjoy playing both.
The file size is 17.5 gb? That actually isn't as large as I thought it was going to be 😅 Isn't that smaller than Doom 2016?
Doom 2016 is like 23 something.
so yeah
13.5 GB for digital download. 9 GB for multiplayer
Bethesda: gives quality switch ports
EA: looks at Fifa 21 Legacy Edition
Cody Nicewarner: That one I would really defer to the PR team.
That's a total lie they can't say why because they are trying to scrww buyers over is the reason why. He doesn't need a PR team to explain why because they already cancelled and went Digital. Tell the TRUTH...........
bUt DoOM etERnaL oN sWITch hAS bEEn CaNcelLed
Dear Panic Button, would you mind an "impossible" port deemed as such by the IP's owner? I know you're into challenges.
Sincerely,
the oft-forgotten Nintendo side of the KH fandom
Such a shame there’s no physical but I’ll take the plunge all the same. 2016 Doom was amazing on switch (in 2017)
There might be a physical release by Limted Ru some day
@AndyC_MK84 That's actually a great way of doing it, those games are awesome and you can get them all at amazing prices now.
From watching the videos of Cyberpunk I'm almost certain my first dozen or so hours will be spent just driving around looking at things! 😅 Every single building and street looks like it's had an insane level of polish and detail given to it.
@TDRsuperstar2
Typical. Enjoy zero third-party support on Nintendo platforms, I guess.
@anoyonmus i do hope that for that full price the dlc will be included. Other platforms are below 1/3 starting price now. I got my pc version with all doc for 40 a couple of months back. It runs stupidly well on pc, but gyro aiming is near impossible.
@anoyonmus I was wondering if they would, as it’s a big developer if they’d ship it out to limited run? I really hope they do
@okeribok. Thats a bit tricky
There will be the dlc for the switch version. But it will come at a later time.
so basically
DOOM Eternal on switch will not launch with the dlc included. It will come at a later time.
so you might wait until it comes.
@ozwally. I think they will.
Doom 64 had a physical release on switch
I really love this Game (single Player), it is my Game of the Year, but i can't imagine how to play it well with a Controller.
It is like Doom got some Quake 3 Injection and a classic Doom Buffout.
So great.
@AlexSora89 I’m sorry I like my games physical? Lol
@TDRsuperstar2 Yeah but you obviously don't care about playing the game that much. You are just concerned with investing in a digital product. You wouldn't care that much if you were looking forward to it for a long time and couldn't wait to play it.
I honestly don't blame you either way just saying there are a lot of games I could give or take as well. But anyone who wants to play it should still be happy.
I got the Deluxe Edition for Eternal for PS4 last Friday because of the sales and i've been having a blast, its pretty fantastic and runs at near flawless 60fps. I hope the port is great for those wanting the Switch version but i do have worries for it and due to the sheer speed of the game i feel 30fps or lower would really kill the speed and intensity.
@doctorhino I do care about playing the game. I’ve waited this long for the game that I can hold out a little longer on a potential physical release. I’m super excited this is finally on switch and for anyone who wants to play it right away, that’s great! I personally would rather just wait a little longer in hopes that like limited run will do a physical release.
Excited to get this one on day one.
@TDRsuperstar2 Sorry, but physical games are dying out. You can kick and scream about it, but it's happening. I've pretty much converted to a digital only gamer. Get a couple of SD cards and you're good to go. Xbox is pretty much making game purchasing completely obsolete with game pass. In the end, if the game is fun, I don't really care how I play it.
@Lord Digital gaming is getting bigger and bigger so no i doubt sales will be effected, most who want it on Switch will just buy it digitally. You better start getting used to it as give it a few more years and digital i bet will be leading the way.
better than a cloud version lol
@TDRsuperstar2 If you are willing to invest in a big limited collectors package I guess I can see not wanting to double down or miss out because you already blew 60 on it. But just saying no physical no buy implied you were protesting buying the game.
I just don't like people bashing developers for not giving them what they want when the developers main concern is you being able to play the game. I mean that's the point of the game.
They don't always have full control over what the publisher does and if it works on the system it's an accomplishment without shiny objects to go along with it.
@kingbk physical games will always be a thing. I’m not kicking and screaming I’m just expressing my feelings stating that I’d rather buy a physical game than a digital. I own a handful of digital games and I love it but certain games I’d rather have physical and some I carry in both (physical and digital). Idk why I’m getting singled out when so many other people have expressed they would prefer a physical copy lol it’s the Sonic icon isn’t it?
