The Oblivion remaster has been announced and released same day. I don't like when game companies do that.
True sign of confidence, that -- "oh yeah we're so ashamed of this and so sure it's going to be shit that we did it in total secrecy and didn't bother hyping it up at all or bribing journos to suck its cock, also it's out, here, whatever man I need a drink."
If you thought the Steam app was a nightmare to deal with, then you should take a look at the steaming pile of shit that is the EA app. EA managed to make something worse than the previous Origin app, and considering that was also a piece of shit on launch and was only updated to be okay at best until it was retired for the EA app, it won't get any better.
I legitimately don't comprehend how they managed to make it so fucking awful. I've developed a good number of C/C++ desktop programs in my time, with toolkits like Tcl/Tk (heh), Gtk (god kill me now), and Qt (funky but astonishingly good and comprehensive), and it blows my mind how hard people manage to overcomplicate things, especially for seemingly simple things like a "game launcher with a shop attached."
I'm talking about it from a fundamental application architecture level. GUI programs have operated on effectively the same model for three decades -- idle loops with events. You start up, construct whatever window you're going to show first, show it, and then you do fucking nothing until an event pokes you in some fashion to do something. Said event can be "user moved the mouse cursor and now it's hovering over something you care about" or "user pressed the [K] key" or "a network request you made three seconds ago just finished and the server called your mother an ugly whore (oh and it delivered a game list payload)."
Literally nothing about anything I've ever seen any video game store or library tool do should take more than [imperceptible, minimal number of milliseconds] to complete if it's a local operation. Interactions should be instantaneous. Things involving the outside world (i.e. network requests) should be treated as "shit that's never going to finish correctly" and given the corresponding amount of importance to the program's operation (i.e. almost none -- treat a successful network request as a miracle worth celebrating, not a requirement to keep your program from crashing).
Even Steam fails to impress me with how sluggish it is, and there's no excuse for it. But Epic, EA, Ubisoft, Paradox, Kalypso, Blizzard and all the other fuckwads with their dumb launchers and game stores have somehow made it even worse, and it baffles my mind as to how they do it.
I know, I know, "pajeets." But seriously, I've used over a dozen windowing/GUI toolkits over the past 30 years and none of them are really slow (Windows Forms and that "universal blah blah" shit Microsoft followed it with is pretty bad, but still...). You have to
try to make sluggish programs with them. They're all designed for speed. It's like the pajeets aren't just terrible, they're
practiced at being terrible.