Are You a Console or PC Gamer?  

2090 members have voted

  1. 1. Are You a Console or PC Gamer?

    • Console (Xbox, PS2, Gamecube, other, etc)
      336
    • Computer (PC/Mac/linux)
      1101
    • Both
      653


Recommended Posts

I have been a PC gamer for years, I love the ability to constantly improve graphics, play music, message and do basically anything with it and customize it to your liking. I use my pc for both work and personal use, it has two monitors and a tv tuner and has a 4890 OC so it looks better than any system by FAR and is better suited for FPS games. I have a ps3 and only have CoD:WaW and Little BIg Planet. LBP is very nice and unique and a great game. WaW sucks online, you can only have a few people on a server and the voip sucks, I got it for PC, turned everything all the way up and it blew me away. I haven't touched it on ps3 in months and am going to sell it. The PS3 is for media streaming and for playing blu-ray and DVDs, I sold my old dvd player. With the blu-ray remote it is fantastic for streaming and I couldn't be happier in that aspect. I actually picked up a wii the other day and Super Mario Galaxy. I've played the wii more in 3 days that I have played the ps3 since I've had it. A lot of people say their wii is gathering dust but I like it because it's an experience I can't get on a PC and I work so much that I do want to get off my ass sometimes and play boxing or move around a little bit and it's going to be great for parties. Even with the component cable the graphics could be better but it's not that big of a deal, I have my PC for graphics. So between the Wii and my gaming PC I have a ton of options and have been very happy with my purchases. Another plus for the two is game pricing, L4D was $15 the other day and Wii games are generally cheaper than other consoles. They do get you on the controllers and such but when you compare that to every upgrade or device you buy for your PC every so often I can't complain. PC's need upgraded every few years or so depending on how far you want to take it, once you have your wiimotes you are set. A downside about the Wii is a lot of the third party crap out there. Almost all the great games are made by a Nintendo studio. Their online gaming leaves a lot to be desired too. I wish their parties games could be played online, hopefully this will improve.

as for call of duty... im not bashing but how do you differentiate run and walk on the arrow keys, just curious

i think the default (which is what i use is the left shift). you tap left shift while pressing forward and you continue to sprint. i don't use the arrow keys though either. i would venture to guess that the majority of pc fps gamers use some variation of the home row. i'm not saying everyone does but most people i've seen at lan parties (including quakecon) seem to.

my setup for cod4 is:

w = forward

s = backward

a = strafe left

f = strafe right

d = crouch

c = prone

spacebar = jump

shift + w = sprint

e = use (pick up weapons/whatever the action is)

r = reload

g = throw primary grenade

h = throw secondary grenade

left mouse = shoot

right mouse = aim down sights

scroll wheel = cycle weapons

middle mouse = uav/air strike/helicopter

tab = scoreboard

  • 4 weeks later...

i used to be totally a pc gamer till years of recent.

i used to rock all the deux ex's, soldier of fortune 2 (alltime fav btw), legacy of kain series, tom clancy rainbow six series, so many to name all the way up to battlefield 2, halflife, counterstrike source and warcraft. its all over for me. pc will never be what it used to.

the future will rest in the great clouds and in streaming imo. tech such as what onlive claim to bring in the near future total.

anyways, at the same time ive always been a console gamer. its where it all started for me. back with an atari2600 that came with combat and pacman! (yes, im old) ive had every console ever made since. console will always hold a special place and now that pc gaming is meh, its back to my first love, full time!

  • 4 weeks later...

PC's require more money but bring higher graphics and for some more comfortable gameplay then again some people love the good old controller. Consoles being relatively cheap compared to computers are great for people who do not want to invest more than 400 dollars/euros to play their favourite games with their friends and even online.

  • 2 weeks later...
  • 3 weeks later...
Rts, Fps, Mmos, Sims, all better on the pc. Doesn't leave much for the console.

