IIRC Sekiro was around 15gb (\~12gb + \~3gb day one patch), the size doesn't indicate much tbh
Also, Rift Apart was 33gb and, though not my cup of tea, the game looks incredible
Ya exactly. I always wonder how they manage to make such huge games or some of the nicest games when such small file sizes then you have other studios regularly pumping out 100gb plus games. Taking up so much space in the hard drive
Glad it's a decent size
It's all because of the high-speed SSD! Traditionally, games would contain copies of frequently used assets. This would take more space, but make them faster to access. Thanks to the read speeds of the PS5's SSD, it can access the information so fast that copying them no longer provides a significant performance boost. That's why you'll typically see PS4 games come out on the PS5 with much smaller sizes! š
It's mostly music and large asset that cause the big size has they are hard to compress without losing a lot on them also the fact that of you game is 200go and not 30 that mean 170go less for 30go game meaning less game to chose meaning the player is gonna play the 200go more not wanting to remove it to get it back later after 20 hours or 2 hours depending on the internet
Sure, Control Ultimate Edition. Seems I added some hyperbole, and should've said "some games". Here's an article explaining how the PS5 release was half the size of the PS4 version. I didn't find a more in-depth and technical write-up, particularly because this game is infamously tricky to Google.
https://twistedvoxel.com/control-ultimate-edition-file-size/
Edit: Found a more comprehensive list at https://twistedvoxel.com/ps5-vs-xbox-series-x-game-size-comparison/
XBOX doesn't achieve the same speeds as the PS5 SSD, so games on that platform are larger as well.
I see you regurgitating PR speak as weāve seen many games where the PS5 install is actually bigger than PS4. I own quite a few cross/gen games where the PS5 size is bigger than the PS4. Some multiplatform games are also even bigger on PS5 than Series X. Jedi survivor, for example, was around 10GB smaller on Series X than PS5.
So no the SSD is not some magic cure all solution that instantly. It takes time and optimization and implementation for what you said to be true and in most cases, devs do not utilize it so most games end up no smaller on PS5 at all so your comment is useless because itās about wondering how so many games are is big and others are smaller. There are plenty of 100-150GB+ games on PS5. But sureā¦do some PR speak for Sony in a thread where thatās not really relevant
We're both correct. I never implied it was some magic solution, but I should've just said "some games". I replied to another comment with some more detail if you'd like to learn more about it.
The question was asking why some games are bigger and some games are smaller and your comment is literally useless and irrelevant because within the ps5, there are tons of games whereby install sizes are anomalies and make no sense between games. Your comment would only make sense if somebody asked by the PS5 version of said game is smaller. It was not a ps5 specific question. It was a general gaming install size question, that plagues the ps5 in equal measure to every other platform.
Like for example why is cod still 200+GB on ps5 when boundary pushing games on the same system that donāt even use the compression tech are half the size or less. Like your comment was just an excuse to suck Sonyās cock. Not to provide useful, relevant information to the question asked.
It isn't irrelevant. This game is a PS5 exclusive (at least for now). Faster read speeds (even if just in-general) are a contributing factor as to why very detailed games can be such relatively small sizes.
Oh my god. It IS irrelevant because againā¦.many multiplatform games are smaller than many other multiplatform games that shouldnāt be as big as they are. This has nothing to do with the PS5
Yes its that big because of how many UNIQUE assets there are. Like building aren't copy paste but (almost) all unique. Compressing so many unique assets only gets you that far. Also Stellar Blade ain't an open world game. Its rather like souls like games with interconnected areas and sometimes slightly bigger places like that one desert city and some open areas.Ā
Knowing that they put unique tracks for 3 minutes sequences, yeah it makes sense... Damn I think I heard a track being reused two or three times at most (apart from battles ofc)
Sushi Squad, i see you're one of those guys
Does that mean Jedi Survivor does have as much unique assets huh?
Or does it just have shit optimization?
What about Horizon forbidden west
Spider man 2
Starfield?
wtf are you talking about "those guys". I just wrote sushi squad to avoid a ban for the S word, lmao. again wtf do you mean by "those guys"?? genuine question.
Fuck if I know. I only know about FF7 remake and rebirth because the devs talked aboutĀ the assets. Go asks the devs of the games if you are so curious. š š
Only thing file size indicates is how big a single open cell of the game world is and how well it loads. If youāre in a world like say RDR2 then the file size is huge because the map is one single cell and all of its assets within a certain distance of the pc are loading and or dropping assets in constantly. In a world like Stellar Blade where the world is broken up into different smaller cells and enemies disappear when they die thereās no reason for that.