@okeribok hey there, what controller are you using on PC?
I ask cause I've been playing on PC with my gyro-enabled Switch Pro Controller for a year now, and it's super comfortable dor shooters (especially as I can't use KB+M for the life of me lol).
If you don't know how to configure gyro aiming on Steam, just tell me and I'll try to help you out as best as I can 😄
P.S.: gyro aiming also works with a DS4.
As always I'm extremely impressed by this team and I'm super-excited to be able to play Doom Eternal! Buying it day one for sure!
This was a great interview. Too bad that gets lost in all the comments complaining about not having a physical cartridge which, while valid, just gloss over how good this article/interview is.
Dope. Gonna preorder when I get home today!
Been waiting on this one. Gyro aiming refined even further? Say no more
The file size is not that big. Why is a complete physical release not happening? Not everyone has internet access to download digital only games. We should be able to go to a store, buy the game, put the game in our consoles and play straight out of the box.
It’s time to rip ‘n tear on the switch!
Panic Button does extremely impressive work, and I really hope this port sells well enough. I personally won’t, though, as I’ll play the Series X version when it launches.
@HotGoomba___Rebrand lol me too! I hope they've done something with it!!
Good interview, Gavin.
@Giygas_95 I know but it's so expensive and I literally am saving up for one because lately I've just been buying everything physical and the game slots in my Zelda case have almost run out there's only 8 slots
@HotGoomba___Rebrand If you mean buy a 1TB one yes I'm saving up for one but if you're talking about getting a separate one and swapping between my first and second one I don't know how that would work and if I should do that. also I see you in a lot of comments so if you wanna become switch friends we can (I'm only aloud to play games on the weekend unless it's a break)
@doctorhino I was looking forward to it. Without a physical release I will wait until I get a PS5.
The crying about people deciding what to spend their own money on is pathetic.
I and many others will only buy physical games. That's just how we choose to spend our money.
If you guys want to buy me a digital copy I will be glad to take it.
@HeyItsFlapjack Really?
This interview was terrible. He answered no questions and I am pretty doubtful this guy did any work on the game based on his answers. He couldn't name one thing that changed between IDtech6 and 7. Just name one thing, that's all he had to do.
@clvr thanks. I got gyro aim to work with ds4windows and a ds4, for every game I tried, except: doom eternal. The input is there, but it's jerky as hell. Also tried the steam controller. Haven't given the Switch pro controller a try yet, since it didn't work a couple of years ago. I have given up and now play DE with good old keyboard and mouse.
@SMUGSLOTH69 Sorry I'm only Switch Friends with my personal friends, but thanks for asking
Heck yeah! I just I am playing doom 2016 for the first time right now, talk about perfect timing! I love it so far, I can’t wait to play eternal.
@TDRsuperstar2 : I don't understand why the hell they're begrudging physical collectors from getting what they want. They have their digital copies, and they overwhelmingly get access to such releases before us physical collectors do. Options are good for the consumer, and our choices do not impede upon their preferences in any shape or form, while their preferences certainly impede upon ours.
The market for physical media isn't going to go away just because some schmuck on the internet says "dIgItAL is the fUtuRe". While it is a shrinking market, yes, there will still be a market for those who want a premium product and/or experience. Likewise, with physical releases of movies/TV, there are still many enthusiasts out there willing to pay a premium for a film on Blu-ray disc, which contains far higher picture quality and lossless audio (and streaming usually provides neither). And we now have Ultra HD Blu-rays for those who want to take it a step further and take full advantage of their new TVs. Streaming undeniably offers great value for money, but I have a big enough library that I have no desire to subscribe to any such platform any time soon.
I'd be happy to go all digital (be it for games/TV/film) so long as DRM is done away with, and the media can be independently backed up for prosperity, but I don't expect that to ever happen with home consoles, and if the oft-fabled all-digital apocalypse ever comes to fruition, I will just stick to retro gaming. God knows I have more than enough Switch games to last me a lifetime at this point, so, I'm not at all worried. Plus, there is an alarming amount of "agendas" being infused into modern games anyway, so, if all-digital gaming doesn't alienate me, then the propaganda certainly will. As somebody who ticks off their share of "diversity" boxes, I have never felt more alienated or misrepresented by the modern media.
