#the gen dev working overtime
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shed a tear
#this ed rly made it seem like senku and gen are the main characters#and well this is very true to me bc im bias and theyre both my favourites#but isnt true in general which makes it kinda funny#bc rly the main character is just senku and this is the senku and friends show#but im so happy that gen gets the love he deserves by everyone likeee inagaki and boichi sensei and the anime team#LIKE HE IS LOVEDD#rmbr the anime team giving us gen's battery song#the gen dev working overtime#sengen#dr stone#dcst posting
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Insights into DAIâs development from Blood, Sweat, and Pixels
The book is by game industry journalist Jason Schreier (itâs an interesting read and well-written, I recommend it). This is the cliff notes version of the DAI chapter. This info isnât new as the book is from 2017 (I finally got around to buying it). Some insight into DAO, DA2 and cancelled DA projects is also given. Cut for length.
BW hoped that DA would become the LotR of video games. DAOâs development was âa hellish seven-year slogâ
The DAI team are compared to a chaotic âpirate shipâ, which is what they called themselves internally. âItâll get where it needs to go, but itâs going to go all over the place. Sail over here. Drink some rum. Go over here. Do something else. Thatâs how Mark Darrah likes to run his team.â An alternative take from someone else who worked on the game: âIt was compared to a pirate ship because it was chaotic and the loudest voice in the room usually set the direction. I think they smartly adopted the name and morphed it into something better.â
A game about the Inquisition and the large-scale political conflicts it solves across Thedas, where the PC was the Inquisitor, was originally the vision for âDA2âČ. Plans had to change when SW:TORâs development kept stalling and slipping. Frustrated EA execs wanted a new product from BW to bolster quarterly sales targets, and decided that DA would have to fill the gap. BW agreed to deliver DA2 within 16 months. âBasically, DA2 exists to fill that hole. That was the inception. It was always intended to be a game made to fit in thatâ
BW wanted to call it DA: Exodus, but EAâs marketing execs insisted on DA2, no matter what that name implied
DAOâs scope (Origin stories, that amount of big areas, variables, reactivity) was just not doable in a year, even if everyone worked overtime. To solve this problem, BW shelved the Inquisition idea and made a risky call: DA2 would be set in one city over time, allowing locations to be recycled and months to be shaved off dev time. They also axed DAO features like customizing party membersâ equipment. These were the best calls they were able to make on a tight line
Many at BW are still proud of DA2. Those that worked on it grew closer from all being in it together
In certain dark accounting corners of EA, despite fan response to DA2 and its lower sales compared to DAO, DA2 is considered a wild success
By summer 2011 BW decided to cancel DA2âČs expansion Exalted March in favor of a totally new game. They needed to get away from the stigma of DA2, reboot the franchise and show they could make triple-A quality good games.Â
DAI was going to be the most ambitious game BW had ever made and had a lot to prove (that BW could return to form, that EA wasnât crippling the studio, that BW could make an âopen-worldâ RPG with big environments). There was a bit of a tone around the industry that there were essentially 2 tiers of BW, the ME team and then everyone else, and the DA team had a scrappy desire to fight back against that
DAI was behind schedule early on due to unfamiliar new technology; the new engine Frostbite was very technically challenging and required more work than anyone had expected. Even before finishing DA2 BW were looking for a new engine for the next game. Eclipse was creaky, obsolete, not fully-featured, graphically lacking. The ME team used Unreal, which made inter-team collab difficult. âOur tech strategy was just a mess. Every time weâd start a new game, people would say, âOh, we should just pick a new engineâ.â
After meeting with an EA exec BW decided on Frostbite. Nobody had ever used it to make an RPG, but EA owned FB dev studio DICE, and the engine was powerful and had good graphic capabilities & visual effects. If BW started making all its games on FB, it could share tech with sister studios and borrow tools when they learned cool new tricks.Â
For a while they worked on a prototype called Blackfoot, to get a feel for FB and to make a free-to-play DA MP game. It fizzled as the team was too small, which doesnât lend itself well to working with FB, and was cancelled
BW resurfaced the old Inquisition idea. What might a DA3 look like on FB? Their plan by 2012 was to make an open-world RPG heavily inspired by Skyrim that hit all the beats DA2 couldnât. âMy secret mission was to shock and awe the players with the massive amounts of content.â People complained there wasnât enough in DA2. âAt the end of DAI, I actually want people to go, âOh god, not [another] levelâ.â
It was originally called Dragon Age 3: Inquisition
BW wanted to launch on next-gen consoles only but EAâs profit forecasters were caught up in the rise of iPad and iPhone gaming and were worried the next-gen consoles wouldnât sell well. As a safeguard EA insist it also ship on current-gen. Most games at that time followed this strategy. Shipping on 5 platforms at once would be a first for BW
Ambitions were piling up. This was to be BWâs first 3D open-world game, and their first game on Frostbite, an engine that had never been used to make RPGs. It needed to be made in roughly two years, it needed to ship on 5 platforms, and, oh yeah, it needed to restore the reputation of a studio that had been beaten up pretty badly. âBasically we had to do new consoles, a new engine, new gameplay, build the hugest game that weâve ever made, and build it to a higher standard than we ever did. With tools that donât exist.â
FB didnât have RPG stats, a visible PC, spells, save systems, a party of 4 people, the same kind of cutscenes etc and couldnât create any of those things. BW had to create these on top of it. BW initially underestimated how much work this would be. BW were the FB guinea pigs. Early on in DAIâs development, even the most basic tasks were excruciating, and this impacted even fundamental aspects of game design and dev. When FBâs tools did function they were finicky and difficult. DICEâs team supported them but had limited resources and were 8 hours ahead. Since creating new content in FB was so difficult, trying to evaluate its quality became impossible. FB engine updates made things even more challenging. After every one, BW had to manually merge and test it; this was debilitating, and there were times when the build didnât work for a month or was really unstable.