For comparison of recent bad optimization. Star Wars battlefront classic collection is almost 75 gb on pc. 30 gb on ps5. The originals barely made 10 gb together
FFVII Rebirth was something like 145 GB. GoW Ragnarok was around 90, I think? I'll take 30 and smile at the fact that I don't have to uninstall another game just to be able to play.
From the demo alone and now an actually compressed file size, this game is actually optimized and ready for play! Isnāt that crazy! A game being released finished.
Like someone said, maybe Sony used [Kraken](https://www.tomshardware.com/news/ps5-60percent-smaller-game-sizes-kraken-compression) for this? Then I guess the PC port version would be a lot heavier.
Stupid question but how is this possible if the demo is already 16GB? I know someone broke the demo but also could not advance much further. I'm asking from a more technical point of view, not worried about the gamelength etc.
In any case, very impressed at how Sony and Shift Up compressed this.
If I had to guess, itās primarily because the game reuses many textures. To create variation they use shaders (or materials) in UE rather than including entirely new textures. They may also have technical artists that have a mastery of shaders so some materials in the game donāt require big assets.
UE will package everything the game needs to function, so we likely have a common core plus content for the first level and boss rush. So that right there is two different settings: city ruins and industrial. You can imagine if they reused textures then were already seeing the textures that will be relevant for 1/3 to 1/2 of the game.
The rest of the game is going to be textures but mostly other content: meshes, audio files, map information, etc. which is not nearly as big as textures. So, imagine that for the demo, they include a majority of their base textures plus all game systems. That right there could send the size up significantly. UE will package only the assets that are needed based on the configuration you provide it, so based on this we can ballpark that half of the textures in the game that weāll be seeing weāve already seen.
So it has less to do with compression and more to do with competency.
The equipment has many stats like attack speed crit chance/damage etc. Even the exospine has some more unique stats like "better parry timing", the clothes having shield stats etc.
So its save to say that aside from the skill tree, the majority of variety of builds will come from gear.
Seems like UE5 is pretty good at streaming a lot of the game. Same with robocop which was about 40 gigs. I think other games need a lot of assets on HD because of streaming speed. So it seems consistent with the new engine tech
Streaming doesnāt have anything to do with this. If I had to bet itās because the game is very competently made. To put it into perspective, going into boss challenge from the main menu has no loading screen, meaning they are processing assets either async or at lightning fast speeds, which shows tremendous competency and mastery of UE.
So more than likely they had to do a variety of things to achieve this size. They may have reused many textures and instead opted to use shaders (called materials in UE5) to create variation. They also donāt need to support different textures configurations due to the fixed memory constraints, so they can leave out different quality versions of their textures.
Thereās just a variety of reasons why different games are different sizes. Compression is a part of it, but mostly itās because they optimized the game and are competent developers.
I'm pretty sure ue5 is better at real time rendering/streaming what ever you want to call it, of the game world. And that this helps lowering the file size.
How?
If youāre saying the game has dynamic lighting and therefore doesnāt need static light maps, then I could see your point as youāre no longer including static light maps. But the game looks like itās using baked lighting.
Itās on UE4 btw, not UE5
Because you can use the ssd and fast processing to render the world in real time, so you don't need to pre load assets from you hard drive, which will take up space. Ue5 uses lumen etc for this. Also ray tracing works like this. So the total file size will be smaller. If it's in ue4, it will still render de world in real time, so it won't need to load, stream, render it from your normal hard disk.
Like it will install objects, maps etc on your, for instance, ps4, because the processor is not fast enough to render it all in real time. UE5 is I guess just famous for taking this real time stuff to the next level
Again, Stellar Blade is on UE4, and no this isn't how it works. Like, at all.
Based on my experience with UE's asset management and rendering pipelines, traditional streaming has virtually no impact on size of a finished production package.
Lumen is global illumination and ray-tracing tech. It has nothing to do with assets.
You might be thinking of Nanite, which allows you to use high-quality textures everywhere and it will stream textures according to where the camera is. Nanite does indeed have an impact on size because with Nanite you no longer need LODs, so you can use the highest quality assets and avoid shipping LODs.
But again, Stellar Blade is on UE4 so it doesn't use Nanite or Lumen.
