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For its size, the Steam Deck is a remarkably sturdy machine. It has the value of being quite giant compared to other handhelds, having a noisy fan, and alas, how the battery evaporates!But the reception has been positive and no one denies it. the promise of a computer with full access to Steam, powered through a remarkable layer of Linux compatibility that doesn’t require developers to create a local penguin edition of their game. Valve has even been able to improve the functionality of individual games through open-source magic But despite the magic of betting modern PC games on such a small device, the quality of the screen has been the most disappointing, especially in its effect on the device’s reading experience. And while we all want more beautiful graphics, I’ll argue that reading delights in desires to be taken into account so much.
The quality of the screen hasn’t been an unusual complaint since launch, and it’s not easy to get around. Battery life can be affected by converting the frame rate or staying near a power outlet, and Valve has already striven to reduce fan noise through firmware. update. The screen, though? Unless you have a Brave-specific logo, it’s probably out of the question to update them with a DIY effort, at least until availability or value is much more comfortable for those who would agree to disassemble what is now a $400 device.
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While 1200×800 is a perfectly suitable solution for a portable device (this gives the APU a break), I noticed that the overall color of the screen was the most scrutinized. However, in my experience, I found that colors are perfectly acceptable. I can play Cyberpunk in my hands to scream out loud, so I don’t split my hair into the color that’s rarely as amazing as the Switch’s OLED. But there’s another challenge with the screen that I think can be much better.
Such power. In my hands. is intoxicating
It’s the Steam Deck reading experience where I think you’ll get the maximum benefits from an advanced display. device for narrative games based on text and fictional documents around the world.
Although I’m a beginner in literature, reading video games is usually a grueling experience for me. On a giant TV, it feels too far away, no matter how readable it is. On a computer. . . it’s like working. Also, a handheld controller and a screen in the distance put my brain into another entertainment vibe. My hope for Steam Deck was that by having anything in my hands, closer to my face, maybe like a book, a pill, or a phone, my brain would react differently. I hoped this would re-establish my relationship with text-based narrative games on PC and allow me to better appreciate text documents in the world of the kind we see in Control or Cyberpunk 2077.
Fiction books, journals, emails, terminals, etc. , all have the ability to make a world feel much more inhabited, demonstrating how their fictional characters document their own world around them. Taking a random datapad in a sci-fi game shouldn’t just be a filler, but an opportunity to tell us something about how those other people live. I think reading those documents with a genuine portable device like Steam Deck can create a very strong parity between the character and the player experience.
This makes me think of the prospect of Steam Deck not only as an impressive and hyper-powerful mini machine with the strength of Steam, but as the best interactive fiction device. While Switch offers many of those types of games. , I consider the flat shape of the Nintendo console to be worse for my hands than the weight of steam deck. I’m also much more skeptical about the longevity of the Switch eShop, for a clever reason. However, Steam games are expected to be available for much longer, not to mention the ability to get games through GOG on the Deck with an undeniable third-party app like the heroic game launcher through “desktop mode” (which can reconnect to Steam with an undeniable shell script from GitHub).
Being able to delight in what we get in the difficult playing machines in the pass is almost expected now. This is something that will continue to improve and surprise us over the years. What interests me about Steam Deck, like the recent Play Date, may make us reconsider how the shape of a device informs how we enjoy and play a game. So as someone who has liked the concept of having a lot of text in a game to provide more context and global construction, but has had trouble in practice enjoying it, how has the Deck fared so far with text games and a lot of text?
My first candidate Werewolf: The Apocalypse – Heart of the Forest of 2020. This text-based game, set in one of my favorite fictional worlds, is a wonderful adaptation of the tabletop role-playing game, and even though I had it on Steam since its release, I still find it hard to get through the computer. On Steam Deck, though? The experience in both showed my hopes and revealed my biggest challenge with the hardware.
The art, brilliant writing and beautiful soundscapes of Heart of the Forest are a joy in your hands. But, without a transparent ability to enlarge the text, I had to change the game’s font to OpenDyslexic to read, as the text was almost too small to enjoy the game. Fortunately, the developers have included features for a more readable font in the features, but I know it may be better in a way that doesn’t necessarily want to be given through the developers.