Meanwhile the art department were having a blast. FB was great for big beautiful environments. For months they made as much as possible, taking educated guesses when they didnât know yet what the designers needed. âFor a long time there was a joke on the project that weâd made a fantastic-looking screenshot generator, because you could walk around these levels with nothing to do. You could take great pictures.â
The concept of DAI as open-world was stymying the story/writers and gameplay/designers teams. What were players going to do in these big landscapes? How could BW ensure exploring remained fun after many hours? Their teams didnât have time for system designers to envision, iterate and test a good âcore gameplay loopâ (quests, encounters, activities etc). FB wouldnât allow it. Designers couldnât test new ideas or answer questions because basic features were missing or didnât exist yet.Â
EAâs CEO told BW they should have the ability to ride dragons and that this would make DAI sell 10 million copies. BW didnât take this idea very seriously
BW had an abstract idea that the player would roam the world solving problems and building up power or influence they could use. But how would that look/work like in-game? This could have used refinement and testing but instead they decided to build some levels and hope they could figure it out as they went.
One day in late 2012, after a year of strained development on DAI, Mark Darrah asked Mike Laidlaw to go to lunch. âWeâre walking out to his car,â Laidlaw said, âand I think he might have had a bit of a script in his head. [Darrah] said, âAll right, I donât actually know how to approach this, so Iâm just going to say it. On a scale of one to apocalyptic... how upset would you be if I said [the player] could be, I dunno, a Qunari Inquisitor?ââÂ
Laidlaw was baffled. Theyâd decided that the player could be only a human in DAI. Adding other playable races like Darrah was asking for would mean theyâd need to quadruple their budget for animation, voice acting, and scripting.
âI went, âI think we could make that workâ,â Laidlaw said, asking Darrah if he could have more budget for dialogue.Â
Darrah answered that if Laidlaw could make playable races happen, he couldnât just have more dialogue. He could have an entire year of production.
Laidlaw was thrilled. âFuck yeah, OK,â he recalled saying.
MD had actually already realized at this point itâd be impossible to finish DAI in 2013. They needed at least a yearâs delay and adding the other playable races was part of a plan/planned pitch to secure this. He was in the process of putting together a pitch to EA: let BW delay the game, and in exchange itâd be bigger and better that anyone at EA had envisioned. These new marketing points included playable races, mounts and a new tactical camera. If EA wouldnât let them delay, they would have had to cut things. Going into that BW were confident but nervous, especially in the wake of EAâs recent turmoil where theyâd just parted ways with their CEO and had recruited a new board member while they hunted for a new one. They didnât know how the new board member would react, and the delay would affect EAâs projections for that fiscal year. Maybe it was the convincing pitch, or the exec turmoil, or the specter of DA2, or maybe EA didnât like being called âThe Worst Company in Americaâ. Winning that award 2 years in a row had had a tangible impact on the execs and led to feisty internal meetings on how to repair EAâs image. Whatever the reasons, EA greenlit the delay.
The PAX Crestwood demo was beautiful but almost entirely fake. By fall 2013, BW had implemented many of FBâs âpartsâ, but still didnât know what kind of âcarâ they were making. ML and team scripted the PAX demo by hand, entirely based on what BW thought would be in the game. The level & art assets were real but the gameplay wasnât. âPart of what we had to do is go out early and try to be transparent because of DA2. And just say, âLook, here, itâs the game, itâs running live, itâs at PAX.â Because we wanted to make that statement that weâre here for fans.â
DA2 hung on the team like a shadow. There was insecurity, uncertainty, they had trouble sticking to one vision. Which DA2 things were due to the short dev time and which were bad calls? What stuff should they reinvent? There were debates over combat (DAO-style vs DA2-style) and arguments over how to populate the wilderness.
In the months after that demo, BW cut much of what theyâd shown in it. Even small features went through many permutations. DAI had no proper preproduction phase (important for testing and discarding things), so leads were stretched thin and had to make impulsive decisions.
By the end of 2013, DAI had 200+ people working on it, and dozens of additional outsourced artists in Russia and China. Coordinating all the work across various departments was challenging and a full-time job for several people. At this sheer scale of game dev, there are many complexities and inter-dependencies. Work finally became significantly less tedious and more doable when BW and DICE added more features to FB. Time was running out though, and another delay was a no.
The team spent many hours in November and December piecing together a ânarrative playableâ version of the game to be the holiday periodâs game build for BW staff to test that year. Feedback on the demo was bad. There were big complaints on story, that it didnât make sense and was illogical. Originally the PC became Inquisitor and sealed the breach in the prologue, which removed a sense of urgency. In response the writers embarked on Operation Sledgehammer (breaking a bone to set it right), radically revising the entire first act.
The other big piece of negative feedback was that battles werenât fun. Daniel Kading, who had recently joined BW and brought with him a rigorous new method for testing combat in games, went to BW leadership with a proposal: give him authority to open his own little lab with the other designers and call up the entire team for mandatory play sessions for test purposes. They agreed and he used this experiment to get test feedback and specifically pinpoint where problems were. Morale took a turn for the better that week, DKâs team made several tweaks, and through these sessions feedback ratings went from 1.2 to 8.8 four weeks later.
