😱 Rockstar a réussi à faire jouer une légende de la musique dans GTA… et beaucoup de joueurs l’ont oublié.
Dans Grand Theft Auto: Vice City Stories, Phil Collins apparaît en personne dans plusieurs missions et interprète même son célèbre titre In the Air Tonight lors d’un véritable concert dans le jeu.
Il ne s’agit pas d’une parodie ou d’un personnage inspiré de lui : Rockstar a obtenu sa participation officielle et a recréé son apparence pour l’intégrer à l’histoire se déroulant en 1986.
À l’époque, cette collaboration était exceptionnelle pour un jeu vidéo, mais beaucoup de joueurs l’ont complètement oubliée.
The guy who posted this gets paid to play Minecraft. Four years building one world, nearly 1.8 million people subscribed to watch him do it.
It looks like a hobby. It sits on top of a game Microsoft once paid 2.5 billion dollars for.
Minecraft has sold more copies than any game in history. Over 350 million, about one for every person in the United States. When Microsoft bought it back in 2014, plenty of people thought they had thrown away billions on a blocky game that looked like digital Lego.
That blocky game has since made around 4.2 billion dollars just from selling copies. Counting the phone version, the merchandise, the spin-off games, and last year's movie, the whole thing has made more than ten billion. The movie alone made close to a billion dollars when it came out in April 2025, and game sales jumped by about a third in the weeks after it hit theaters.
A lot of that money traces back to people exactly like the guy above. Minecraft is the most-watched game in YouTube's history and the first ever to pass a trillion views. If every one of those views lasted just one second, they would still run for about 30,000 years. More than 35,000 channels post nothing but Minecraft videos. Every impressive world someone shows off works like a free ad, and it keeps a game from 2011 selling like it came out last week.
The building itself became a way to earn a living. He does not sell his own builds, but ad money, sponsorship deals, and paying fans turn four years of stacking blocks into a full-time income. Other players go a step further and sell the worlds and add-ons they make right inside the game, and together they have earned hundreds of millions of dollars.
About 212 million people still open the game every single month. A game that looks like a toy for kids keeps making money because millions of people treat building inside it as something worth paying for. That 2.5 billion dollars Microsoft spent in 2014 now looks like one of the smartest buys in the history of gaming.
Studies have shown that older games with simpler graphics had a much more stimulating effect on a gamer's brain - actively "training" creative skills and imagination, with positive impact on memory building and abstraction skills.
If that sounded to scientific, have a look at the 4 images. The older ones among you will recognize those classic games.
In the first one your brain would turn that into a "Rambo" style scenario, dropped in the jungle fighting against hordes of enemies. Have a closer look at the main character - that's 3 colors and a pile of pixels. Your mind does the rest.
In the second image your brain converts the image into an epic space battle against aliens, with you sitting in a spaceship, fighting wave after wave. Again, have a closer look at the aliens. One (!) color, 2 animation phases. Now look at your "spaceship".
In the third image you are teleported by your creative mind into a fantastic world with heroes, battles, an open world, portals and so on. A magic world, that was created aong the way, by your mind.
The fourth picture turns you into Bruce Lee despite the fact that he is a little blob of pixels in black and yellow.
The common thing in all of those examples is your brain "filling in the blanks" - and that's EXACTLY the part that's positively stimulating it.
Now think of hyper-realistic modern games with graphics so good that your brain doesn't need to do any "imagining" anymore... instead it turns into pure consumption mode. Brain waves look entirely different then. No creative areas will fire up.
The reason why many retro gamers have fond memories of old games is not just nostalgia. It is connected to what those games have done to our brains and imaginative minds at the time. They didn't oversaturate us - they merely hinted at the right direction and our brains did the rest.
Old games were similar to books - the world was created by the reader/player. And those worlds looked different for each and everyone of us.
Déjà faut revoir les stats hein, les chiffres sont pas bons Kévin.
Ensuite, ça se voit vos mères elles vous ont jamais balayé bien comme il faut pour vous rafraîchir les idées.
Et enfin, faut cordialement aller se faire foutre.
There are definitely gamers out there who enjoy arcade games on original PCBs like I do, rather than through emulators. But authentic arcade boards are hard to find and also tend to break down over time. Seeing this demand, some incredibly talented people started creating multi-game boards.
This isn’t simple emulation. Instead, it works by replacing only the ROM data on the original hardware itself, which means it keeps the same advantages as the authentic board. It may sound simple at first, but every PCB has different structures and compatibility issues, making it extremely difficult to pull off. I honestly think these are closer to works of art than just hardware projects.
Of course, you can simply run MAME and enjoy almost every arcade game easily without spending much money. But people like us, arcade nerds, somehow get a strange sense of satisfaction from enjoying things in a way that’s more expensive and less convenient 🤣
Comment émuler le NEC PC-98 (ordinateur japonais des 80s) sur PC avec Neko Project 21/W ! 💾🇯🇵
▶️ https://t.co/BfDQ6xgDt7
#emulation#pc88#retrocomputing
Un vrai pavlard de l’enfer pour justifier en 4K full HD qu’il est juste sexiste avec un bonus stupidité.
Tout ça pour un spin off avec un perso féminin mdrr
Et le mec précise "les hommes sont souvent relégués ou ridiculisés." PTDRRRR IF I SPEAK #CULOT
@Odyssee_gg Il avait déjà commencé à tâter le terrain avec Enemy Zero qui basait une grande partie de son gameplay sur le son. (l'ennemi était invisible et il fallait écouter pour le repèrer).
Par contre doit-on vraiment parler de jeu vidéo pour un jeu sans image et donc sans video ?
@Odyssee_gg En 2013, après de longues recherches j’avais réussi à looter mon précieux exemplaire (pour une bouchée de pain en plus), malheureusement peu de temps après le décès de son créateur. Poke @FlorentGorgesFR
Un jeu vidéo sans aucune image ? C’est le pari fou de ce titre unique, pensé à la base pour les personnes non-voyantes. 🕶️✨
🎮 Seriez-vous prêts à tenter l'expérience d'un jeu vidéo 100 % audio ? 👇
Starflight 2: Trade Routes of the Cloud Nebula (1989) was a space exploration RPG/strategy game developed by Binary Systems (published by EA).
You command a spaceship crew in a new sector of the galaxy called the Cloud Nebula. Humanity (from planet Arth) is once again in danger - this time from the cowardly but very well-armed Spemin aliens, who have gained access to advanced technology and unlimited fuel.
Gameplay blends open-world space sim, resource management, trading, and RPG elements - for 1989 this was rather ambitious and rivaling Elite on some levels.
It was one of those very rare games that truly let you feel like an explorer in a massive world/universe. Finding new planets, weird alien ruins, or dangerous lifeforms felt exciting and unpredictable.
The game's pace was quite slow so you needed a crapload of patience and time for this one, but that also added to the massive world feeling, in which you were just a little speck of dust.