Hearted Youtube comments on Jimmy McGee (@JimmyMcG33) channel.
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I'm a huge AI skeptic, and as a software engineer, that's not an easy line to walk. The best sell that I've seen for AI, is that it will function as a copilot for all the shitty, high time consumption, low impact tasks we need to accomplish on our day to day. It shouldn't take away anyone's job, it should give them ability to focus on more meaningful aspects of their job.
When you examine that more closely, you realize that it means that AI is going to take away the jobs of low level employees, that need to start off as basic, entry level people and work their way up to challenging, advanced problems. Where will this leave the industry in 20 years, when the junior count has declined so drastically that there will be no supply of expert level people? Is the bottom line more important than helping someone grow as a professional and enriching society as a whole? Rhetorical question, obviously the answer is yes.
It sucks, on a personal level, to have to walk between raindrops to avoid unethical, shitty high tech companies. Even companies that try to make the world a better place might end up doing it in the wrong way.
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The fact that you are supposed to think like the slugcat, and know what the slugcat knows, is actually why I think the tutorials present in Downpour are fine. They teach things that you know for a fact your slugcat already knows. The things the game does not teach you in the base game are all things your slugcat might not know about. Things like food sources, how to avoid threats, do backflips, etc. It teaches you the two main food sources, ones that slugcat definitely already knew about thanks to them being present in the opening cutscene. That being danglefruit and batflies. It teaches you how to throw. We know from the cutscene it can do this too. How to grab things. You must know how to grab if you know how to throw. It teaches you how to do basic movements, which slugcat must know how to do given it's not... you know.. dead. It knows to hibernate to avoid the rain, because it's experienced this before.
For that same reason, I think it makes perfect logical sense that they teach you how to use your gimmicks as the new slugcats. They know how to utilize most of their body's gimmicks already, so you should too, without needing to figure it out yourself- even if the way you figured it out would be very intuitive and easy, I think it still makes more sense to just be told directly because you still need to experiment for a second even with the most straightforward mechanics, which would make no sense if you're playing as a slugcat that already knows about something.
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In an effort to not vomit up everything in my skull, I waited 5 minutes and had a cup of coffee before typing this out. Discovering your channel this year has kept me on the right side of sane. Having a digital recording of another human being who seems to see what I see is important, apparently.
I think the worst thing that has happened with respect to games is that the groundwater has been poisoned. Im 23, which is 'young' still somehow, but when i was a kid, you could find an old consoles and handhelds for bargains, and now "vintage" anything is infested with resellers and scalpers. Only nintendo still offers limited access to the creations that gave them the money to be what they are today. The pathway to something else but triple a schlock gets thinner, and the toll gets more expensive every year. But i only even have an idea of "something else" because im not a kid today.
My boyfriend has 2 children, and watching them grow up in this environment has been uncomfortable. They dont know anything but battlepasses, skin sales, IP katamari ball nonsense. My partner understands that implicitly, he's older than I am, even if he's not as distressed about AI as I am.
Im also left feeling like I'm looking at something like the end of all things, even though I'm sure there still might be people in 100 years. I also don't have any answers. Ive had no family for maybe 3 years now, and it's not gotten any easier to be a sole human. I think the thing which causes me the most discomfort isnt the idea of getting hit by a bus tomorrow, its the idea that i will have lived 50 more years from this point, and I will find that the other side is worse. That's what scares me the most. Be well.
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I was relistening to this video over some gameplay since it can be hard to find a good backdrop at times, and I found a couple more things to say than just "oh nice vid".
The music you made and played at the end was very good for it's purpose, whether you made it as it's own piece of crescendo or specifically for that part of the video, it was very fitting.
What I wanted to talk about (initially when I started writing this comment) was about Richter and his plotline. If I remember correctly, one of the writers lost their mom at some point roughly during HM2's development time (or some period shortly before). From what I understand, his story was more of a bit of self-reflection and grievance over losing her than just an expression of internalized violence amorally, although I do believe it's pretty good from that angle. I just think that's a bit of context that may help you understand that section of the game a bit more. Ultimately it can be more than just one or the other.
The irony of Hotline Miami 1 and 2 being so ahead of it's time is crazy in retrospect. 1 being monumental in the moment, inspiring a lot internet culture even to this day a decade later. 2 having a lot to say and being completely misunderstood in 2015 and receiving far better feedback over 5 years later (which is quite a bit later for a game made by a small team). It makes me wish that the duo had stuck it out and tried their hands at other projects after freeing themselves from the "shackles" of their cocaine cowboy beginnings. While the nuke has many purposes narratively, it was also a direct way for them to say "look, we've done Hotline Miami. Stop asking for more" in a rather literal way - I believe they said at some point it was one of the many motivations for ending the game like that.
After all the backlash, they kinda fell out of the public eye. Dennis eventually went silent, but Jonatan has kept somewhat active on Twitter, and has alluded to working off and on with a passion project since 2021. I think making the level editor in the midst of everyone complaining to them really broke their drive to make games, which is a damn shame to see from a duo that obviously had a lot they could deliver, and the sheer connections that would allow them to pull off just about anything they were interested in. On one hand I want to say "time will tell if they ever decide to release something, together or otherwise, again" but on the other I'm not so sure it will happen all this time later as it is.