Many on the team wished they didnât have to ship for old consoles (clunky, less powerful). BW leadership decided not to add features to the next-gen versions that wouldnât be possible on the older ones, so that both versions of the game played the same. This limited things and meant the team had to find creative solutions. âI probably shouldâve tried harder to kill [the last-gen] version of the gameâ, said Aaryn Flynn. In the end the next-gen consoles sold very well and only 10% of DAI sales were on last-gen.
âA lot of what we do is well-intentioned fakery,â said Patrick Weekes, pointing to a late quest called âHere Lies The Abyssâ. âWhen you assault the fortress, you have a big cut scene that has a lot of Inquisition soldiers and a lot of Grey Wardens on the walls. And then anyone paying attention or looking for it as youâre fighting through the fortress will go, âWow, Iâm only actually fighting three to four guys at a time.â Because in order for that to work [on old gen], you couldnât have too many different character types on screen.â
Parts of DAI were still way behind schedule because it was so big and complex, and because some tools hadnât started functioning until late on. Some basic features werenât able to be implemented til the last minute (they were 8 months from ship before they could get all party members in the squad. At one point PW was playtesting to check if Iron Bullâs banter was firing, and realized there was no way to even recruit IB) and some flaws couldnât be identified til the last few months. Trying to determine flow and pacing was rough.
They couldnât disappoint fans again. They needed to take the time to revise and polish every aspect of DAI. âI think DAI is a direct response to DA2,â said Cameron Lee. âDAI was bigger than it needed to be. It had everything but the kitchen sink in it, to the point that we went too far... I think that having to deal with DA2 and the negative feedback we got on some parts of that was driving the team to want to put everything in and try to address every little problem or perceived problem.â
At this point they had 2 options: settle for an incomplete game, which would disappoint fans especially post-DA2, or crunch. They opted to crunch. It was the worst period of extended overtime in DAIâs development yet and was really rough: late nights, weekends, lost family time, 12-14 hour days, stress, mental health impacts.
During 2014âČs crunch, they finally finished off features they wished theyâd nailed down in year 1. They completed the Power (influence) system and added side quests, hidden treasures and puzzles. Things that werenât working like destructible environments were promptly removed. The writers rewrote the prologue at least 6 times, but didnât have enough time to pay such attention to the ending. Just a few months before launch pivotal features like jumping were added.
By summer BW had bumped back release by another 6 weeks for polish. DAI had about 99,000 bugs in it (qualitative and quantitative; things like âI was bored hereâ are a bug). âThe number of bugs on an open-world game, Iâve never seen anything like it. But theyâre all so easy to fix, so keep filing these bugs and weâll keep fixing them.â For BW it was harder to discover them, and the QA team had to do creative experimentation and spend endless late nights testing things. PW would take builds home to let their 9 year old son play around. Their son was obsessed with mounting and dismounting the horse and accidentally discovered a bug where if you dismounted in the wrong place, all your companionsâ gear would vanish. âIt was because my son liked the horse so much more than anyone else ever had or will ever like the horse.â
MD had a knack for prioritizing which bugs should be fixed, like the one where you could get to inaccessible areas by jumping on Varricâs head. âMuscle memory is incredibly influential at this point. Through the hellfire which is game development, weâre forged into a unit, in that we know what everyoneâs thinking and we understand everyoneâs expectations.â
At launch they still didnât have all their tools working, they only had their tools working enough.
DAI became the best-selling DA game, beating EAâs sales expectations in just a few weeks. If you look closely you can see the lingering remnants of its chaotic development, like the âgarbage questsâ in the Hinterlands. Some players didnât realize they could leave the area and others got caught in a âweird, compulsive gratification loopâ. Internet commentators rushed to blame âthose damn lazy devsâ but really, these were the natural consequences of DAIâs struggles. Maybe things would have been different if theyâd miraculously received another year of dev time, or if theyâd had years before starting development to build FBâs tools first.
âThe challenge of the Hinterlands and what it represented to the opening 10 hours of DAI is exactly the struggle of learning to build open-world gameplay and mechanisms when you are a linear narrative story studio,â said Aaryn Flynn.
âDA2 was the product of a remarkable time-line challenge,â said Mike Laidlaw, âDAI was the product of a remarkable technical challenge. But it had enough time to cook, and as a result it was a much better game.â
Read the chapter for full details of course!
#dragon age#bioware#video games#SW:TOR#mass effect#I've seen plenty of this info discussed in articles/thinkpieces and on online communities over the years#but it's nice to read it first hand#some very insightful stuff here#these behind the scenes looks are very valuble#a lot of DAI's elements make sense given the context and what was going on in the background and the tech challenges they faced etc#be kind and respectful to devs folks they're human beings#also in general this book is really interesting and easy to read#funny in places too#it has lots of other chapters on lots of other games including Stardew Valley#I def recc buying it#anyway hope this post is useful/interesting to someone!#oh and as always support good treatment of game devs#crunch culture in the industry is harmful and exploitative
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A Personal Rant before Sword and Shield comes out
Iâve sat idly by for months, tried to weather a few negative responses but given that itâs now 6 days from release and Iâm hearing that devs are getting literal death threats Iâm going to put my foot down
If youâre already shitting on a game that hasnât been released yet, you are all juvenile bitches, and Iâm about to tell you why.
Before we begin, Iâm not saying that youâre not allowed to dislike a game, that happens, but usually it happens after you play a game, not before.