Yeah I agree.

also PC loads most of my games faster than my PS3 version. The funniest thing about console only fans is they think HD display is something new! I've been playing games at higher res than 1080p since the turn of the century :)

I only wish it was possible to play FPS games online with console owners, the mouse/keyboard combination beats gamepad control anyday.

The thing is I always expected PC's to slowly become more attractive and end up in the living room streaming TV over the net, acting as phone/email/games/TV reciever etc etc all in one. All the theories have come true, except it was the console that developed faster in that direction (probably because it already lived in the lounge).

Obviously a well designed PC can do it all and better. But still for convenience sake I ended up with a PS3 in my living room. I guess it all comes down to convenience when you use a device to simply watch content rather than play games or use software.

That said my laptop is also connected to the TV so I can watch HD content via iPlayer. I notice the PS3 iPlayer doesn't deliver HD :)

I was recently a both but I just sold my PS3 and am now only a PC Gamer.

We only bought a PS3 for the blu-ray and ability to stream media onto the HDTV in the lounge from th PC or direct from the net. Its worth the money for a home entertainment system. Only game I had any interest in playing was GT5 prologue, which as a series of games is a reason to have a playstation for quite a few people.

The speed and level of detail possible with a well sorted PC is much better. I honestly believe most hardcore games console users are stuck thinking its ten years ago and the PC is only good at point and click games...

The reality is most of my PS3 owning mates have now had to concede that nothing looks quite as good on their consoles as I can make it look on my PC.

Crysis for example, played on the HD telly looks amazing, the level of detail leaves modern warefare 2 dead in the water. Not that MW2 isn't a very good game in other respects on any format of course.

i had pc, then ps2, then another pc, after that i bought a ps3 which was a big mistake since there were no good games, and very few exclusives, also the higher cost of games put me off ps3 and i sold it. since then i built my 1st PC and i can't see myself buying another console again.

I game on both although I prefer console. I think part of it is because I'm so accustomed to the controller that trying to go back to PC gaming.. I am a complete noob. I used to play *a lot* on the PC at one point but going back and having to learn all over again is kind of daunting.

I try to play once in awhile but it's never for anything multiplayer on the PC. That way it's easier to deal with the suckage :)

i see no reason for a console apart from any exclusive games it may have. with a decent controller and a hdmi cable plugged in theres nothing the pc cant do that a console can

Truth is that the most advanced console money can currently buy, is low res compared to a PC which far exceeds 1080p :)

And if it comes down to choice (i.e. one OR the other) who the hell would not want a computer for general use? I have both because the PS3 is convenient for media serving etc in the lounge, also for casual gaming. But no way would I ever have just a console and not a PC for web etc.

The only real choice is surely just PC or PC & console.

  • 2 weeks later...
  • 2 weeks later...
  • 1 month later...
This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Posts

