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Abiotic Factor looks like Half-Life, but plays like Subnautica. This summer, the game's creators released the official 1.0 edition of the game. Now, Russ Frushtick deciphers what makes this survival game tower above so many others. Plus, Plante dives into three new games from up-and-coming indie publisher Critical Reflex.

Games discussed:

Abiotic Factor

Troleu

Eclipsium

No, I'm Not a Human

Silksong

UFO 50

Movies and TV discussed:

Brain Damage

Basket Case

Hacks

Comment discussed:

From listener Chad:

Wanted to touch a little on the chat about Hotshot's performance and its relation to the graphical fidelity. From a computer engineering perspetive, there are three really fascinating trends that I believe have caused this pattern of seemingly non-intensive games having some terribly poor performance. First, there's this unbacked expectation right now that a poor running program just needs stronger hardware to support it, which in this age is just not accurate. More accurately, software engineers are using stronger hardware as a way to limit the amount of optimization put into their programs - rather than have some meaningful looks at reducing the size of our program and rigorously ensuring memory is managed judiciously and intentionally, we can just write it the easy way and tell people to get more RAM. Secondly, while there's many great aspects of open source game engines and the reduced barrier of entry for new developers, they all unilaterally come with bloat and assumptions that will by default decrease performance vs an identically functioning program that only has what it needs. When building a game in UE5, you are using all the parts you need to run your game, but you're also running and storing everything else UE5 needs to do its thing. In its design are implicit and explicit assumptions that make programs run faster or slower, if they lean into UE5's assumptions or fight against them.

And thirdly, the classic, is a faster turnaround time with a shorter development window and significantly less time dedicated to addressing code debt or other technical improvements, preferring updates that are flashy to the end user: which typically ends up being visual or UX changes, things that are very obvious to the end user.

There's a lot of underlying technical detail that might be too boring for this post, but overall, a vast majority of poorly performing programs that I've personally seen (or made) have had some really simple breaches in logic that have hogged or poorly utilized resources; and indeed, one of the easiest things to optimize and improve performance nowadays is graphics. Stutters are probably not happening from the GPU side, but on the actual central processing side, as the GPU does hundreds of thousands of operations every clock cycle versus the maximum one operation on the CPU every clock cycle. I'm reminded of that one memory bug in GTA V Online, where the developers wrote some strange code that would open up a text file, pull its contents into a block of memory, copy a single line of the text file into another block of memory, and then copy that single line into yet another block of memory, and then close the text file, and then reopen it, and then read the next line of the text file, over and over, which caused a ~5 minute load time increase for playing GTA V Online for years. Just some really basic logical flow problems that went unnoticed, in no short part because the devlopers computers are significantly stronger and faster, their monolothic engine is humongous and probably not very rigorously tested in a piecemeal fashion, and because it doesn't necessarily impact Take Two's bottom dollar if people need to wait a lil longer to play a certain game mode

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Goositrous

This has been such a good year for games already. KCD2, Blue Prince, Abiotic Factor, SILKSONG???, and Hades 2 this week?? I didn’t even play Expedition 33 because it got lost in the shuffle of all of these games I completely fell in love with. I don’t know what’s happening but it seems like my taste is being exactly catered to by the industry right now and this has to be one of the best years for games in recent memory

Jesse Edwards

I’ve started ending work meetings with “I think we did it” and I’m just now realizing this is where I picked that up.

Paden Snell

Was really hoping abiotic woulda got a main feed episode. Easily game of the year for me in a fairly stacked year. They pack soooo much into this game. Idk how far russ got, but i was amazed at how many sectors and portal worlds there are. I kept thinking "surely this must be the end game sector" and then there were like 3 more sectors. And each one packed with new shit to find new crafting materials and enemies and mechanics. And even though the building/crafting is more about placing items and furniture and defenses (like you arent building foundations and walls to make rooms etc, you are scrapping together the stuff you find/craft into the existing map to make it survivable, mostly) i felt so much ownership and love for my little bases throughout the facility cobbled together from the random shit I would find scouring the map. I can't recommend this game enough if you like half life 1 or survival crafters.

Bryduck

I just remembered (as Russ alluded to it) that Chris actually said he was going to play all of FF7 Rebirth 😆 Good luck. I think that game took me about 100 hours over the course of three months

ultrapabs

RE: Hot Shots - thank you for noting the patch was only for Switch 2! I didn't know this and will stop trying to convince my friend to get it on Switch til they patch it further. While it is running great for me on Switch 2 now in single player mode(s), there are still a lot of bugs and optimization issues so I hope they continue to patch it on all platforms. Certain story missions can't be completed (or sometimes just freeze mid-story and you have to restart the game) and I often watch computer players "think" about their next shot for 30+ seconds while the frame rate drops to a literal 1 FPS. I am still having a ton of fun with it though, and the story mode writing is entertaining enough that I don't skip the dialogues. Definitely had been wanting a HSG on Switch for years!

Chad Vandewettering

Oh wow, thanks for highlighting my comment! I really appreciate y'all's efforts to discover and highlight the nuanced truth. Have you considered a career in journalism??

Nathan

Since you mentioned Bug (the movie), just wanted to shout out that it is coming to Broadway soon with Carrie Coon and Namir Smallwood!

Zachary Hoyer

Not sure if y'all have messed with it yet, but I've been using the dedicated GeForce Now app for Steamdeck and have been completely blown away. It legit feels like playing the game directly on the deck. Better yet, I recently bought a cheap dock and wireless controller and my deck has filled the gap of a couch console. The ability to dip in and out of games with huge installs, and also play the games at better resolutions than the deck can support natively is a true game changer. (I know y'all aren't advertising anything Microsoft related, but they added gamepass support to GeForce Now as well which basically makes the gamepass ultimate game streaming pointless)

BucklingSwashes

Bought Abiotic Factor at your recommendation and have started it as of last night! I generally don't get much out of survival games, though I did play Grounded for a little while longer than most. So far, I'm really liking AF, particularly as a fan of Half-Life and Souls-likes, though the crafting and survival aspects may take me a bit to get fully into. I love the degree of initial customization for your character, and the depth of combat when factoring in throwables and other equipment. I'm very curious to see what it's like in cooperative play, too.

geopet

I loved the insight provided by Chad around the issues of modern game development right now. I think one other point that might be worth identifying is that most software companies are pushing hard for the use of AI to ship software faster. Many companies are deciding that they’d rather have over worked employees feed prompts to models that then spit out code than keep qualified talent on their payroll. Often the code these models produce is incredibly flawed, but at first glance seems to solve the problem. The issue is that often people who would know that the code was flawed have been laid off, or are already three weeks behind on other unreasonable deadlines. As a society we’ve grown complacent with bad software releases. AI slop code is just the next iteration of that. There’s no excuse for a game like Hot Shots not to run like a top on the Steam Deck, let alone be released on a console in such poor form (doesn’t Nintendo have some sort of quality check before listing games on their store?). But I suspect we’re going to see a lot more problems like this as more people and companies think that software engineering is just an AI problem now, not a skilled discipline that requires a creative mind to perform effectively.

zach winstead

In case justin isn't aware that Road to Empress is the hot new FMV game, I figured i would comment to ensure it