You are viewing this game through a keyhole and judging the room and what youâre seeing is not worthy of this much hate. Letâs start with the big one Dexit: Not as Big as You Think Having No National Dex is of course not ideal, but it doesnât ruin the game. Letâs Go has no National Dex, all it had was Alola forms and nobody whinged about it. Ruby and Sapphire didnât have a National Dex until FRLG, and nobody whinged about it. Sun and Moon and Ultra Sun and Moon do not have a National Dex And Nobody Whinged About It Do you know why? Because itâs not actually a big deal. People who complain about it are bandwagoning because âDexitâ is a meme, its name literally parodies an event in current Britain that many people donât actually want to happen. Now currently, the anger of Dexit is that Bulbasaur and Squirtle are not in it, which frankly is hilarious because the last wave of bitching was âKanto mons are getting all the new stuffâ. You wanna know how many main series versions Bulbasaur and Squirtle have not been in? Seven, only way to get them is trade and event. The other complaint is that thereâs âonly 400âČ PokĂ©mon. Remember those days where people were fine with 150? 400 is huge, in fact itâs 3 less than USUM and itâs not accounting for the Gigantamax forms Donât let headlines fool you either, Sun and Moon had 302 PokĂ©mon, itâs far from the âlowest dex number since 2003âČ. Do your own research with these things. Kalosâ regional dex was 151, BW2 was 300, BW 153, Sinnoh 210, RSE has 386 and GSC had 252 Donât get me wrong, it smarts that some PokĂ©mon isnât there, but itâs not a dealbreaker, like letâs be honest here. For a good year and a half all your pokĂ©mon are gonna do is sit in an unused cartridge or a PC box, youâre literally whining about the fact that you canât move your perfect IV PokĂ©mon from one box to another. You could simply just let them stay in Letâs Go or USUM, you donât have to use Bank or Home on continued subscription for that, so your complaints are only set on the foundation that you feel like you have to continually pay to not transfer your PokĂ©mon, Finally, people act like these PokĂ©mon are deleted forever, theyâre not, this is for spacing to make sure this game doesnât break down from the sheer mass of models and textures it has to maintain in a massive open world space, the local and online camping and battles. Just use the PokĂ©mon that are there! Thereâs new PokĂ©mon donât you wanna try those? You can also look at FRLG or Emerald and consider that maybe more PokĂ©mon will get patched in once the game proves to be stable. I donât think youâve noticed, but the Nintendo Switch isnât as powerful as the other consoles out there, sometimes it runs like shit. Believe me on that one, Switch is still in a very buggy development phase. Letâs Go was kept small to test itâs capability and Sword and Shield canât just fly in and give you all 1000 PokĂ©mon just so one of the ones you want can be in there
You have to be much less obtuse with this, I mean this was a long time coming. Youâre gonna have to live with the fact that not every PokĂ©mon ever can be supported on one game alone. Disk, Download, Cartridge and Patch Sizes have limits in Compliance, you canât just throw everything at it. Waah, the New PokĂ©mon Donât Look Good They do, youâre being petty. It happens every version, the people dislike the starter evolutions or just one in particular. Remember all the Oshawott hate? This all comes and goes because people have simply gone on the first instinct that ânew and different is scary and should be shunnedâ Youâre that Simpsons meme when young Homer accuses Grandpa of not being âwith itâ I wonât spoil to those who havenât seen it, but I like the new starters, and some of the new PokĂ©mon will need some growing but not every PokĂ©mon looks good at first glance. If Mr Mime, Hypno or Gastly came out nowadays theyâd be crapped on so much for lacking creativity or for looking weird. Look at Drampa as well, thing looks like Falkar from The Neverending Story, when I first saw it I thought it look weird but now I like it. You should offer these things time And actually fall back on past experience, youâre reacting like this isnât the same thing that happens every version; the dex gets leaked, people whine about the evolutions, people get over it and accept that they overreacted. hIgH QuAlItY aNiMaTiOnS Iâve seen that video, 2 clips and you judge a whole game how classy of you? If you donât see improvement youâre blind. You canât shit on a game for keeping the battle animations, you canât expect every PokĂ©mon to move their own unique way to the exact position of the body part the opponent needs to get hit by, thatâs just unrealistic. Youâre also failing to equate to the new moves and all the new movesets. You have to ensure that each PokĂ©mon is capable of calling this animation as well. The second clip in that video was Hop and Hau having the same rigging, and once again, thatâs not abnormal. Rigging is not easy either, do it wrong and it sticks and deforms texture. Thereâs nothing wrong with Hop having one animation that matches Hauâs, youâll probably find that many models actually have similar rigging as previous games. Because itâs not that big of a deal and it saves money, as an example look at Disney they copied hand-drawn motion and stuck a different character on them, Robin Hoodâs Little John dances just like (animated, for those too young to know otherwise) Jungle Bookâs Baloo The thing youâre also ignoring from that clip is the graphical improvement of Hop compared to Hau, Hau looks like a balloon with a smiley face but Hopâs face has depth and his mouth actually moves like a normal person, his clothes have far more contrast and complexity, but no just zero in on one fighting animation and one rigging thatâll surely be worth abusing a game thatâs not even out... B-But Charizard Iâve already explained this before but Charizard is Leonâs main, itâs obviously going to have a Gigantamax, ergo itâs also going to be in the Dex. Does Charizard get a lot? Yes, but the reason is because Charizard is popular. One of the rarest cards is a Charizard Hologram Card, Charizard is one of the first version mascots, it is one of the most recognized PokĂ©mon Ash has in the anime Reality of the matter is that like Pikachu, Charizard is a recognized PokĂ©mon for all ages, it appeals to a demographic thatâs not playing In Laymanâs Terms: