@Erundel If you Thanos snapped the top 2% of society out of existence, every company, country, and system along with civilization as we know it would collapse within weeks
If you did the same thing to the bottom 2%, nothing would change. If anything, average daily life would improve
@trutriciahelfer@nytimes They got the dates wrong.
The pilot aired as miniseries on 8–9 December, 2003.
The regular series aired from 18 October, *2004* to
27 October, 2009.
Official petition to introduce mandatory internet IQ tests upon sign up to X.
Potential users should be given several multiple choice options to determine if they can:
1. identify an AI video.
2. Identify sarcasm.
3. Identify parody or satire.
Retards should be directed to another app or directly to me.
Man preaching from the Bible is accused of "homophobic and racist" remarks by two officers. They admit they don't know what he said. A third appears and says they are gathering evidence to determine if a hate crime or public order crime has been committed and that it doesn't matter if the words are from the bible.
She says intentions mean nothing and it's how the person listening feels.
This is insanity.
The truth is, most clips showing how awful Wolverine is will be accompanied by players laughing or making jokes because it's fun to riff on shitty design.
The sloppers cannot conceive of this because they only know how to have developer-leashed fun.
I think we need to have a bit of a chat about what "linear" and "open world" mean.
Being able to move 5 feet laterally - perhaps to approach the same target from a different angle, perhaps to try a slightly different combat tactic, perhaps because running headfirst into artillery is a stupid idea - is not "open world".
Basically every great (or even good, or even average) linear game 20 years ago allowed for this to some degree.
"Linear" does not generally mean "you can only walk on this specific line," it means "your missions/targets/primary objectives occur in the same order every play-through".
A good linear game tends to allow for multiple approaches to the same target, even within a relatively limited movement corridor (compared to an "open world" game), because this is what allows the player to experiment with tactics and strategy.
Greater variability in challenge + greater variability in approach = a more dynamic experience with greater reward, satisfaction, and replay value.
Where the specific mission design is intended to preclude this, and where the intent is a "cinematic" experience where movement is strictly on rails, level design should account for it.
It is tactically and strategically sensible to try and avoid the direct line of fire. Presenting the player with the appearance of that strategic option, only to blow them up as soon as they think of experimenting with it, is frustrating; and it moreover tells you that you are not allowed to be smarter than the developers.
Which, when the game is as dumb as this, makes for an excruciatingly limited experience.
The fact the game tries so hard and fails so often at constraining your actions, to the point that enemy AI just breaks the minute you do something unconventional, makes this bad even as the arcade-style rail-shooter experience it most closely resembles.
You nominally have freedom of movement and choice, but the game cannot cope with you exercising it.
It wants to be a movie. To borrow the Mixtape creator's phrase, it hates "the fucking player".
Valor Mortis launches October 13 for $39.99
The developers say the game will have around 20 hours of story content and chose a lower price because this fall is packed with major releases.
There will be no pre-orders. The studio wants players to see the finished game first and then decide if it’s worth buying.
They also plan multiple free updates after launch, finally a game studio that respects players
He died here because if you dare go 5 feet off the path you get insta-killed by artillery that lobs 90kg shells of anti-fun at you. It's the game training you to understand that imagination gets punished.
This is the game being worse than DSP.
Same question as below. I also looked into who these “narrative consultants” are, and I just can’t wrap my head around why anyone would hire someone, whose only writing credit is “additional writing” on a pixel art mix of Tower Defense and Techno Synthwave, with a plot that revolves around "defending your town from the living embodiment of greed" as a “story consultant” on a 300 million dollar budget game. Especially, when the person also gives lectures claiming that “To prove that the space where whiteness doesn’t have to exist is where some of the best stories are told,” or where they mention that they’re here to “burn the games industry to the ground,” and who also thinks, that “Tarantino’s work does need to be critiqued out of existence.” Another consultant has a degree in marketing, and another one's only original work consists of three amateur short stories. How on earth is it possible, that you don’t need to have proper education, experience, or any track record worth mentioning, to work at a company which advises people a thousand times more talented and experienced, on how to do their jobs on triple A titles with budgets in the hundreds of millions of dollars? It's like asking a janitor to perform brain surgery on someone. And I dont need to mention, that most games where they did the consulting turned out to be commercial disasters. WHY? What is the logic behind this?