Back on topic, so long as a physical edition of DOOM Eternal is on the way, I hope they wait until all of the software updates and DLC expansions are ready and issue a complete, premium package on a 32GB cartridge. Now that I would absolutely cough up the goods for (while I tolerated the incomplete cartridge edition of DOOM 2016, I won't tolerate such an edition for Eternal). I would also double-dip if they re-release DOOM 2016 with the entirety of the game (i.e. the 8.3GB or so "patch" that includes bug fixes and the multiplayer maps) on a cartridge as well. And I will also double-dip on the PC version (I have the first game on Steam) if they release a DRM-free version via GOG.
Even better is if they put both DOOM 2016 and DOOM Eternal on a single 64GB cartridge. I strongly doubt that will ever happen, but hey, a man can dream.
@MisterKorman Had they answered the interesting interview questions we could discuss that.
Instead we got some manager who clearly doesn't know what is going on or isn't allowed to say. Some references to PR and some total non-committal answers.
He could have just mentioned removal of OpenGL in favor of Vulkan, that was one massive change. He answered a question he didn't know in a classic liars manner "Oh there are just so many, it would be hard to pick one". He could have had some canned answers from PR or approved by them for the obvious questions.
@okeribok ah I see!
If it can be of any help, I'll tell you that setting up a Switch Pro Controller is pretty painless on Steam, since it's officially supported. Basically you just connect via USB or Bluetooth, and Steam does the rest without external software, which is a big plus for me cause I'm not really a techhead and I'm pretty lazy lol
From there, you can set the gyroscope to act like a mouse from the Steam Big Picture settings, and that's all 😃
The only problem I've had is that some games don't seem to take it too kindly when two different inputs for the camera are working at the same time, so they basically conflict with one another and you cam "feel" something "keeping the camera in place" while you're trying to rotate it with the stick.
The first person games I've had this issue with are Far Cry 3 Blood Dragon, Far Cry 4, Prey and Dishonored 2 (but not 1, for some reason; I don't have DOTO so I don't know about that).
Everything else, from Wolfenstein TNO & TOB to Post Void, Shadow Warrior Classic Redux, SUPERHOT MCD, Portal, Rage 2 and Titanfall 2 all worked perfectly 👌🏻
Others I can't recall, but these I'm sure.
As others have mentioned; no physical copy, no buy.
I have 2016 on both PS4 Pro and Switch, and would possibly have done so again with Eternal.
For £50, they could have put the game on a 32GB cartridge. CDPR managed it. Clearly they've prioritised a profit margin over offering options to the customer, and will undoubtedly lose sales overall as a result.
Good read. Seems like this reviews as an 8 or 7, but I didn't see the score at the end.
Hard to justify £50 for a game that’s now £15 on PS4, especially with no physical. Sad, but truthfully, I’ll be passing until it hits sub-£20 now.
This game pushed me to finally just go digital only. Physical isn't what it used to be. All the patches, updates, etc... iOS kinda spoiled me with opening and closing apps. There's so many times I didn't play a game because I didn't want to change the cart OOF
@HobbitGamer did ewe not reading of gaem? No review in eyesite. Look to check your focus over on playmerica
@TDRsuperstar2 @Lord it's a pity you two are missing out on Hades.
Typical. Enjoy zero third-party support on Nintendo platforms, I guess.
@AlexSora89 @TDRsuperstar2 Alex, I feel you're being unfair here. What is wrong with seeking physical copies? I frequently see games sold physically and digitally at the same price, which is of course absurd. I mean, this is a 17 GB blockbuster, not a 50 MB retro game...
BTW, you provided a very detailed answer to something I asked you last week, which I want to acknowledge.
For £50, they could have put the game on a 32GB cartridge. CDPR managed it. Clearly they've prioritised a profit margin over offering options to the customer, and will undoubtedly lose sales overall as a result.
@ObsidianEleven In general, I agree with you. I will say, though, that I can imagine Panic Button's pain here. My understanding is that the highest-capacity game cards come in 16 GB and 32 GB sizes, with nothing in between. Optimize as you might, sometimes that arbitrary limit is difficult to reach when feature-complete.
@BreathingMiit I own Hades? lol I love that game!!! I’ve got over 125 hours on that bad boi! Lmao
I was really looking forward to this but just can't bring myself to pay full price for a download.
I am disappointed they decided against physical at the end so it leaves me out. Nothing against digital when it makes sense like retro games and indie releases that are not economical to do so.
A major studio can do a physical release and the cartridges are out there.
@HotGoomba___Rebrand cool hope we can speak on Nintendolife again though, see you in the comments
just googled it this takes up less space then DOOM 1 why is that?