that part is not for you A reality you really need to face. PokĂ©mon is a game for all ages, so elements of the game are not always going to be tailored to your age range. The gimmick of Dynamax and Gigantamax is for merch sales and young children because itâs got an audience there, you canât expect the Biggest Entertainment Brand in the World to simply shut out a large fraction of its demographic just to appeal 100% to you And again, itâs not a big deal, so thereâs a Charizard there, just save a Stone Edge and be done with it, if you hate Charizard so much thisâll be catharsis, but in actuality youâre complaining because itâs something to complain about Kanto are getting Everything That went down like a lead balloon didnât it? Reminder that the first Gigantamax forms were Galar PokĂ©mon, so you canât really say that anymore. There are Galar forms from non-Gen I PokĂ©mon too I assure you, but the reason Kanto gets a lot of them is because Kanto is the oldest. Letâs not pretend that other gens donât get love either Or should I remind you of Mega Ampharos, Scizor, Heracross, Houndoom, Tyranitar, Blaziken, Gardevoir, Gallade, Mawile, Aggron, Medicham, Manectric, Banette, Absol, Garchomp, Lucario, Abomasnow, Steelix, Sceptile, Marshtomp, Sableye, Sharpedo, Camerupt, Altaria, Glalie, Salamence, Metagross, Latias, Latios, Rayquaza, Lopunny, Audino and Diancie? Itâs true that the Johto starters could use something, but I donât think theyâre being purposefully ignored, perhaps the right design hasnât come along. Rather it be done right than poorly wouldnât you agree? The Devs Shouldâve Done <Insert Thing Here> People who say this kinda stuff have no idea how a game is made. I have a First Class Bachelorâs degree in Computer Gaming and Animation Technology and I can tell you that none of the stuff you want them to do is easy. Even getting grass right is a complete hassle. You want small insights you should watch Corridor Crew react to Good and Bad VFX, they tell you about the mechanics of CGI a few times on those vids. This is what annoys me with the prior swipe at the Battle animations and rigging, even with 2 years this is a heavily massive workload and Game Freak have only recently expanded the team that work on PokĂ©mon which makes communication much more widespread and difficult to manage, likewise they are working on other games too they are not just PokĂ©mon, currently their next IP is why Toby Fox was able to do a bit of music for PokĂ©mon, because heâs collaborating with them on another game. The work doesnât stop, most of these people are overworked and still doing overtime, they bring out a good product and all it gets is âbut it should have thisâ, and unless itâs a huge part of the game thatâs needed to function then thatâs really disrespectful Before you start critiquing on what the people making this game âshouldâve doneâ perhaps you should try to make a game yourself, because it is not easy even for pros, I call back to Toby Fox because creating Undertale took 32 Months to create, thatâs 2 years and 8 months for those slow with math, it also took 3 years before it could be ported to Switch because the Engine couldnât support the platform, PokĂ©mon has less time to do that, greater graphical and animation quality to achieve and more characters to battle, attacks to animate and more songs to compose. Conclusion: Youâre All Just Bitter Iâve already seen it happen recently but this group of people senselessly bashing something because of ridiculous demands, expectations or arguments based on a lack of understanding all combine into something Iâm simply calling the âBitterness Fandomâ. Itâs people hating for the sake of hating and trying to bring something down just because itâs been a popular force for so long, and itâs not just PokĂ©mon thatâs getting it Itâs already been happening to Star Wars. The Last Jedi and Solo were great films but the Bitterness sank its fangs in and act like neither are as good as the original trilogy (like killing Snoke without knowing anything about him and Phasma before she could do anything is any different to killing Sidious and Boba Fett in Jedi or Maul in Phantom Menace and Grievous in Revenge of the Sith), a lack of awareness to reality and the desire to complain for the sake of complaining continues to infect Star Wars. We even have a thing called âStar Wars Fatigueâ Star Wars canât release a film every year because of âFatigueâ but Marvel can release 5 MCU films a year and nobody bats an eye. Those frustrations aside, I refuse to let the Bitterness sink in without me calling them out, because you are not PokĂ©mon Fans. If you were youâd know that having no National Dex isnât new, youâd know that the graphics have improved and leaks of the game happen every time, youâd know why Charizard is popular and that some features are not intended to be targeted at you Shock and Horror to the heavens above but games canât do everything And if youâre that naive to think so then youâre clearly not doing your homework So letâs throw out an absolutely WILD suggestion shall we? Letâs decide our opinion on a game After playing it? Because shitting on something you donât even have hands-on experience with it is a fragile pedestal to put yourself on. If we all think itâs bad then, so be it, but I sincerely doubt that is the case When my copy of PokĂ©mon Sword gets delivered to my house I am going to enjoy it because I will not let petty and incorrect statements sway my feelings and I swear to Arceus if you think the Bitterness will bring down PokĂ©mon that easily then you did not see the queue to the London PokĂ© Center that had been amassing since midnight and was forced to stop taking more people when the doors opened What should matter is how you enjoy the game, play it before you judge it And honestly, donât send death threats, why we need to tell you that is beyond me, the ones who made these games are people who have worked their asses off day in and day out to provide something you arenât even going to play because one PokĂ©mon isnât in it, the irony is not lost on me when I say this but deep into the very bottom of my heart: Grow Up. If you donât like the game, donât play it, donât bother people about it, we donât need your shit here Enjoy the Game People
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Biscuit's Opinion on Xbox Series X, The Spring Release Delays, and Sony First Party Games Coming to PC?
