Do remember that Moduled Ela can deploy on melee tiles
I think the hardest part about addressing child abuse is getting people to acknowledge, not just intellectually but actually responding accordingly, is that the biggest threat to children, the biggest risk of abuse, is family and parents.
it is of course most often parents who are crowing about needing to protect children (often against far smaller threats than family), and pointing out that they are, statistically, the biggest threat to their kids is not gonna be received well.
tbh I feel like most of society’s rhetoric around “protecting children” comes from the same place as deep-patriarchy rhetoric on “protecting women”, where the idea is that they’re sacred and valuable but also treated essentially as property, and the the desire to protect them is largely experienced as a desire to ensure that those property rights are sacrosanct
Wow thats it
Customer: A GAME'S NAME DMV: CANCORE SORE Verdict: ACCEPTED
peer review
when the objectively bad person has traumatic and honestly reasonable reasons for why theyre like that but it doesnt excuse their actions and only serves to make them more tragic as a character
[ID: Image one is an emoji face smirking and rubbing its hands together villainously. Image two shows tags by @/TheBoookWitch that say, "#love this in fiction #hate when it's my mom". End ID]
Hokuto no Ken 7 (Shouei - Super Famicom - 1993)
I asked one of my (male) friends to stop using the phrase “man up” and he has been using “fortify” for the past two weeks instead and it’s just a little thing but honestly it makes a difference
and tbh it’s also pretty funny when I start to deflate in the library and he leans over and goes “FORTIFY”
Dude, fortify is bangin’. That makes things like you’re some kind of RPG character. Fortify is way better than “man up.”
This is too satisfying
HELLO
Gotta feel a damn way for sure being in the dev team and having to add QOL to the final boss no one liked from the base game and then a few months later having to add QOL to the final boss who most people agree the first phase of is perfectly fine but the second phase of whom is widely regarded as a really bad player experience first and foremost because it lacks QOL.
I imagine they must have been on crunch for both releases or something because failing to nail the landing on both end bosses of their biggest game yet not in terms of difficulty but rather in terms of how unfun it is to engage the fights in and on themselves is definitely telling that something wasn’t quite right. Because they’ve landed this QOL before — Midir is the best example with its unique camera — so them then not landing it is either gross incompetence made all the more apparent by being contrasted by all the other good design decisions, or just having had the biggest workload and not enough time to finish it the best way they could’ve or even wanted.
Given that From games tend to choke at the end and there's always truly exceptional piles of unfinished content just barely out of sight and accessible to dataminers, they are pretty bad at properly scoping their project and budgeting for time.
Yeah, pretty much. It was painfully apparent with DS1 the most, in my opinion, the way everything past Drake and Josh is, you know, bad. I think second place after that is Elden Ring.
My experience in the game’s industry is very limited but my organizational experience is more robust and, yeah, this seems to be in line with the “small company suddenly popped off and is going through big growing pains to maintain their newfound prestige” model. The growing pain is felt first and foremost by the employees, because the company suddenly is making far more polished and large scale products, while likely maintaining salaries from back when they weren’t.
In an industry that’s mainly passion-driven, because many game industry people could be earning more with their skill sets in other industries, they are now making bigger and harder things with the same resources, time, and payment as they were when they were making smaller things. I hope they can restructure salaries and address this in a timely manner because I’d hate to see an article three years from about Fromsoft going full black company. Past the frustration with how badly designed the end bosses are in ER, it makes you think why they ended up like that.
HELLO
Gotta feel a damn way for sure being in the dev team and having to add QOL to the final boss no one liked from the base game and then a few months later having to add QOL to the final boss who most people agree the first phase of is perfectly fine but the second phase of whom is widely regarded as a really bad player experience first and foremost because it lacks QOL.
I imagine they must have been on crunch for both releases or something because failing to nail the landing on both end bosses of their biggest game yet not in terms of difficulty but rather in terms of how unfun it is to engage the fights in and on themselves is definitely telling that something wasn’t quite right. Because they’ve landed this QOL before — Midir is the best example with its unique camera — so them then not landing it is either gross incompetence made all the more apparent by being contrasted by all the other good design decisions, or just having had the biggest workload and not enough time to finish it the best way they could’ve or even wanted.
Given that From games tend to choke at the end and there's always truly exceptional piles of unfinished content just barely out of sight and accessible to dataminers, they are pretty bad at properly scoping their project and budgeting for time.
Yeah, pretty much. It was painfully apparent with DS1 the most, in my opinion, the way everything past Drake and Josh is, you know, bad. I think second place after that is Elden Ring.
bro biffed it
Happy 10 year anniversary to this legendary tweet