Inbred: chaorace’s family has been a bit too familiar. (Can be inherited)

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Cake day: June 10th, 2023

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  • chaorace@lemmy.sdf.orgtoGames@lemmy.worldPersona 3 Reload Review Thread
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    10 months ago

    I took his criticisms of the combat as basically saying “this system is not interesting enough to form a satisfying gameplay loop”. That’s a critical statement which I actually agree with, though from my perspective that’s a key part of Persona’s core design: neither the combat system nor the social link system are endlessly enjoyable, so the player is intrinsically motivated to avoid lingering for too long and properly close the core gameplay loop by advancing the calendar. It’s that sort of pendulum-like cadence which gives the series its unique sense of momentum.

    I do think that it’s a shame RPS’s Matt was unable to find joy in P3R’s gameplay loop due to disliking the social-link system… but I also see it as an opportunity to better understand the game as a holistic package in a way that can’t be achieved through a more carefully measured, quantitative analysis. The way I see things, the game is the game – I’m much more interested in understanding what’s in the game rather than what’s not, if that makes any sense.


  • chaorace@lemmy.sdf.orgtoGames@lemmy.worldPersona 3 Reload Review Thread
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    10 months ago

    I tend to prefer clicking through the unscored reviews first since I find that it’s generally a mark of a quality outlet. Rock Paper Shotgun in particular is an old favorite of mine, so their’s is the first review that I clicked on and let me tell you guys: it’s a real firecracker!

    Matt clearly didn’t have a good time and I had to respectfully disagree with a lot of the points he’s made, but even so… his points are well-articulated and sensible. I’m rather glad for his uncommon perspective on the topic and I do think that RPS ultimately picked the right writer for the job. He hasn’t particularly changed my mind about a day-one purchase, of course – the main difference is now I’ll have a more nuanced and realistic expectation for what’s inside.


  • It’s a pretty different situation under closer examination. The DnD developers are ex-Nexon employees and they (allegedly) pitched the idea internally before deciding to leave and take the idea with them.

    Nexon thought that they had a legal leg to stand on because of how IP laws work (i.e.: employee ideas on company time are company IP). Perhaps more importantly; they probably felt a need to retaliate in order to send a message to other employees who might want to try something similar.

    Palworld, on the other hand, is made by a team with no ties whatsoever to GameFreak. If Pokemon were a younger franchise they might possibly have a patent case of some kind, but even the 3D games go back almost 24 years now.










  • FWIW: Marxists weren’t blind to this obvious omission. The International was what we’d call a “big tent” coalition, so contentious questions were frequently hand-waved away in this fashion. Individual Marxists – including those as foundational as Engels – absolutely had opinions on the subject and they were not afraid to do the 19th century equivalent of Twitter dunking on those who would fantasize over establishing stateless utopias. Quoting Engels circa 1872 (bolded emphasis is my own, italicised emphasis preserved from original translation):

    While the great mass of the Social-Democratic workers hold our view that state power is nothing more than the organisation with which the ruling classes, landlords and capitalists have provided themselves in order to protect their social prerogatives, Bakunin maintains that it is the state which has created capital, that the capitalist has his capital only by favour of the state. As, therefore, the state is the chief evil, it is above all the state which must be done away with and then capitalism will go to hell of itself. We, on the contrary say: do away with capital, the appropriation of the whole means of production in the hands of the few, and the state will fall away of itself. The difference is an essential one. Without a previous social revolution the abolition of the state is nonsense; the abolition of capital is in itself the social revolution and involves a change in the whole method of production. Further, however, as for Bakunin the state is the main evil, nothing must be done which can maintain the existence of any state, whether it be a republic, a monarchy or whatever it may be. Hence therefore complete abstention from all politics. To perpetrate a political action, and especially to take part in an election, would be a betrayal of principle. The thing to do is to conduct propaganda, abuse the state, organise, and when all the workers are won over, i.e., the majority, depose the authorities, abolish the state and replace it by the organisation of the International. This great act, with which the millennium begins, is called social liquidation.

    […]

    Now as, according to Bakunin, the International is not to be formed for political struggle but in order that it may at once replace the old state organisation as soon as social liquidation takes place, it follows that it must come as near as possible to the Bakunist ideal of the society of the future. In this society there will above all be no authority, for authority = state = an absolute evil. (How these people propose to run a factory, work a railway or steer a ship without having in the last resort one deciding will, without a unified direction, they do not indeed tell us.) The authority of the majority over the minority also ceases. Every individual and every community is autonomous, but as to how a society, even of only two people, is possible unless each gives up some of his autonomy, Bakunin again remains silent.


  • chaorace@lemmy.sdf.orgtoAsk Lemmy@lemmy.worldWhat do you like about socialism?
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    11 months ago

    Few movements self-identify as “Socialist”, at best it’s a taxonomical label. Attempting to talk about the finer points of socialism is akin to debating the pros/cons of “Animals” – it’s an overly broad topic and doomed to spiral into bike-shedding over semantics as soon as the conversation starts to look interesting.

    With that being said, let’s talk about some more concrete terms – apologies in advance for wielding only slightly less clumsy terminology in my bullets:

    • Socialized Medicine: Healthcare is a human right. I am pro human rights.
    • Unions: Mostly positive. Nothing’s perfect, but come on… you’d have to be blind not to see and feel for how exploited lower-class workers are without them
    • Democratic Socialists of America: I’m a member – that means I like them. I think their platform represents the ideal incrementalist approach to improving the current status quo
    • European Welfare States (e.g.: Denmark): Too fuzzy to have a solid opinion on, but certainly a battle-tested template. I like most of their ideas most of the time
    • Marxism: A genius body of economic philosophy, but increasingly out of place as time marches onward. I’d be for a by-the-book implementation (insofar as that’s possible) in 1923, but not 2023
    • Maoism/Leninism: Not exactly success stories. It’s easier to appreciate their noble ideas & intentions with the distance lent by history, but that’s altogether different from “liking”
    • Communism: As a whole? I think the template holds promise and can be made to work in a modern context, but viability =/= realizability. The world would have to get turned upside-down first and it’s questionable exactly how many of us would live through that… but never say never.