Happy 2020! It has been awhile since I had a review or much of anything for that matter. So, whatâs going Biscuit? Whereâs the reviews? Whereâs the opinions? Where have you been?
Frankly, Iâve been trying to figure out how Iâm going to do 2020 because March, April, and May looked really scary at first with a lot of big releases that I was looking forward to: Final Fantasy VII Remake, Cyberpunk 2077, Last of Us 2 and thatâs just what we know.Â
Then came the delays!
Iâm actually relieved that these delays happened, mostly Cyberpunk as that will give me time to actually enjoy Final Fantasy VII and Last of Us 2. Thatâs not counting the other 2020 games that have yet to receive an official date as we still have no idea how Fall will play out. We do know that the next console generation will begin at the end of the year so we can expect what those final titles for this gen will be and what will open the next gen soon.Â
Which Iâll go ahead and say the next generation Xbox, The Xbox Series X as it stands right now, there doesnât seem to be much of a reason to purchase on release. Halo Infinite, is going to be a cross generational title and also be released on PC. Itâs even been shown that the Series X will not have any exclusives for the first two years of its life cycle. Itâs concerning as it could potentially hinder the initial growth that the Series X needs. However, this is also going along with what Microsoft has been doing lately and itâs a strategy thatâs been working fairly well. I think if they market the Series X as just another option to play games, it could probably be a big hit. But, until we know the marketing strategy for sure, Iâm going to remain skeptical on the Series X.
Then you have CD Projekt Red admitting they are expecting their staff to crunch claiming that itâs to do bug cleanup. Iâll admit that I am a little disappointed that they are having their employees crunch to get this game out. I get it, CD Projekt Red is a business and sometimes in the working environment, there are times you have to stay late, it just happens, thatâs the case in any industry. But the late hours that game devs pull to get a game released are insane. I can only imagine this may or may not be the case as well for CD Projekt Red. The only good side I see to this crunch is that at least the devs are being paid for their time as Polish laws do require overtime pay so at least these devs are being compensated for their overtime.
Next, is the rumors of Sony bringing their first party titles to PC. There have been talks of Horizon: Zero Dawn coming to PC which is a first party Sony exclusive. Iâll admit this is actually exciting to see if this is true. It brings a great game to another platform for PC players to enjoy. Horizon: Zero Dawn has been out almost three years and the PS4 generation is getting ready to come to a close. The people that played it on PS4 and enjoyed it have moved on to other titles. So Sony looking into the possibility of bringing some of those older first person titles to PC is actually pretty interesting. Iâm hoping this could inspire them to bring some of their other IPs to PC as well. Last of Us? God of War? inFamous? Dark Cloud? The possibilities are endless!
So with that, what am I doing now. Well, Iâm actually playing through Dragon Quest XI, which is a series I have always wanted to get into. I do have Dragon Quest VIII and have played a little bit and enjoyed what I did play, but I just havenât gotten back around to it. So I figured why not do a full dive by going at it again with the most recent release. I also plan to later play a 2019 game that I had on my radar but just never got around to it and that is Judgment, a game that is a spinoff of the Yakuza series.
The goal is to have a review for Dragon Quest XI sometime in February so be on the lookout for my first dive into that series! As always, thank you all for liking, following, reading, and commenting on my opinions and reviews as they I feel they do add more to the discussion as other come across them and read them.
Hereâs to enjoying the end of a gaming generation and preparing for the new one!
#Biscuit Reviews#Biscuit's Opinion#Xbox Series X#Microsoft#Dragon Quest XI#DQXI#Dragon Quest#Judgment#Yakuza#Cyberpunk 2077#crunch#Playstation#Sony#Horizon: Zero Dawn
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Humans Are Weird: Womenâs Edition Part XIV
This update has been a long time coming, guys. My sincerest apologies for the delay. I hope you can forgive me. In the meantime, please enjoy this long, drawn-out post that is painfully slow and agonizing post. I guess I want everyone to suffer with the characters.
Part I >> Part II >> Part III >> Part IV >> Part V >> Part VI >> Part VII >> Part VIII >> Part IX >> Part X >> Part XI >> Part XIIÂ >> Part XIII
The escape plan had proceeded so smoothly until now. Balogh and her team freed a few dozen other prisoners along the way to the hangar and took down a few more Pollikons. Her group was feeling good. They had momentum. Things were looking up. And, as Balogh and the others got closer to the hangar, they kept in communication with Murakamiâs, Vallionâs, and Jayâvaâs groups for their escape. They were to search for the Frekâjonâs escape pods once they arrived in the hangar and to locate a habitable planet where they would lay low until they could contact the A.F. and go home.
After that, Balogh was not sure of what the A.F. would do, but she was sure she would fight for more A.F. vessels to return to this area of the universe. More victimsâhuman, Hâhish, and many more racesâwere likely enslaved and in need of emancipation.
Or we can just start some sort of rebellion like late twentieth and early twenty-first century movies did. Whichever comes first.
Balogh honestly believed things would change. Unfortunately, life never goes as planned.
Why? Because right now, she was splayed out on the ground, unable to move, nearly lifeless.