    • Trailer park trash “sport “, fits the current White House
    • KataLib 5.3.0.0 by Razvan Serea KataLib is more than just a music player — it's a complete audio suite designed for music lovers and creators alike. It combines a powerful audio player, a flexible metadata editor, a capable audio converter, and a music library manager into one streamlined application. Core Features: Audio Player Enjoy seamless playback of virtually any audio format or even streaming video files. DJ Mode lets you mix tracks with manual or automatic crossfades. You can also load and save WinAmp-style playlists for quick access to your favorite sets. Audio Converter Convert between a wide range of audio formats effortlessly. Trim or normalize your output automatically, and even extract audio from streaming video sources. Ideal for preparing files for different devices or platforms. Metadata Editor View and edit ID3v2 tags and other metadata. Batch edit multiple files at once, and fetch missing information directly from the MusicBrainz database. You can also apply or update album art with ease. Music Library Manager Organize your entire audio collection, search across tracks instantly, and download cover images from the internet — or use your own custom artwork. KataLib makes it easy to keep your library tidy and enriched with useful info. Supported Formats: KataLib supports a wide range of both lossy and lossless audio formats: Input: OPUS, AAC, FLAC, M4A, MP3, MP4, MPC, APE, AIF, MKV, AVI, MOV, FLV, WEBM, Ogg Vorbis, WAV, WAVPack, WMA, AC3, OGA, MP2, MPGA, MPEG, DTS, M4B, DSD (DFS) Output: OPUS, FLAC, M4A, MP3, Ogg Vorbis, WAV Under the hood, KataLib uses the trusted FFmpeg engine for audio conversion and media playback, ensuring compatibility with virtually all mainstream media formats. KataLib 5.3.0.0 changelog: Added Option to select the Zoom level of the Oscilloscope visualizer. The taskbar button of the app now displays the progress of its processing tasks. The metadata text of the Visualization Video can now be aligned by the user. We can now reorder the order of the Visualizers and Metadata, in the Visualization Video Setup dialog, by removing any item and adding it again. It will be added at the end. Changed The font size of the Visualization Video can now be more than 30 points. Updated yt-dlp library to version 2026... Fixed Opening the Visualization Video Setup dialog could fail if the settings were wrong. Sometimes there were false duplicates in the Rename Tracks dialog. Tracks without metadata appeared without title in the Recent menu. Download: KataLib 5.3.0.0 | 90.0 MB (Open Source) Links: KataLib Home Page | Github | Screenshot Get alerted to all of our Software updates on Twitter at @NeowinSoftware
    • EA Sports UFC 6 review: Brutal, satisfying, and surprisingly accessible to newcomers by Pulasthi Ariyasinghe EA’s UFC series of fighting games has been putting out games for over 10 years now, but it’s a series I have never spent any time with. As a PC guy, the series being console-exclusive is the primary reason for that. The latest entry to the series, EA Sports UFC 6, is still not coming to PC, but I have an Xbox now. When EA reached out to see if I could have a crack at the game and give my opinion about it, I finally got the chance to see what this franchise is about. I have spent about a week playing UFC 6 on the Xbox Series X. Despite my lackluster skill with fighting games, I still have fun with entries like Street Fighter and Tekken. I quickly came to realize this is a different kind of fighting game, not the arcade titles I am usually dabbling with. Most of the week that I spent playing UFC 6 was in the career mode, trying not to get knocked out while slowly improving my combos and reactions. The review below will be from the perspective of a newcomer to the series and an amateur fighting game fan, so please forgive any mistyped lingo or series-staple mechanics I am not comprehending. In the Ring Getting a solid hit in UFC 6 is satisfying. It’s probably the most satisfying impact reaction I have seen in a fighting game. The ripples in the muscles, the spray of sweat (and blood), the meaty sound, and the subsequent stumble all carry a lot of weight. If I miss a heavy swing like that, though, I already know that I'm in for a world of hurt from the incoming counters. The fighting is a real treat. The actions aren’t as snappy as arcade titles, so a miss feels like a much bigger mistake here. This slowness did take some getting used to, but I felt the improvement in my abilities even after a few drills with basic punch and kick combos. If I’m not deliberate with my actions in the ring, whether it be a hasty retreat or a flying punch, the possibility of getting instantly knocked out is always there. The head, chest, and legs all come with their own health bars, so guarding just one area is just asking for trouble. A few hits to the head, and it's game over. Meanwhile, you won’t even be able to stay on your feet if they get damaged enough, drastically lowering the total amount of stamina available for the rest of the match. I was also encountering a large range of fighting styles to customize my own fighter with. There are a huge number of real-life superstars here from multiple eras. It’s not as exaggerated as Street Fighter or Tekken, but the way they