@TDRsuperstar2 I'm with you as well.
I'm not about to spend £50 on a digital game AND have to use my own storage space WHEN the game is available on other better hardware for a fraction of the price (£20). - that's just foolish.
I really wanted to play it on the Switch but I'm not starved of games on there that I'd be willing to swallow such a bitter pill.
@AlexSora89 don't you worry yourself over Nintendo 3RD party support, even if this games sells badly (which it more than likely will - it's way to late to the party and digital only is a deal breaker for a lot of people), it won't effect meaningful 3rd party support.
no physical no buy and i dont blame panic button for bethesda screwing us physical copy gamers.
Such a shame that Panic Button wasted their time and effort to port this only for Bethesda to cancel the physical version.
All the haters crying for a physical copy, will miss an amazing game. I can't wait to play this one on my Switch. Really good interview!
@SMUGSLOTH69 Or just buy a cheap 64 or 128.GB SD card instead.
@Edu23XWiiU clearly people whom has a lack of understanding. Here's a video to educate yourself and listen to the part when he talks about the price you pay for the same game.
Digital Distribution Vs Physical Media and True Ownership
https://www.youtube.com/watch?v=kdsWQGAlopk
I feel for panic button. This deserves a physical. It’s a no buy until heavily discounted for me
@Ventilator I would but I own a lot of games and updates so I can't do that and if you're referring to using multiple SD Cards for all my games I'm open to the idea but how does that work will my switch work and play properly if I keep swapping out the SD Cards (and yes I'll only swap them if the consoles off)
@SMUGSLOTH69 Switch were designed to use multiple SD cards, so it won't break anything. Nintendo knew one SD card would be not be enough with all the big games...Like Doom Eternal too.
.
The game updates is stored on same SD card the game is installed on, so thats not a problem.
Savegames is saved on console flash and cloud save which means they are automacically there no matter what SD Card you use.
Thats it.
I recommend to write a list of games on each SD card, so you always know where the games is installed.
I use 4 SD cards so far on my Switch.
@SwitchForce I don't care. For years, people have been buying fully priced digital games. I prefer physical over digital, but for other products and services, we don't complain about it. Would you like to have your Windows Office on CD's?
apparently bethesda stated theres a chance of a physical copy of doom eternal could be release down the road for switch so im going to wait till then.
@clvr Two inputs competing sounds exactly like what’s happening. The steam controller is also supported in steam XD. Weird that wolfenstein (also a bethesda title) does have nice gyro aim and DE does not.
Anyhow, I am now used to playing with mouse and keyboard and some fights really benefit from accuracy. I do find that I don’t actually play it that much, because my PC is my workplace and not where I go to relax. Maybe if I get around to the steam streaming thing...
@Ventilator Thanks so much for clearing that up for me I'm gonna get some extra Micro SD cards right now
@okeribok yeah from what I've seen it looks even more intense than 2016, so I guess a mouse is absolutely ideal for it. Unfortunately though I really can't use it, as I told you, so I'll sacrifice some accuracy for comfort. But hey, I'm used to that by now, as I really love FPS games, but can't use KB+M. I'm weird, I know ahahahahha
@RiasGremory wheres your source for that info? Thats rubbish
@SMUGSLOTH69 No problem. Then you don't need to re-download big games later. It's great to have them all avaliable at all times.
@Ventilator Thanks you don't even know how many times I've re-downloaded Mortal Kombat 11 and Resident Evil Revelations 1&2
@Edu23XWiiU like what other services? Elaborate if you can't seem to understand the YT video then you clearly are a sheep to the slaughter for them. FYI, Windows Office did come on DVD until 2019 version so might want to eat your own words there. It's not been years otherwise please show the stats so others can verify it. If you didn't listen to what the YT said about whom owns who and the price you paid didn't match what it should cost then your on the loosing end.
@RiasGremory Put this way going Digital they can charge full Physical price and say take or leave it. If they wanted to make Physical considering it's on 17.x gigs how would they say they couldn't fit on a cart. That tells me it's a money GRAB only venture nothing of real value.
@SwitchForce I'm still going to own my digital copy of DOOM ETERNAL, it's mine. Unlike Game Pass and the other streaming services. Companies are more busy now on selling their paid subscription services to get access to their games either on streaming or installation like Game Pass, but you don't own any of them. That's BS. Also, Office most of the time comes installed, at least in my country hehehe. Would you believe me if I tell you I never saw an original physical copy of Office?
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