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"there is no way to discern from a safe or unsafe fall" that actually isn't true! you can tell which falls are death pits based on whether or not there's a black fade at the bottom of the screen. at 1:03:04, you can see the screen has a slight black fade at the bottom, indicating a death pit. it's a very minute detail though, so newer players wouldn't recognize them as easily as an experienced or veteran player. another way to recognize a death pit from a regular fall is if there's an actual way to get down there other than taking a pipe. if there's no poles or vents leading downward, then it's most likely a death pit. in rooms such as the one at 1:03:13, you can see poles and vents that would bring you downward, and no black fade. falling is still death though, there's no floor at the bottom of this room.
SLIGHT ENDGAME SPOILERS BEYOND THIS POINT!
one outlier is the pitfall right before the entrance to the depths, there's no vents, pipes, or poles leading downward, however it isn't a death pit. it's just a long fall, but the fall damage does insta kill you because it's such a long fall. you have to cling to the side of the pit to make it down safely.
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Really glad to see this come out, your initial Rain World video was what tempted me to give the game a second, third, and eventually fourth chance. Each time I quit the game, I eventually made it back to your video and would always pause right as you reached Moon. Somehow that moment kept convincing me the effort would be worth it, and evidently it was. The entirety of Five Pebbles as a region was something to behold unspoiled. So thanks for that man, I mean it.
For Downpour though, it's pretty vindicating to know I wasn't alone in my criticisms of it. This is obviously a consequence of the extra Slugcats being made by different devs, but the entire design of Downpour feels much more "Video Gamey". That's not necessarily a bad thing, but it was something I kept feeling now and then while playing, and that feeling never fully went away.
That being said, The Saint really was the closest I'd gotten to re-experiencing Rain World again. Putting aside how much the whole world you explore had changed, the entire ending sequence managed to give me the same confusion and awe as the initial Survivor ending, except with an even stronger sense of finality. It's honestly an excellent example of how important it is to stick the landing to a story. Without it, I might have had a much more middling opinion of the whole DLC.
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Beautiful video. I had many criticisms with downpour, but couldn’t understand why no one else seemed to share them. I’m not an active member of the rain world community, so I didn’t realize exactly how much the expansion was geared toward the fandom’s enjoyment. I realize now that the expansion really wasn’t made for me, and while that’s not going to make my time with it more enjoyable, it does at least give me a bit of closure.
Once again, amazing video. Ever since Joseph Anderson was lost to the Witcher hell, I’ve been relying on smaller creators for my long-winded video game analysis, and I have to say you’re my favorite. Slightly rude, intrusive question, but do you know if the next video is going to be the next in the pay to win series, or something different?
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Diablo is one of the games i never really got into. I played the demo of 1, and then i got full version of 2, and had a good time with them. The demo was nicely paced, good snacky, self-contained experience. 2 was more of everything, loved the increases variety in every regard, making the moment to moment gameplay more interesting. But once i completed grasslands and went on to desert in Mario fashion, i though "oh, this is gonna be more of the same until the end, isn't it." And that was it for me. Played through the first area with every class, and had a good time. And quitting after that was over. I never appreciated this kind of mind numbing gameplay loop for extended periods of time. Good for an afternoon but then i gotta go do something else.
So thanks for your thoughts on it. I'd never play a game for this many hours if i didn't have fun. Makes me miss out on a lot, i think. But that's okay
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I finished the video for the first time after watching your video on the first game and this one over the course of a week, and I have to say they're fantastic! I don't agree with everything said about Wrong Number, but you explained your points extremely well and I can totally see why you feel the way you do about this game. I'm still very conflicted on wrong number myself, because while the first game was a more homogeneous fantastic experience, to me the highs of WN surpass the first game, but it also has a few very low moments (looking at you Dead Ahead and Stronghold), so I still have no idea whether I prefer the first game or not almost a year after playing them back to back for the first time. Hotline Miami 1 and 2 are going to be endlessly discussed for ages because there's so much to talk about. while I've made a video on HLM 1 myself, I didn't want to tackle Wrong Number right after because it's such a massive game, so it's very intimidating to talk about. but anyway, your videos were very interesting to watch, and I can't wait to see more from you. you gained a new subscriber.
palpatine voice "We will watch your career with great interest."
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The codex rework highlights a broader issue with D4.
As you said, skills alone don't carry a build. You need a bunch of synergistic Aspects to make a build work, and there's no chance generic affixes will be powerful enough to make you swap a synergistic piece out for a "0.2% more damage on fridays" type of thing.
Addiction over fun means they need you to complete your build relatively early, otherwise the progression grinds down into frustration, and once you have most Aspects the only thing you're looking for is higher % (they removed D3 item sets just in name, you're effectively collecting sets of Aspects).
Since there's no system to improve Aspects, it's all RNG, when you drop a perfect Aspect now you're likely going to be frustrated: use it and you'll inevitably drop an item with better affixes, wait for the perfect item and feel you're running a lame build.