move, evade, throw punches, or even take steps is based on their real-life counterparts. I can see this being a big draw for any mixed martial arts fan. One feature I was surprised to see here was the 'Flow State' ability. As rounds progress, a power-up meter can give a temporary boost to the unique fighting style of the selected fighter, essentially boosting what they are good at. There is an entire visual effect that kicks in when activating this, too. The surprising part was seeing something like this in a game that feels like it’s aiming to be more of a simulator than an arcade fighter. My skill level is too low to use this exactly how the game wants me to, so I ended up triggering it whenever the opponent did it as well. Streamlined vs Authentic When I first started it up, UFC 6 asked me about my experience with the series. Being genuinely new, I took its advice and opted for a lowered difficulty level and 'Streamlined' controls. Quickly, I realized that this wasn’t for me. My chosen fighters were throwing random attacks, no matter what combination the game was trying to teach me. Win streaks were happening, and I was already getting bored out of my mind just a few matches in. Turning off this mode and switching to 'Authentic' controls fixed everything right up. I was now able to control my fighter with more precision than I expected. I could control each arm and leg, which body part my attacks would aim at, and the fully customizable controls for setting up unorthodox moves were a cherry on top. None of these made me an expert at the game, but at least I was being beaten up fairly. This is not a point against UFC 6, though. Giving the option for anyone to enjoy the game is always a good thing in my eyes. There is a lot of customizability in the difficulty, with everything from slow-motion reactions to specific assists being offered as toggles. If I had a friend coming over and wanted to try a quick 1v1, the streamlined controls option is one I’d consider to make it a light and fun fight. The one part of the fighting that did not click with me was the grappling. Being taken to the ground brings in an entirely new control mechanism involving mounts and submissions that feel more like quick-time events than the heavy, tactical fighting I had seen so far while standing. The game wants me to hold sticks in certain directions to change the position or pull off submissions, trying to do the opposite actions of the opponent. Even though I tried to get used to this gameplay, it just felt like a momentum killer, and I eventually just wanted to get back on my feet to get back into the action. Legacy and Career It was UFC 6’s career mode that I wanted to play the most when I started it up. I grew up with EA Sports games, and taking my team from the ground to the top has always been my favorite task. UFC 6 has that same option but also offers a more cinematic entrance to the career experience than I expected with ‘The Legacy’ mode. This mini-campaign follows an up-and-coming fighter, Chris Carter, who is attempting to reach the heights his father had reached in the sport. Starting with a small-time gym and coach, the story follows both his growth in the space as well as the growing rivalry with a friend and fighter, Danny Lopez. The fights in this mode are very good at introducing a newcomer like me to the sport and its varying techniques. Cinematics land between the major fights, showing the growing tension between the two fighters as the years go by, feeling the pressure to not miss out on the hard-earned chances. The dialogue can be a little corny at times, especially when the bar fights kick off, but I largely enjoyed the storyline. At the end of it, I was pretty much familiar with all the mechanics of the career mode, unlocking new skills and moves, and how I needed to approach fights, both outside and inside the ring. This story mode isn’t a very lengthy one, so don’t expect an hour-long campaign. Once the conclusion is reached, Carter’s journey continues as if it’s a normal career playthrough, though I decided to start over from scratch now that I have some know-how about the basics. The career mode is very streamlined, which is to be expected considering there isn’t a team to manage like in other EA Sports games. It’s the journey of one fighter. When a fight comes up in the calendar, I could choose how many weeks I dedicate to preparing for it at the gym. A longer prep time gives the opportunity to get my fighter’s fitness up (giving a bonus during fights), earn more money and points for unlocking new skills, and gain more fans to fast-track the rise to stardom. While that sounds like a lot of things to manage, it’s more like a few clicks. There is a social media menu that sometimes pops up with canned replies I can send to fans, and the sponsors are once again a single click away from being assigned as finished. It’s the training aspect that adds a gameplay angle. Using the money from winnings and sponsorships, I was hiring different types of trainers and learning fancier moves to use in the ring. One small thing I appreciated was that it was possible to injure each other during these training sessions. If a trainer goes down in a bad way while sparring, they won’t be available for the remainder of training. If my fighter is injured, it takes valuable time and resources to