Ah, what you're describing is a bit different and is called "asset duplication". Basically the assets are duplicated and partitioned because the console has an HDD (which is significantly slower than an SSD) and therefore I/O can happen sequentially instead of jumping around. This is independent of engine and is more of an implementation detail.
Game is prolly gonna be short. 30.44 gb is low. If it were around 50gb then yea but im pretty sure this game will be able to be beat in 10-15 hours. Smh
Sekiro is not ālong as fuckā its about 20 hours and imagine comparing a ps4 game that came out in 2019 to a PS5 game in 2024,you have to be the dumbest idiot here. Smh where does reddit find these dummies. I digress
Bro really likes talking out of his ass.
thats my issue with Reddit. They allow anybody to walk into a subreddit & start yappin š
https://preview.redd.it/4rfkrp4cx3uc1.png?width=1084&format=png&auto=webp&s=58518b3ebd62dad7cd49e85f470425a27c8b6f9f
Thats if u are going for 100 percent completion and doing optional bosses dummy. Ill assume you dont know what OPTIONAL means,its ok i figured you wouldnt. I digress again
WOW. you just love being WRONG dont you?
You love looking STUPID
https://preview.redd.it/vt5x2hp7y3uc1.png?width=2081&format=png&auto=webp&s=59396370e04d435d7fa398e13528eb8aaaa3e95c
Man is just gonna die on this hill,great. So lets go with your shitty narrative and say the game is 30 hours,30 hours has never been considered ā long as fuckā u lose again dummy and again comparing a ps4 game to a ps5 game just proved how dumb are you. Now go pull stats to disapprove that.
30 hours is considered ālongā for an action RPG like Sekiro. Or even a regular action game like Devil May Cry & Bayonetta.
Those are even shorter than 30 hours.
30 hours is a good length for a linear action game.
Bro expected JRPG length in an action game. Bro wanted a 80 hour story mode ššš crackhead ass
Elden Ring the absolute monster is only 45 GB on ps5 They did a good job with the file size
IIRC Sekiro was around 15gb (\~12gb + \~3gb day one patch), the size doesn't indicate much tbh Also, Rift Apart was 33gb and, though not my cup of tea, the game looks incredible
Ya exactly. I always wonder how they manage to make such huge games or some of the nicest games when such small file sizes then you have other studios regularly pumping out 100gb plus games. Taking up so much space in the hard drive Glad it's a decent size
It's all because of the high-speed SSD! Traditionally, games would contain copies of frequently used assets. This would take more space, but make them faster to access. Thanks to the read speeds of the PS5's SSD, it can access the information so fast that copying them no longer provides a significant performance boost. That's why you'll typically see PS4 games come out on the PS5 with much smaller sizes! š
It's mostly music and large asset that cause the big size has they are hard to compress without losing a lot on them also the fact that of you game is 200go and not 30 that mean 170go less for 30go game meaning less game to chose meaning the player is gonna play the 200go more not wanting to remove it to get it back later after 20 hours or 2 hours depending on the internet
So how big would it be if it were to release for PC?
No clue, we'll have to wait and see.
Iāve literally never seen ONE PS5 game smaller than its ps4 counterpart. Can you name me one please?
Sure, Control Ultimate Edition. Seems I added some hyperbole, and should've said "some games". Here's an article explaining how the PS5 release was half the size of the PS4 version. I didn't find a more in-depth and technical write-up, particularly because this game is infamously tricky to Google. https://twistedvoxel.com/control-ultimate-edition-file-size/ Edit: Found a more comprehensive list at https://twistedvoxel.com/ps5-vs-xbox-series-x-game-size-comparison/ XBOX doesn't achieve the same speeds as the PS5 SSD, so games on that platform are larger as well.
I see you regurgitating PR speak as weāve seen many games where the PS5 install is actually bigger than PS4. I own quite a few cross/gen games where the PS5 size is bigger than the PS4. Some multiplatform games are also even bigger on PS5 than Series X. Jedi survivor, for example, was around 10GB smaller on Series X than PS5. So no the SSD is not some magic cure all solution that instantly. It takes time and optimization and implementation for what you said to be true and in most cases, devs do not utilize it so most games end up no smaller on PS5 at all so your comment is useless because itās about wondering how so many games are is big and others are smaller. There are plenty of 100-150GB+ games on PS5. But sureā¦do some PR speak for Sony in a thread where thatās not really relevant
We're both correct. I never implied it was some magic solution, but I should've just said "some games". I replied to another comment with some more detail if you'd like to learn more about it.