  • A fellow Xbox gamepass User IT seems.

    Nope, I’m just someone who waits for sales and has a bit of an indie streak.

    This was after my First playthrough. Now, with George putting out his video, im back in. My god, its marvellous.

    I see we follow similar creators! I only just picked Pentiment up last week – Jacob Geller’s recent 2023 video is what originally put Pentiment on my radar and then George’s video gave me that final push into playing it for myself. I’m extremely glad for having done so because Pentiment has quickly become quite special to me. I already look forward to making subsequent playthroughs despite still working on the first.

    Hifi Rush was great, but felt too formulaic for me, so i abandoned it after the first or second Boss. Too much running arpund, No real banger music between Bosses.

    I can see where you’re coming from. From a macro perspective, the game’s essentially just a series of battle arenas stitched together by corridors and platforming challenges… nothing incredible there. What makes Hi-Fi Rush special for me is the novel fusion of rythm mechanics and spectacle fighter mechanics – they complement each other extremely well. (Forgive me for explaining at you like this. I just can’t help myself when it comes to talking about this game)

    Normally, I can’t stand DMC-likes because of the requisite rote memorization. HFR flips this dynamic on its head by making the memorization incidental – it happens naturally as you practice playing the combo on-rythm. Perhaps even more importantly; just as mastery of a combo string comes within reach, the underlying musical qualities all suddenly spring into focus and turn the sequence into a musical phrase. It clicks together in a very intrinsically satisfying way IMO. Naturally, this all compounds in on itself and gets double-fun once you start improvising your own “melodies” during real combat. You like Jazz? Because it’s like Jazz if Jazz killed people.

    Now, obviously this isn’t going to hit the same way for everyone (nor should it!)… but if you’ve not yet buckled down in training mode and truly mastered a string or two for yourself, then I would very emphatically encourage you to give the game a second try. I actually had to do the exact same thing myself before I really “got” the game and my mindset shifted. Hi-Fi Rush truly is the Dark Souls of 3rd-Person Action videogames


  • When it comes to Deep Rock/co-op I think my issues are more associated with the underlying gameloop design. I find it hard to perform well when the “tension” ramps up and these games are kind of tailor-made to create high-tension situations. When a round ends I’m left feeling tired/deflated rather than joyful. I had the same issue with Left 4 Dead, but oddly not so for Payday 2.

    In any case, I’m right there with you when it comes to TF2 community servers. I sorely wish that more games emphasized these sorts of digital “3rd places”. I have TF2 servers where I can go anytime and just… belong for as long as I please. Games should have more permanent places like that, where play and community come before any imposed win/lose dichotomy. People would be happier.


  • Also worth noting that most companies prefer to treat any given firing as “without cause” because stating a reason is usually a net-loss in terms of legal exposure.

    Exceptions to the rule include, but are not limited to:

    • States which make it expensive/slow to fire without cause (because money)
    • Union jobs (because union)
    • Retaliative firings (because worker’s rights)
    • Prejudiced firings (because civil rights)

    How does one tell if they’re on the road to a with-cause termination? Simple: documentation. If you’re suddenly being put under a microscope it might indicate that a premeditated f-bomb is hiding around the corner.



  • I had a really solid year, all things considered:

    • Hi-Fi Rush – Love it, hands down. This game’s like if Jet Set Radio, Scott Pilgrim, and DMC got into a fist fight and then that fist fight had a baby with Jack Black
    • Pentiment – I’m still playing through this one but I can already tell it’s a new favorite. Major Return of the Obra Dinn vibes
    • Against the Storm – This game innovates on the citybuilder genre so hard and I can’t get enough of it. If you love a challenge and hate the late-game, this is THE ONE
    • Psychonauts 2 – Fun and bursting with creativity… but I had to set it down after a certain point because I stopped enjoying the gameplay loop. Can’t put my finger on why…
    • Peglin – Yes, Peglin. The Peggle Roguelite. I like it and you would too if you gave it a chance. It’s not a forever roguelite, but I guarantee you’ll have a blast with it for 5-10 hours
    • Deep Rock Galactic – I bounced off of this one. The game has so much charm… but I just couldn’t click with it. I think co-op games just may not be for me

    Honorable Mention: TF2 – Definitely not a “new” game to me, I own TF2, I bought it with money! Even so… this year marked my return after a looong hiatus. Coming back was a total revelation – I thought I’d grown to hate FPS games – as it turns out, what I’d actually grown to hate was the modern antisocial MMR grindset. Game developers: I beseech thee… abandon matchmaking and return to 2007. Return the slab or suffer my curse



  • It could probably be argued that the board didn’t do what was best for the investors, which is what they exist to do.

    Incorrect. OpenAI LLC (the traded company) does not have a board of directors. The board of directors actually belong to the parent company, simply “OpenAI”, which is a nonprofit organization – the only thing that they’re beholden to is the OpenAI company charter.

    Here’s a simplified breakdown:

    Board of Directors =[controls]=> OpenAI (non-profit) =[controls]=> OpenAI LLC =[employs]=> OpenAI CEO

    OpenAI LLC is obligated to act in the best financial interest of their shareholders, but OpenAI LLC does not actually have control over who sits in the CEO chair. That power goes to the non-profit “OpenAI” parent company – a company beholden to their board, not shareholders.