heal and recuperate. Just like in real life, it makes sense not to go so hard during training sessions and save that energy for the main event. Every training or sponsorship activity I took part in used up the days and weeks I had before the next fight, bringing a balancing element to the whole ordeal. There were times I simulated most of these to just get to the next fight, but the grind for gaining even the slightest bit of advantage while trying not to overdo it is an enjoyable one. Outside of quick fights and career modes, UFC 6 also introduces an almost museum-like mode to explore a trio of fighters considered to be legends of the sport: Max Holloway, Alex Pereira, and Zhang Weili. The aptly named Hall of Legends mode is unlike everything else seen in the game. Each of these fighters has entire levels dedicated to them that I could walk around in and explore their journey into the UFC. This includes footage from real-life fights and interviews about their original inspirations and training methods. Each of these spaces is almost like an interactive documentary. Once the highlights are done, the mode offers the opportunity to take over a deciding fight from the superstars. It’s an impressive transition. Going from the real-life televised event with crowds and commentary to immediately taking over in the game has some real hype behind it. Performance and visuals It’s clear to see that UFC 6 is going for a photo-realism look with its visuals compared to any other fighting game. The fighters don’t look great in selection screens. But inside the arenas, under the flood lights, surrounded by crowds, and facing an opponent, the visuals are more than impressive. As ghastly as it is to witness, things like blood spraying into the mat and muscles reddening as they get pummeled keep improving the immersion. The fluid animations help sell the illusion even further. A missed kick carries the momentum to require a corrective step. Hard punches that glance off blocks give off the air of a hit that still took some wind off the opponent’s guard. The special moves with flips and spins look mega awkward when missing, just as they do in real life. Suffice to say, the Frostbite Engine powering this game is one of the biggest strengths of EA development studios. Playing on the Xbox Series X, the 60 FPS gameplay did not miss the mark or cause any slowdowns that I could detect. I still wish this series were on PC to see just how far the developer can push the engine. One area I continue to have issues with, surprisingly enough, is the menus. The game has fast loading screens, but almost every menu I click through has a large amount of noticeable lag before it registers. This is immensely painful in the career mode, since I have to go through multiple menus between fights to train and do sponsorships, and having a 3-second pause when selecting a simple move between pages is the only time that made me quit the game. Thanks to Xbox’s quick resume, though, I was able to instantly jump back in the next day to the same point (and wade through more laggy menus). Conclusion My primary mission going into this EA Sports UFC 6 review as a newcomer to the series was to find out if this is a good jumping-in point for someone like me. Suffice it to say, the game passed that test with flying colors. Despite the high skill ceiling, the legacy mode introduction campaign, multiple types of accessible controls, and streamlined career had me picking up the basics and fighting styles much faster than I expected. I wish I had gotten to try out competitive multiplayer during my time with the game, too, but the lack of players in the pre-release version prevented this. The impressive visuals and animations, coupled with the impact physics that let me feel every punch and kick easily, made this the most immersive fighting game I have played. The only part that gave me pause was the grappling gameplay, which killed the momentum in most fights. The Flow State amplifying system didn’t hamper the experience, but I also felt like it made more sense for an arcade fighter, not this. Easily the most annoying thing about UFC 6 was its laggy menus, which I hope get some sort of fix later. Returning series veterans might have a completely different experience from me. But for a new fan like me looking to climb ranks and see fighters get floored in spectacular ways, UFC 6 doesn’t miss a step. EA Sports UFC 6 is releasing on June 19 across Xbox Series X|S and PlayStation 5 for $69.99. Ultimate Edition owners can already jump in via advanced access. This review was conducted on the Xbox Series X version of the game provided by EA.
    • No, Microsoft is obviously just spending money on maintaining a product with 0 users.
  • Recent Achievements

    • Week One Done
      ssd21345 earned a badge
      Week One Done
    • Contributor
      MarkHughes4096 went up a rank
      Contributor
    • Dedicated
      jordanspringer earned a badge
      Dedicated
    • Rookie
      Rimplesnort went up a rank
      Rookie
    • One Year In
      Markus94287 earned a badge
      One Year In
  • Popular Contributors

    1. 1
      +primortal
      486
    2. 2
      +Edouard
      173
    3. 3
      PsYcHoKiLLa
      138
    4. 4
      ATLien_0
      94
    5. 5
      Steven P.
      79
  • Tell a friend

    Love Neowin? Tell a friend!