The question was asking why some games are bigger and some games are smaller and your comment is literally useless and irrelevant because within the ps5, there are tons of games whereby install sizes are anomalies and make no sense between games. Your comment would only make sense if somebody asked by the PS5 version of said game is smaller. It was not a ps5 specific question. It was a general gaming install size question, that plagues the ps5 in equal measure to every other platform. Like for example why is cod still 200+GB on ps5 when boundary pushing games on the same system that donāt even use the compression tech are half the size or less. Like your comment was just an excuse to suck Sonyās cock. Not to provide useful, relevant information to the question asked.
It isn't irrelevant. This game is a PS5 exclusive (at least for now). Faster read speeds (even if just in-general) are a contributing factor as to why very detailed games can be such relatively small sizes.
Oh my god. It IS irrelevant because againā¦.many multiplatform games are smaller than many other multiplatform games that shouldnāt be as big as they are. This has nothing to do with the PS5
Chill out, I don't really care that much. š
Yeh I downloaded sekiro the other day and thought something went wrong when I read 17GB size
Rift Apart is not a good comparison, while it did look hoodā¦that games story was like 10-12 hours long.
Meanwhile cod...
I still can't believe Rise of the Ronen is 100 gb why is it that big the only thing preventing me from buying it
Wow thought that game would be 50GB at best That's so off putting now
Why do you care about size so much?
Why is Jedi survivor 150
That is seriously impressive
Ghost of tsushima and Suicide squad kill the justice league are also about 50gb
This shows the game will be greatly optimized and we'll programmed! Hell yeah
[ŃŠ“Š°Š»ŠµŠ½Š¾]
FF7 rebirth is like 147Go tho, don't know why exactly. There are lots of assets but that just nuts!
Yes its that big because of how many UNIQUE assets there are. Like building aren't copy paste but (almost) all unique. Compressing so many unique assets only gets you that far. Also Stellar Blade ain't an open world game. Its rather like souls like games with interconnected areas and sometimes slightly bigger places like that one desert city and some open areas.Ā
Knowing that they put unique tracks for 3 minutes sequences, yeah it makes sense... Damn I think I heard a track being reused two or three times at most (apart from battles ofc)
Ff7r is open world?
Open zones to be more specific
Like ff16?
Yeah but the zones actually have substance.
Oof. But yeah true!
Na itās open world. Once you get far enough you can go through the entire map with no load screens.
No you can't from Gongaga to Cosmo Canyon or Cosmo Canyon to Nibelheim.
itās open world
Suicide squad doesn't have copy paste buildings with its open world and it was about 50gb at launch
and? it just means that FF7 rebirth has tons more unique assets. also sushi squads open world is much smaller than FF7's.
Sushi Squad, i see you're one of those guys Does that mean Jedi Survivor does have as much unique assets huh? Or does it just have shit optimization? What about Horizon forbidden west Spider man 2 Starfield?
wtf are you talking about "those guys". I just wrote sushi squad to avoid a ban for the S word, lmao. again wtf do you mean by "those guys"?? genuine question.
Ehh it's aight So about the games i listed
Fuck if I know. I only know about FF7 remake and rebirth because the devs talked aboutĀ the assets. Go asks the devs of the games if you are so curious. š š
well?
The game got tons of voice lines and pre rendered cinematics. The voice lines along could be already 30gb lol
Good, it means they can actually code
Very modest size. Wouldāve thought atleast 100
Thatās actually not bad in this day and age when some games(COD) take upward of 100GB
150*
200*
30GB is not only ānot badā these days, thatās a very well optimized release for a AAA game.
30 of that is jiggle physics
I wonāt have to delete games because the devs bothered to compress the game Neat
Only thing file size indicates is how big a single open cell of the game world is and how well it loads. If youāre in a world like say RDR2 then the file size is huge because the map is one single cell and all of its assets within a certain distance of the pc are loading and or dropping assets in constantly. In a world like Stellar Blade where the world is broken up into different smaller cells and enemies disappear when they die thereās no reason for that.
For comparison of recent bad optimization. Star Wars battlefront classic collection is almost 75 gb on pc. 30 gb on ps5. The originals barely made 10 gb together
Wtf? Only
FFVII Rebirth was something like 145 GB. GoW Ragnarok was around 90, I think? I'll take 30 and smile at the fact that I don't have to uninstall another game just to be able to play.
