You hopped down from her shoulder and approached the Bunny Cult members.
Then your friend stepped in front of them.
To her, they were family—no matter how terrible they had been.
That's the beauty of it bro, we study the source material, page after page, book after book... They won't even know we're actually larping...
And when the questions roll in, we use that knowledge to our advantage and we can keep posing like nothing even happened...
You listened to their side of the story.
It turned out they were dangerous ducks who had been expelled from the Bunny Ducks.
They’re not Bunny Ducks.
They’re the Bunny Cult.
You see whining about "clunky" old games because old games lack the player assists found in newgen games, which are literally designed for actual idiots on the assumption that the average player won't be able to learn how the game works for themselves.
Almost every action game now has:
>strong autotracking on attacks
>tons of i-frames
>no "checkmate" situations that are unrecoverable; endless mulligans so the player sees "you died/game over" as little as possible
>no lives, timers, scoring, or any other hard constraints on the player; failure doesn't cost anything
>multi-step actions triggered by single button presses like sliding/dashing to go faster, instant takedowns, etc; no need to combine multiple actions or learn any techniques like crouchjumping, bhopping, rocket/grenade jumping
>"cinematic" boss fights where the core gameplay may be totally absent and the "fight" is relegated to QTEs
>strong enemy leashing that keeps enemies in tiny areas, allowing you to whittle them down with no risk
They are deliberately designing games to place as few expectations on the player as possible and when someone who has only experienced these new games is shown an old game without these "quality of life" features, they call it "clunky" because the game is designed to actually be played by the player.