Balogh struggled to breathe, every single one of her muscles burned like she ran a 3K marathon in a New Harlem Province winter. Black spots danced in her vision; she could barely see. And of what she could still see? Mayhem. Hâhish hunched over humans, desperately calling out their names, performing CPR. Rielâon, Kielâish, Jajaâion, someone, was performing chest compressions on her. Everything she saw was a blur. Everything she heard was white noise. Everything she thought was a jumbled mess. For the first time in her life, Balogh thought for sure this moment was her death. Her frustrations and regrets; satisfactions and joys; her family and friends; all of them came to mind.
I. WONâT. DIE. I. WONâT. DIE. I WONâT DIE. I WONâT DIE. She chanted the words as she struggled for another breath, the last of her vision fading.
I canât die...
Canât die...
Wonât die.
No.
No...
.
.
.
âBALOGH!â
Vallion knelt over Fatima, helpless as she and the other humans collapsed one by one, going into various levels of muscle spasms and unconsciousness. CPR was attempted on the humans, but Vallion decided the chest compressions made the situation worse. Why does it feel like my chest is the one being compressed? Fatima is the one dying right in front of me. Fatima, Romano, Freshwater, Wong... All of them are the ones dying, so why do I feel this pain in my chest? Whatâs going on? Why canât I stop this? How can I be so selfish? I need to fix this. Save them.
I am their superior. I need to lead them.
Vallion gripped their head, focusing their thoughts into actions. Think. Think. Think. You canât let her die. You and her just reunited.
No.
Wait.
You canât let anyone die. They are all your responsibility. You are their protector. Their leader. Their friend. Think, Vallion. Think.
As Vallion wracked their brain, a thought suddenly occurred to them. The humans were having difficulty breathing...but the Hâhish were not. âJonâkon, check the oxygen-carbon dioxide ratio of the air. Now.â
Startled, Jonâkon fumbled with her stolen Port Dev before she went to work checking the air composition of the ship. A heartbeat stretched into several when Jonâkon released a startled âAh-ha!â and gave Vallion a knowing look. Soon, Jonâkon was hacking into the Frekâjonâs ventilation system and they all could hear the results of her efforts.
However, Vallion knew damage must have surely been done on all the humans and simply escaping from the Frekâjon was no longer a viable option. Taking a deep, steadying breath, Vallion looked at Jonâkon once again. âPatch me through to Murakami, Balogh, and Jayâvaâs groups. We have a change of plans.â
Jayâva checked Thompsonâs pulse and growled in frustration. Gone. First PĂ©rez, then Ivanenko, and now Thompson. The other humans were down and out, suffering from whatever took Thompson and the others, but the Hâhish were perfectly fine. Physically that is. A little winded, but physically fine.
Mentally...
Mentally, weâre fucked. Weâre falling apart at the seams, as the human idiom goes. Iâm not even over Cyborgâs death, and now Iâm losing my whole team. Jayâva felt the energy of the universe crashing down on her and sweeping her along in a tidal wave.
Jayâva buried her head in her hands, feeling the hopelessness and grief pile up on right after the other because she was just that fucking lucky of a Hâhishâ
â âva...â
And not to mention, she also had to deal with that thing that happened back in her cell. From that odd smell. Her head was a mess afterwards and now her memories would forever be scarred by these eventsâ
ââCOLONEL JAYâVA!â
Startled, Jayâva whipped her head around, searching for the Hâhish shouting her name. âWHAT?! What could you possibly want?!â she snapped.
Gigiâish did not flinch at her harsh words. He just held out the stolen Port Dev for her and said one name: âVallion.â
Yeuâish was helping Fukuâkon tend to Lt. Gen. Murakami when a Comm came in from Maj. Gen. Vallion. The escape plan was changing. Seize control of the ship. Kill all the guards. Kill anyone who stood in their way.
Then.
Then.
Then they would put the humans into the infirmary. Heal them while making their escape back to the A.F. Made sense, for the still living humans, but Yeuâish knew as Murakamiâs pulse ceased, the dead had little chance of revival. But who knows? she thought, humans always prove to be more resilient than they seem.
Krellion leaned against the central control console, watching as the shipâs security droids and feeds went down; listening as communications between guards decreased. The humans and dulgo arrogantly thought they would escape. Their little jailbreak could not succeed.
âThe filth moved exactly as you predicted, Captain,â said Krellion as he pushed himself off the console. âHowever, I am hesitant about the extent of the neurological damages this experiment of yours could cause to the cargo.â As he spoke, Krellion pulled up the vital charts of the human cargo, assessing the current oxygen saturation levels.
Zeelot did not spare Krellion a glance as they pulled the charts towards their position. âThese dulgo are as weak as the humans with whom they cohabitate. Once enough of the humans become ill, the dulgo will panic and be at our mercy. The fondness they carry for the humans will lead to their surrender.â Zeelot was correct. Already, more of the humans began showing symptoms of oxygen oversaturation and the duglo were becoming increasingly concerned for their human companionsâ welfare.
Still, waiting was tedious and Krellion had no interest in toying with the cargo as Zeelot did. âAs you say. Oh, these humans will do well as servants of kulgo. They are exhibiting better resistance to oxygen toxicity than the other humans,â he noted.
âAdd that to their profiles,â Zeelot ordered before seating themselves down to watch the carnage.
Carnage of all Krellionâs hard work. His hard work in fixing all the neurological and physiological issues with which the humans were prone, yet Zeelot wanted to test Murakamiâs loyalty and the abilities of her crew.
But my opinion does not matter. All that matters if my work wasted for a needless experiment or two. Aaaannnnd I must revive Snell again.