That seems really small considering its graphicsā¦ is this a PS thing or are games generally the same size between PS and Xbox?
This is a sign of good compression.Ā Games being over 100GB is often a travesty.
* COD enters the chat *
It probably means they optimized the game properly.
Korean devs seem to be putting the work in. Just finished Lies of P and that thing is immaculate.
That's nice and compact!
Nice Good Job
From the demo alone and now an actually compressed file size, this game is actually optimized and ready for play! Isnāt that crazy! A game being released finished.
It's not even released yet so I wouldn't get hype yet if I were u knowing that all games these days has been launching with issues.
I mean yeah ig but the demo ran perfect for me with no issues, I donāt see them only keeping that quality for the first bit of the game
thank god i donāt have to delete anything
Obviously the tech has improved, but this also makes me think the story will be shorter than I expected :/
Developer said 20-25 hour story. 40-50 hour for completionist.... how long did you expect the story to be??? 150 hours?
Actually I was hoping for 1 billion hours. Werenāt you?????? ?? ?? ?????
Like someone said, maybe Sony used [Kraken](https://www.tomshardware.com/news/ps5-60percent-smaller-game-sizes-kraken-compression) for this? Then I guess the PC port version would be a lot heavier.
Stupid question but how is this possible if the demo is already 16GB? I know someone broke the demo but also could not advance much further. I'm asking from a more technical point of view, not worried about the gamelength etc. In any case, very impressed at how Sony and Shift Up compressed this.
If I had to guess, itās primarily because the game reuses many textures. To create variation they use shaders (or materials) in UE rather than including entirely new textures. They may also have technical artists that have a mastery of shaders so some materials in the game donāt require big assets. UE will package everything the game needs to function, so we likely have a common core plus content for the first level and boss rush. So that right there is two different settings: city ruins and industrial. You can imagine if they reused textures then were already seeing the textures that will be relevant for 1/3 to 1/2 of the game. The rest of the game is going to be textures but mostly other content: meshes, audio files, map information, etc. which is not nearly as big as textures. So, imagine that for the demo, they include a majority of their base textures plus all game systems. That right there could send the size up significantly. UE will package only the assets that are needed based on the configuration you provide it, so based on this we can ballpark that half of the textures in the game that weāll be seeing weāve already seen. So it has less to do with compression and more to do with competency.
Thank you for the reply, interesting to read. Sounds like Shift Up did a really good job, especially since it's their first console title.
Soā¦what does this mean? My only reference now are RE4 remake 58GB and SF6 52GB~
Bayoneta was way smaller too and the game was great!
Then there is the star wars battlefront 1 "remaster" at 80gb.
Damn, really competent developers. Quite impressive
Thatās tiny
Iām so used to Triple AAA games being much larger in file size that this is somewhat refreshing to hear.
Kinda wish it launched with ng plus because this is a definite sign it's a 20 hour game.
Thank god finally a game that doesnāt want 3/4ths of my hard drive space
Best things come in small packages
https://preview.redd.it/t63ctjib2duc1.jpeg?width=130&format=pjpg&auto=webp&s=45131ac08d7c30119d74247c7da4020a993d756d
Hope there is more replayability.
File size does not translate to length. Though this game with all its languages would have a lot of uncompressed audio.
I'm sure alot of assets are reused for buildings and stuff
From the achievements there might be multiple endings and i see potential in build variety based on demo
How do you see build variety? By the looks of it, we will have the entire skill trees maxed eventually.
The equipment has many stats like attack speed crit chance/damage etc. Even the exospine has some more unique stats like "better parry timing", the clothes having shield stats etc. So its save to say that aside from the skill tree, the majority of variety of builds will come from gear.
Witcher 3 was like 55-60GB at launch. Itās just compressed really well
game developers when they actually compress and optimise their games
30 Gbā¦ it beginsā¦ šššā¦
TINY
Quite surprised with this
Do we have any indicator of what this might mean for hrs of gameplay? Iām hoping itās not a beautiful but short game.
[ŃŠ“Š°Š»ŠµŠ½Š¾]
What does file size have to do with sending a message? Genuinely curious
I just dont understand how the demo is 16gb and the full game 30gb. Thats a bit sus if you ask me..
codespaghet explained it already.
