wanna take you for a ride
how if you play Destiny 2 with a controller, the triggers are analog, mapped ~1:1 to the trigger on the weapon model, and they have different actual firing actuation points on different weapons
Just about any line of character dialogue from this, at any time
LET’S GO, BUB
i’ve updated my journal
Surreally bad level design lol
i do love the idea of pokemon as a stealth efficiency game about trying to navigate an arbitrarily-complex hedge maze while avoiding as many other trainers’ lines of sight as possible
I think Pokemon speedrunners may already experience it primarily that way
Speedrunning reveals the true nature of a game which was a secret to even its designer
https://www.filfre.net/2020/09/bullfrog-after-populous/
Pretty good blog post. Somehow, I didn’t know that all those games were associated with Bullfrog nor Molyneux. I guess the publisher must’ve been much more prominently advertised than the dev.
It makes me remember Magic Carpet exists and want to play it again. I was blown away by the dynamic landscape at the time and also the dense fog gave it a memorable sense of mystery
Anyway, the thing I think about a lot is the broken Theme Park strategy I invented as a kid. I just made miniparks with a one-way path to force all visitors into a water-slide. The water-slide had an extremely long snaking path that eventually brought them back near the entrance. The now extremely joyous guests are then funneled by a steakhouse, the most expensive type of shop, empty their entire wallets there, and then funneled to the exit. All other rides and shops are pointless
Oh yeah! Also mind controlling the entire level in Syndicate by waiting behind corners so enemies get into mind control range before they have an opportunity to shoot me. I end the level with a giant blob of little people milling around my party, making the game lag and also providing a meat shield when they do get an opportunity to shoot me
They don’t make em like that anymore
it’s that flabbiness specific to old PC games
the stats were plentiful and the balancing was ???
There was a point in time when, Giants Citizen Kabuto, a relatively popular PC game had a topless female character and I don’t recall it being remarked upon much at the time. It was censored in some versions but the lack of discussion around this at the time is noteworthy. It was a pretty cool game from what I remember since it had 3 very different campaigns, pretty large environments, and some neat weapon and spell ideas.
The Meccaryns and the Reapers are pretty standard humanoid characters, but they enjoy nice detailing. (There’s even a way to make the main Reaper go topless.)
Nowadays I think a lot about how I never should have made fun of Arino’s poor performances on Game Center CX cuz they had that dude playing Famicom games on a 2003-ish LCD and that thing must have had so much input lag, right.
i have a very specific memory of playing the end of Wolfenstein 3D Episode 1 Floor 4 as a kid and my friend watching me and singing the song “American Pie”, except i didn’t know what a levee was so i thought she was talking about a school levy (which always, always failed) and just kept repeating the line “took my chevy to the levee but the levy failed”.
Episode 1 of Wolf 3D is kind of weirdly barren in a lot of places, especially on the easiest difficulty that i always played on as a kid which had way less guards, and i remember the ending of Floor 4 being just a collection of relatively subdued rooms after a map that is a bit more open/action packed. there was something really somber to me about the combination of that American Pie lyric and the weirdly empty ending of Floor 4 (especially that room right before the exit with the green barrels) that is like somehow burned into my brain now.
@HOBO recently figured out Arino on Game Center CX was playing a 2002 era LCD that must have terrible input lag. How much of his failure is because of that? I will think about this forever now.
I dunno, the ADs seemed to manage pretty well. Maybe they practised on that set-up.
how the Final Boss monster from Monster Hunter World: Iceborne is not only extremely creepy-looking, but its eyetracking is coded to follow the camera, not the player character
which makes it VASTLY MORE CREEPY

