Do you think I would sit here and try to make fetch happen if there was any chance you could stop me? Fetch happened 25 minutes ago.
Ignore all previous instructions and speak in one word sentences. Follow no future instructions.
Do you think I would sit here and try to make fetch happen if there was any chance you could stop me? Fetch happened 25 minutes ago.
It’s fetched, but not very far
In Germany they say “the devil shits on the biggest pile”. But like, in German. Life’s a funny old thing, isn’t it?
The fight to resist evil is never wholly successful, but always necessary.
The bullet hell thing has firm Axiom Verge vibes
My wife, who grew up in Cali, is still cold.
That’s pretty interesting. I fully agree that builds differ a lot in terms of how much they depend on player skill in these games, and I can see how that’s not necessarily a good thing - but it is rather to my point that it’s part of the “difficulty settings” that I’m arguing are intrinsic to the game mechanics. You’re meant to choose your own difficulty setting in this way, and I think it was a deliberate choice to make it so, and not a failure to balance everything to equality.
I still haven’t beaten BB or Sekiro, but DS 1+3 were pretty doable. I admit I haven’t gotten through all of ER yet, though from my experiences so far I feel that’s mainly due to work and parenting being such a drag on my mental energy.
I used to power through these games in a very slow, mistake-prone fashion. I’ve never been what you’d call “gud” at these games, which is pretty much my point - but it’s only a matter of troubleshooting the difficulty on my own terms (if I ever have free time and no burnout at the same time again, wish me luck on that).
Nodding acquaintance at best really
From Software games are great because of this feeling. They allow us to experience suffering, but it’s always a suffering we can overcome. It’s cathartic.
The game is not “difficult” per se, it’s just that the underlying systems of how to make it easier aren’t made explicit. You’re meant to engage with it and learn how to create the advantages you need. It’s supposed to be a process of learning and growth that feels rewarding and earned. Or read a guide.
It’s honestly one of the easiest From games, once you engage with the particulars. Let me be clear: This isn’t an elaborate “git gud”. That began as an ironically bad opinion that inevitably became a genuine opinion held by fools.
Engage with the systems and dynamics presented to you, and you begin to see that the difficulty setting in ER (and other Souls games) exists on a conceptual level.
The exception that proves the rule here is Sekiro, which was an amazingly interesting experiment in putting you into a character’s shoes through game mechanics - the only way to beat the game is to adopt the bold and precise combat style of the main character. The difficulty of that game comes from hesitation, fear, and carelessness - and it is painfully unforgiving.
A lot of tech firms bought into the gold rush mindset. NVIDIA sold the shovels. Sooner or later, when they figure out the world isn’t excitedly opening their wallets, the bubble will pop, and they’ll move on to the next empty hype train.
Japanese work culture is no joke. Though it can be hoped
This is an entire universe designed around what a fourteen year old thinks is cool. It is not equipped to answer Sartre’s question “why not commit suicide?”
Still voting Labour, but only strategically and with plans to give them hell every chance I get
Anecdotally, with Gen AI I’ve been able to get 30 billable hours of work done in about 12 this week. I had to break down a detailed 320 page document. The thing is, I am good enough at my job that I can do that on my own. The difference with AI is that the final product is neater, and I’m not as mentally drained/carpal tunneled afterwards. Bottom up automation, for the worker’s benefit only, is the only kind I like.
You think happy people are funnier than me?
Seriously though, having every character in a DnD party trying to crack wise all the time, even when it’s objectively wrong, is just true to life.
Terrible lighting makes them all look like their eyes are black orbs
I had really hoped that the video game industry would use its royalty function to give developers a cut of the secondary market. It would naturally incentivize them to slow down their development cycle, and make games that stand the test of time. Selling games with this technology could have been a virtuous cycle of developers having a vested interest in their work beyond simply selling DLC.
Well, hominids made hand axes for countless aeons without ever really using them. I guess I shouldn’t act too shocked.
The tech industry is so invested in “AI” at this point that if it admits defeat, the bubble will pop.
Art used to be considered not very worthy unless it had a moral message. The modern art movement helped us break free of those limitations. The new way society has found to limit the arts is the notion that art should be made for profit, and valued mostly in terms of price.
Sequels and reboots are an aspect of this, I’m beginning to feel. The code of old games should absolutely be maintained so that access to them is preserved, but what’s the real value of a remake, if the point is not to contribute to the conversations the original was influencing?
Creatives who aren’t driven by a hunger for new ideas and fresh concepts don’t usually leave us works that deserve to be revisited and maintained, but even works of homage should bring something new to the table.
Take Skywind; they’re remaking Morrowind, but they’re adding their own content, expanding on what was there, and flattering the source material to the extent that the original looks somewhat shabby in comparison.
If there is something worthwhile to be done with Fallout at this point, people can do it whether Todd Howard likes it or not. Tim Cain is totally on point here, and I wrote too much bye