Tyler and Josh singing “you found me” to each other while there’s videos of them as kids on the screen and they are surrounded with beautiful visuals. They really found each other to become one of the best bands ever and gave us one of the most beautiful performances ever
YouTuber PewDiePie has announced that he and his wife Marzia will end their family vlogs later this year to protect the privacy of their son Björn as he grows up
“If he wants to be part of it, that should be his choice later [in life]”
It's a dream come true that I get to announce I'm producing a Bloodborne R-Rated Animated Movie with Sony. I can't say much else about it yet but I will pour everything I have into this!
когда-нибудь у меня перестанет отваливаться жопа от того, что всю свою молодость я потратила на невроз, депрессию и суицидальные мысли, а не социализацию, прокачку скилла и составление портфолио
“But you survived” I disassociate, like a lot. My heart drops when someone raises their voice. I shut down very easily. I'm far too observant. I always feel like a burden. I isolate often. But yeah, sure, I guess I survived.
Congrats on the 4th anniversary of Horizon Forbidden West 🎂🏹❤️.
Thank you to Guerrilla for developing this wonderful game series!
Thank you also to everyone who worked on the game and supported the community. @dejongemathijs@WLF359@Wanessie 🫶🏻❤️
#BeyondTheHorizon
The Plushie Dreadfuls game will heavily feature the concept of 'floating islands' as this is a favorite motif of mine. What started as a trick used by early 3D game developers to create more expansive visuals for a relatively low processing cost perfectly captures the notion of a shattered mental landscape.
And I've just finished writing an intro that perfectly links the narrative world of Madness Returns into the start of the Plushie Dreadfuls story AKA a spiritual successor. Done in a way that avoids legal issues while doing service to fans of the Alice games. Long live the floating islands! ❤️
«Я ничего не успел за этот год» — это диагноз не вам, а культуре, где человек обязан каждый год становиться лучше, будто НГ — это релиз нового айфона)))
Вы выдержали еще один нелёгкий год в этом цирке, что зовётся миром. Уже за одно это хочется выдать медаль, а не порицание.
Video games will never be taken seriously as an art form because neither the industry nor the audience treats them as art, and the audience is the larger part of the problem. Games are treated as products to be made fast, sold loud, consumed, discarded, and replaced. That is why Call of Duty and FIFA sell in the billions, not because they endure, but because they are disposable and familiar.
This has nothing to do with graphical fidelity, art style, music, voice acting, or budget, even though players insist otherwise. For most people, “artistic merit” means how flashy, pretty, and expensive a game looks. Spectacle is mistaken for depth, and production value is confused with meaning.
Games are not built to be evergreen because the audience does not want evergreen. The people who revisit old titles, engage deeply with systems, or approach games patiently are a minority. Most want the new release, the hype cycle, and the spectacle, then move on as soon as something shinier appears. This is the same reason Avatar makes a billion dollars per film yet leaves almost no cultural footprint. Audiences want stimulation for a few hours, then the exit.
Art requires patience and trust, and games demand both. They ask players to learn systems, accept friction, and think. The audience rejects this. Anything slow, strange, or uncomfortable is dismissed as boring or pretentious, so risk is punished not just by publishers, but by players themselves.
Because of this, metrics replace meaning. Engagement time, retention, and monetisation become the measure of success, because that is what the audience rewards. Art asks what something is saying. Products ask how long you stayed logged in. Games suffer most here because their greatest strength, player agency, is treated as an inconvenience rather than an opportunity.
Legacy is impossible without permission to fail, and the audience does not allow failure. A bad novel does not kill literature. A bad film does not kill cinema. A bad game can kill a studio, because players demand perfection, constant novelty, and infinite support while rejecting experimentation.
So the ceiling stays low by choice. Not because games cannot be art, but because an audience trained on disposability, spectacle, and instant gratification will not tolerate sincerity, patience, or risk. What survives is not what lasts, but what sells loudly and disappears quietly.