But whatever, Krellion truly had no say in the matter, so he just stood and watched as the cargo neared the hangar and the humans began collapsing. A few humans even fell into seizures. Krellion spoke in hushed tones to his fellow kulgo as they all became increasingly worried about the health of their cargo. The amount of overtime they all had to put forth into fixing the damages Zeelotâs experiment was causing became a headache, especially when they were due to arrive at the Market any gulkib from now. If I have to revive a single human or dulgo, I swear by the mighty reign of Ghayz Tadmirâlis, I will leave this vessel and take my team with me...
As Krellion fumed, the overhead lights dimmed and a odd chill ran down his back. He glanced at the other kulgo and they appeared as confused as he did.
However, the confusion was over within a heartbeat because within that heartbeat, the emergency lights began to flash and the alarms blared. Warnings flashed on the shipâs control console about oxygen levels increasing in the room. For Krellion, he only needed less than a qulib to understand the events that were transpiring.
The dulgo figured out the cause of the humansâ collapsing, but they were foolish to think they could kill a kulgo so easily. Hâhish had higher oxygen tolerance than any humans, and kulgo as fine as Krellion and his team more so. Even the Pollikon had high oxygen tolerance. And whatever creature Captain Zeelot was, they would not fall to such a lowly and pitiful revenge tactic. Already, the room was filled with twice the oxygen levels needed for a kulgo to comfortably breathe in air and already Krellionâs team worked on combating the increased oxygen levels. âThese dulgo are simpletons,â one of his team said with a laugh. Another kulgo added, âThey are as clever as the humans.â Krellion could only agree with his team. The dulgo were as slow witted and unimpressive as the humans.
So that brought to question why Captain Zeelot remained so calm, and why they had such a smug look on their face. Just as Krellion opened their mouth to ask, Zeelot spoke first. âI will be returning to my quarters. And do not disturb me.â Their warning carried an additional meaning, one of which Krellion did not wish to invoke.
Swallowing his trepidation, Krellion refocused on the monitors, tracking the remaining guards and the locations of all the escaped cargo, but they were gone. The Pollikons, the ones he could see on the vids, deceased. Brutally so. The humans, remained were he last saw them, but he could see most of their life signs were gone. He and his team had their work cut out for them to revive all the worthless filth. The dulgo and other cargo were nowhere to be seen, as could be said for the escape pods. None of them showed up on the life signs monitor. They were out of range of the transmission. They jumped ship.
Murakami talked big about the loyalty of her crew, but the dulgo escaped the first chance they got. Pathetic. Dulgo are as cowardly and weak as those humans.
Krellion was so lost in his superiority that he never heard the knocking.
Only the sound of the room engulfing in flames.
After that, he only felt the searing pain of his death.
#Humans are Weird#oxygen toxicity#Humans Are Weird: Women's Edition#HAWWE#HAW:WE#Aliens#Humans#Space#Science Fiction#Sci Fi#fiction#it's a real thing#look it up#Humans are Space Orcs#Space Oddities#thriller#Humans are Space Oddities#Humans are Space Australians#Space Australians#Space Orcs#Death by flames
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Actually the game only started development in late 2016 đđ
But yea its hella buggy. There have been a good few patches that fixed things though!! Maybe I'm just lucky, but I've been playing on a ps4 and the worst things I've experienced were just crashes. (which are almost nonexistent now???) Its mostly just graphic related bugs like textures taxing ages to load in, things like subtitles not disappearing from the screen, or the dreaded npc T-pose. But most of the game-breaking bugs have been fixed now which, considering the people who actually worked on the game thought it'd take at least another year to be playable, I think is pretty good.
So much was cut from the game due to the greed of the executives who set a launch date way too early and were too scared to loose investors that they released and broken game and now seem to be making their devs work overtime to make all the patches to fix what should have been a final product in the first place. Luckily cdpr has said they'll release any dlcs for free like with the Witcher 3 (which also had a hella rocky launch but sadly I wasn't there for it so I can't comment on that much), so really the only thing you're paying for all the missing content is space on your device lmao.
There's also the fact cdpr focused on making the game for high-end PCs and THEN worked on making it playable for lower end ones and consoles, so they really overestimated themselves (as was said in a literal apology video released by one of the execs??? Ok cdpr I see u, good on u owning up to that ig)
It absolutely could have and SHOULD have been better, but considering the actual circumstances of just how huge the game is, the fact they basically had 2 years to make it (since all the demo stuff was apparently faked) and that they somehow have made it playable at this point on even old gen consoles? I think they did pretty good, I can definitely see the game actually being great in a year or so once everything has been smoothed out and they add back in any of the missing features now that they don't have a release date to worry about. They can actually work on perfecting the game now, which is good.
mt favourite thing in the world was everyone talking about Cyberpunk and hyping it up for the longest time and then it came out and its shit and everyone hates itÂ
#idk the point of this rant#basically cdpr fucked up then realised they fucked up and came clean#and now theyre actually trying to fix shit#and really the fault is on the executives#not really any of the workers
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Here for those tags it's very trueee!!!






shed a tear
#this ed rly made it seem like senku and gen are the main characters#and well this is very true to me bc im bias and theyre both my favourites#but isnt true in general which makes it kinda funny#bc rly the main character is just senku and this is the senku and friends show#but im so happy that gen gets the love he deserves by everyone likeee inagaki and boichi sensei and the anime team#like he is lovedd#rmbr the anime team giving us gen's battery song#the gen dev working overtime#sengen#dr stone
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