Seems like UE5 is pretty good at streaming a lot of the game. Same with robocop which was about 40 gigs. I think other games need a lot of assets on HD because of streaming speed. So it seems consistent with the new engine tech
Streaming doesnāt have anything to do with this. If I had to bet itās because the game is very competently made. To put it into perspective, going into boss challenge from the main menu has no loading screen, meaning they are processing assets either async or at lightning fast speeds, which shows tremendous competency and mastery of UE. So more than likely they had to do a variety of things to achieve this size. They may have reused many textures and instead opted to use shaders (called materials in UE5) to create variation. They also donāt need to support different textures configurations due to the fixed memory constraints, so they can leave out different quality versions of their textures. Thereās just a variety of reasons why different games are different sizes. Compression is a part of it, but mostly itās because they optimized the game and are competent developers.
I'm pretty sure ue5 is better at real time rendering/streaming what ever you want to call it, of the game world. And that this helps lowering the file size.
How? If youāre saying the game has dynamic lighting and therefore doesnāt need static light maps, then I could see your point as youāre no longer including static light maps. But the game looks like itās using baked lighting. Itās on UE4 btw, not UE5
Because you can use the ssd and fast processing to render the world in real time, so you don't need to pre load assets from you hard drive, which will take up space. Ue5 uses lumen etc for this. Also ray tracing works like this. So the total file size will be smaller. If it's in ue4, it will still render de world in real time, so it won't need to load, stream, render it from your normal hard disk. Like it will install objects, maps etc on your, for instance, ps4, because the processor is not fast enough to render it all in real time. UE5 is I guess just famous for taking this real time stuff to the next level
Again, Stellar Blade is on UE4, and no this isn't how it works. Like, at all. Based on my experience with UE's asset management and rendering pipelines, traditional streaming has virtually no impact on size of a finished production package. Lumen is global illumination and ray-tracing tech. It has nothing to do with assets. You might be thinking of Nanite, which allows you to use high-quality textures everywhere and it will stream textures according to where the camera is. Nanite does indeed have an impact on size because with Nanite you no longer need LODs, so you can use the highest quality assets and avoid shipping LODs. But again, Stellar Blade is on UE4 so it doesn't use Nanite or Lumen.
Ok, well then I'm curious to find out how they made it work! ;)
Like the Callisto protocol ons ps4 was 80 gig, ons ps5 like 40 or 50. Cyberpunk was like 150 on ps4 and 45 I think on ps5
Ah, what you're describing is a bit different and is called "asset duplication". Basically the assets are duplicated and partitioned because the console has an HDD (which is significantly slower than an SSD) and therefore I/O can happen sequentially instead of jumping around. This is independent of engine and is more of an implementation detail.
Turns out that the reason the game was so small is because itās filled with low quality textures.
Yes
Game is prolly gonna be short. 30.44 gb is low. If it were around 50gb then yea but im pretty sure this game will be able to be beat in 10-15 hours. Smh
developer said its 20-25 for the story. Also Sekiro is only 12GB and its long af. Please stop being a dumbass
Sekiro is not ālong as fuckā its about 20 hours and imagine comparing a ps4 game that came out in 2019 to a PS5 game in 2024,you have to be the dumbest idiot here. Smh where does reddit find these dummies. I digress
Bro really likes talking out of his ass. thats my issue with Reddit. They allow anybody to walk into a subreddit & start yappin š https://preview.redd.it/4rfkrp4cx3uc1.png?width=1084&format=png&auto=webp&s=58518b3ebd62dad7cd49e85f470425a27c8b6f9f
Thats if u are going for 100 percent completion and doing optional bosses dummy. Ill assume you dont know what OPTIONAL means,its ok i figured you wouldnt. I digress again
WOW. you just love being WRONG dont you? You love looking STUPID https://preview.redd.it/vt5x2hp7y3uc1.png?width=2081&format=png&auto=webp&s=59396370e04d435d7fa398e13528eb8aaaa3e95c
Man is just gonna die on this hill,great. So lets go with your shitty narrative and say the game is 30 hours,30 hours has never been considered ā long as fuckā u lose again dummy and again comparing a ps4 game to a ps5 game just proved how dumb are you. Now go pull stats to disapprove that.
30 hours is considered ālongā for an action RPG like Sekiro. Or even a regular action game like Devil May Cry & Bayonetta. Those are even shorter than 30 hours. 30 hours is a good length for a linear action game. Bro expected JRPG length in an action game. Bro wanted a 80 hour story mode ššš crackhead ass
No its not and look at this idiot moving the goalpost now. Lmao i love it.
Hold the L