Vantage Point With Keli
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Paucity Of Information In The Information Age
SMS Protect & Dual Sense Support For CoD MW2 On PS5
October 22, 2022
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Sometimes I find it really frustrating that it takes me ages to find specific information I'm looking for on the internet. Earlier today, I was looking for reviews of CoD MW2 that go in depth on the SMS protect feature that requires users to tie a post paid cell number to their online multiplayer account. I'm not a gamer in that sense and thought this would be a terrible inconvenience as I don't play online games. I stick to single player campaigns and in the few instances I've dabbled in multiplayer titles its often against AI(Bots).

After much agonising I was able to find the link to Activision's FAQs about this:

"A text-enabled mobile phone number is required to play Call of Duty: Modern Warfare II on PC. Existing Call of Duty®: Warzone™ players that have previously verified their account will not be required to provide any additional information to access Modern Warfare II and Warzone™ 2.0."- CoD Blog

While I'm not a huge fan of these anti-cheat measures I am glad that it is not on console.

While I had already determing I would not be purchasing this title if the SMS Protect feature was not removed, as with the recent Overwatch 2 controversy, I was relieved to find out it won't be applicable to console gamers. However, it does seem that it has been a PC requirement from 2020. This then let me with one question: Which console to purchase it on. My default for cross platform titles will always be the Xbox unless the PlayStation version is a more compelling purchase in terms of extra features offered. In this case, support for the Dual Sense controller. Furthermore Sony's anticonsumer refund and return policies mean that once I've downloaded the title to my console, even if I haven't played it or if there's some issue with it, it's nigh on impossible to get a refund.

Here I hit my second snag while trying to find an indepth review of Dual Sense controller adoption for the PS5. Many websites and youtube channels I came across only focus on the adaptive triggers. Most even mash haptic feedback with adapative triggers as if they are the same thing. They are not which was incredibly frustrating as watching/reading an article would just focus on the triggers and not really the haptic feedback. While these may be good for noncompetitive titles not so much with ultra competitive titles where trigger respsonse matters and short trigger travel is essential. For casuals like me, its a good addition that aids in the immersion but not a deal maker. I've been greatly enamoured with the haptic feedback which when properly implemented/utilised adds an extra layer of immersion that complements controller vibration. Because of the nature of the hardware, specific "vibrations" can be calibrated for different actions on screen. A useful analogy here is how directors would focus on specific items in camera/on screen and make them pop in 3D movies. These can be things from the gentle pitter patter of raindrops to glass cracking or even a cellphone buzzing in a character's pocket.

This has been used to great effect by PlayStation first party titles. Both third party titles I've tried with these features enabled have handled it so badly I stopped playing the one and want to turn off the effect completely in the other, sadly its not an option.This being said, I was finally able to track down information that seems to indicate a great deal of time and effort was put into Dual Sense support fo the PlayStation version of MW2 and in particular haptic feedback. To be precise here the specific language used in one particular review of the multiplayer Beta from a few weeks back points to an understanding of the impact of haptic feedback and what it will be tied to. It does seem copy-pasted from marketing material but I could be wrong. This being said, it does seem to be an accurate descritpion of what haptic feedback should be doing:

"Every single character movement and animation has its own distinctive haptic feedback rumble, closely echoing the character's in-game motions. Similarly, every weapon's firing animation, every gadget's throwing animation, and every killstreak also feels completely unique and accurate to how it would feel in real life."-Gamerant.

This seems to have satisfied my itch and I have purchsed the title on PlayStation 5. I will revisit this once I start playing the title later tonight barring any glitches or bugs.

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It is important to note that in my soiree thus far I have determined that there are two types of Double A games. Some are truly Double A in every sense but aim to wow in innovation and storytelling. These tend to lack a high level of polish. Others are simply triple A games with a Double A scope. These would be games like Chronos: The New Dawn(Bloober Team), Prince of Persia: The Lost Crown(Ubisoft) to name a few. These were published by developers who routinely feature heavily in the Triple A space but are projects that are smaller in scope and retail for less than full throated Triple A releases. The former would consist of games such as Hell is Us, Remnant I & II which were developed and published by smaller studios for a fraction of the budget of regular Triple A titles.

Often times and more recently with the advent of broken triple A games on launch there is an ever louder chorus to support more indie/smaller developers by purchasing their products within their launch window. This enables these smaller teams to be rewarded for their efforts while hopefully turning a profit much sooner which can further be reinvested in future titles. While a noble and worthwhile endeavour, not all Double A games launch with an acceptable degree of polish. Some are completely broken at launch while others have deep seated issues that require more time and effort to resolve.

One such title is Hell Is Us, published by Nacon and developed by Rogue Factor, a first time developer. This game was not expected to move heaven and earth. It is a unique take on a post-apocalyptic world with regular gameplay mechanics. This is a title I pre-ordered not only to show support for the studio but also because I found the concept alluring. Sadly, something does seem to be lacking with the gameplay. In particular, the playable character moves and feels unnatural in his movements. In addition, the game crashed my Xbox during traversal. I immediately uninstalled it and will only give at a go further down the line when it has been patched and most issues ironed out.

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Picture Credits, in order of appearance: CI Games; Rogue Factor; Don't Nod.

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Edge Of Sensibility
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The charging case that both controllers come in are well put together with the plastic case of the PlayStation unit giving it a premium feel over the Elite Series 2 case. This being said, perhaps due to the mix of materials the Edge controller feels much cheaper in hand than the Elite. Its mainly plastic with partially rubberised grips. The Elite on the other hand is mainly rubberised with paddles made out of metal with the swappable sticks having stems coated in a metal like material. Additionally, as the Elite is heavier its heft adds to the sense of it being a premium item. The main reason to purchase the Edge controller is its party piece: The full housing for the thumbsticks can be swapped out in the event of stick drift.

 

 

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