Here’s the problem: I read such a small text on some other device with rarely a problem, and spent hours of lost sleep searching for it to save. My own smartphone, a Google Pixel 6, offers a wonderful reading experience in a variety of apps, adding the Kindle app, which is the most widely used. Therefore, I know that a screen of this length or smaller is capable of more wonderful performance.
So far, Heart of the Forest, although the text is a bit too small, has been much more appealing on this device than on a large screen. My reading comprehension advanced by being able to be on the couch with him. . The rhythms of the story have a much greater compatibility and I find that the characters and environments are much less difficult to imagine. The same goes for other text-rich games, such as Pillars of Eternity, Torment: Tides of Numenera, and Divinity: Original Sin II. In Divinity, I even cut almost every voice because I can read much faster than listening to the narration. that I locate that I am tempted to get lost in those worlds much more than I was in the distance.
Small text is too blurry on the Steam Deck’s 1200×800 screen.
I was also curious about how a device in my hands would influence my interaction with games like Cyberpunk 2077, Prey, Control, and Fallout 4 from 2017, games with a plethora of documents around the world to navigate. Earlier in Fallout, I sighed a bit when I came across a terminal. I sought to enjoy writing and building globally in those cases, but slowing down the browsing speed wasn’t something I was so willing to do. On deck, sitting with those terminals now is much more natural to enjoy in a way that I think needs to be felt to be truly understood. Playback no longer feels like a pause in the course of the game.
The same goes for 2017’s Prey, where I’m now much more interested in checking out the various ebooks, docs, and emails you can check out; in fact, the sophisticated foreshadowing of extraterrestrial beings and mind tricks in the game’s opening with ebooks about the Fermi paradox, and one about becoming a “mathematician” in minutes via the game’s neuromods, adds more weight and size to its winding. graphic. Cyberpunk and Control also surprised me with how it further encouraged me to take a break from the action to retrieve documents from the global, as well as practice texting the global around me. Although I’ve played Cyberpunk many times, I’ve never stopped to practice writing at the vending machines, newsstands, or the Chakra Attunement value list at Misty’s store. It’s a dip point where you don’t want ray tracing. Whether it was the closeness of my eyes to the screen or the fact that I was holding the game like an e-book or comic book, I just had more willpower and compulsion to read the global around me. Documents in Control now draws me more into the environment than when I first played it on a PlayStation 4.
Still, this new love of text in the game is still a bittersweet experience. The reduction solution actually allows the device to play graphically impressive games, but this is due to poor readability. I haven’t found anything absolutely unreadable yet, although some games have UI elements that really push the boundaries. Most of them are totally repairable through an update of each game, and while I think this is a mandatory thing for all games from an accessibility standpoint, I think Deck would get great advantages from a larger screen for readability. I don’t know if that answer is just a solution, but I think it’s an opportunity for us to see a screen that provides more than refresh rates, color accuracy, and solution for the sake of textures. I expect long-term iterations of this device to send text messages as vital as maximum frame rates.
Pixel density and the solution are probably the key spaces in which Steam Deck can improve readability. With a lower pixel density than the part found on your average smartphone, the result is blurred text for smaller text. There are not enough pixels to represent the symbol with a sharpness that allows small text to be blank and readable. While there may be other points from a hardware attitude here, an improvement in the solution would probably go a long way, even if it came to the burden of requiring more hardware to make games above the 1200×800 display the device has lately.
Difference in pixel density: the most sensible is a Google Pixel 6, the back is the Steam Deck.
In theory, I think Steam Deck deserves to be able to deliver on games where they are. This turns out to be the guiding philosophy of the Proton layer that powers those games in an operational formula that isn’t Windows in the first place. It’s just a computer, but smaller. So, while the text length features will really decorate the experience on this machine, the long-running versions of the Deck will be guided through a wisdom that takes into account the reading experience not only to decorate games with lots of text, but perhaps inspire us to take into consideration the literature of a global as of equivalent importance to the visual constancy of its graphics.