Twitch streamer. Voice actor? Writer??? Still fringe. [email protected] Bluer Skies: https://xitter.cf/t.co/YvWGfhkmA1 https://xitter.cf/t.co/LSZDuZLryw

Joined April 2011
Had a spider crawl out of my pant leg earlier. Couldn't even be alarmed. It had already won.
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Been thinking about this chat interaction off and on all weekend, trying to decide whether or not my response was warranted. On one hand, I'll fuckin' do it again. On the other, I honestly don't think that person even recognized how rude their message was.
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I ultimately settled on the old adage, "do no harm, but take no shit," told them off and moved on, because it's not my job to teach people manners. Still, it made me realize just how awful we can be to each other without even trying.
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I've been hanging around the internet for nearly thirty years at this point. As a species, this might be the most connected we've ever been in history. At what point did we collectively forget how to treat each other like people?
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Imagine an arcade with around 300 people. Most are at their favorite cabs playing with friends or randoms, and the rest are listening to the most deranged nonsense from someone named CherryNutz in the center of the room, who's somehow always there when you are. Good times.
Did you play 'Resident Evil: Outbreak' online back in the day? What was it like?
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Man, @SilverPinesGame is something special.
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Adding on to this, I think the most crucial aspect of the movement in the classic games is how it works in tandem with the other systems. Learning how to counter every attack or dodge every room is the end point of dozens of hours of practice, and 99% don't care that much.
the lead dev of Hollowbody basically saying everything i've been telling everyone about tank controls for years. they tuned that shit out. almost every attack is dodgeable, and all the frame data is balanced such that 99% if attacks can be practiced and countered.
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Movement is often your riskiest tool, and using it nets you the biggest resource save/gain. Combat is often your safest, at the cost of bullets you might need later. Failing at either of them (or choosing to take damage) means less heals for later. Risk, reward, all deliberate.
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Mastery of these systems comes naturally with play, but what sets these games apart from others in both genre and within the series is that they're designed to make every step on the road to mastery worthwhile, and all of it hinges on tank controls being (initially) cumbersome.
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This is observably false. People complain about both when presented with the information. Hobbyists are just louder about it. Developers of all sizes have been going to great lengths to obfuscate AI use generally, so much so that Steam now has an AI usage disclosure requirement.
"Capcom wants RE ENGINE to become an “AI-generation game engine" Another reminder that AI use is commonly used by AAA devs. I find it baffling people complain really loudly about hobbyists making free stuff using AI but the same people are awfully quiet when it comes to AAA
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AAA devs that are bold enough to openly lean into AI usage don't really have that problem, as their markets extend well beyond the microcosms of people mad in Youtube comments, private Discords, or Twitter. There was outrage at the new Tomb Raider(s?) using AI, for instance, but
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Games take years to make, people have short memories, and there's no guarantee that those who give a shit about Tomb Raider even caught wind of it in the first place. Typically, you're far less likely to see sustained outrage for larger devs unless there's sustained coverage.
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And so the Sony Paystation was born.
Sony patents PlayStation controller that accepts credit card payments. ow.ly/6RlN50ZRYRb
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Intrusive thought #1516112465:
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