The new system will steer players towards collecting different sets of perfect Aspects and trying different builds once the current one gets boring, pushing the grind to peripheral stuff like slowly improving affixes % and leveling glyphs, which on their own have a small enough impact you won't feel the build is gimped.
To me it's not enough to overcome the feeling of the D4 game being a Rupe Golberg-esque decoration around the PURCHASE button. It took me years to realise addiction isn't the same as fun, and the feeling of having been exploited isn't pleasant and doesn't go away.
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I don't play Diablo 4, but to me, it was shocking to hear that there was such little viable build variety between classes. If they want you to play a new character every season, I would think that each class should have enough variation within itself to warrant coming back excitedly each season to, effectively, play the same class a new way. "Oh man that build is so cool I will have to try that next season as a way to experience it from lvl 1 to max!" But if leveling is the same, if the class boils down to having minimal viable builds, and if no other class is interesting to me... Why would I come back? It makes no sense to their business model, I have no reason to come back if it's going to feel the same every run, outside swapping classes, if there is no power spike, each run is going to be the same as last season. It seems the kind of thing you do once, finish, leave and wait for an update before returning because unless they change something to the class, there is no reason to do it all again.
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A really really well made video, your original video was one of the biggest reasons I got the game, even buying a new pc so I could play it since I didn't have a playstation back in 2020.
As someone who has put hundreds of hours into the game speedrunning, doing custom challenges, and being a lore scavanger mostly; I would like to give my thoughts and perspective on downpour
I agree with a lot of the points made in the video. If there is one thing I would say that makes downpour detract in it's emotional power and original direction, besides some very exceptional moments... is that Downpour is too gamer. It feels too much like I'm playing a game and not an incredible emotional and spiritual journey. I played Rain World originally with everything spoiled and yet every single part of the journey had me fully immersed and left me with chills reaching Five Pebbles and the entire depths sequence. It was a truly cathartic release from all the pain and suffering of the brutal world. And yet, I was drawn back into that world to understand the ecosystem. To learn everything about it.
The delicate balance of the ecosystem feels off now with creature spam and creatures that felt placed where they didn't belong. As much as Saint's world was terrific, I wish the lands were more barren and kept with the vanilla game timeline of the apex creatures like red lizards and red centipedes and king vultures to just disappear over time.
The directional vision of Downpour felt just a little bit off from the vanilla experienced, but that's to be expected of community modders turned into official game devs. It feels like slugcats are the center of this universe and everything revolves around them as their super powered abilities just shatter the naturalist feel of the original despite being in an almost entirely industrial world as we are causes, or a least directly present, for a lot of massive events. The slugcats feel too intelligent at times, even if purposed organisms; beings that really just feel like they are the iterators' favorite pets.
As nice as it is to see the iterator and ancients story arc throughout time, the mystery I feel was more powerful than seeing it laid before us. I'd rather downpour exploring new lands and being terrified but enthralled by new horrors and wonders.
There's a lot of lore added that feels too goofy at times, like how two iterators create a creature battle royale arena to pass the time, that makes the tone of the game and experience more childish than it was originally and tonal issues like that in the rest of the dialogue made some story moments not hit as hard. The aforementioned intelligence made the line "always the same blank expression" said by Five Pebbles to Rivulet, not really hit for me.
As a whole Downpour is great, sometimes surpassing the original Rain World, and extremely worth it and a fair number of my criticisms, both mentioned and unmentioned can be left up to "knowing too much". With that being said, there is a lot more I haven't touched as well as my regretful thoughts about how a lot of the new players to Rain World not having the time to really think through the original experience before going straight into the tonal difference of downpour.
Anyways, that's a bunch of random thoughts for now and will probably be edited in the future or I will elaborate further in replies.
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Excellent editorial as always McGee
I got three thoughts for ya:
1) I initially felt that the manually healing issue was overstated, but seeing it in action, and you driving the point home by brilliantly stuttering while talking about it had me fully understand the problem. Simply great
2) I do wonder if you have an axe to grind against "quirky wholesome indie games", based on some comments from here, the Rainworld DLC video and neocities notes. Maybe it's more an issue of a game kneecapping it's interesting, potentially well-developed setting to look at the player and go "look at how quirky and wholesome I am, or this moment is". I do share some similar sentiments, as I'm not a huge fan of that myself. Let me not take words out of your mouth though; if you ever wanted to talk about that aspect further in future videos, I'd be interested to hear your take on it
3) I did peep the neocities notes and saw some pre-video stuff (fortnite and vbucks) for the eventual P2W Three video. Just letting know that I eagerly await it, and will be patient for whenever it drops
Thanks again, and cheers!
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For thousands of years, humanity has been progressing at slow pace on both fields of technology and society, which has allowed for long periods of static economic and power hierarchies. Some could even say that this is part of our DNA due to how long it could be traced back. However, these last three centuries have broken the norm with faster and faster technology discovery and development, making apparent that society ruling, morals and everything that composes the masses lack the speed to addapt to the new technologies.
When a worker can be substituted by a machine that works faster at lower cost, the company doesn't think twice to execute the change since the world we live in is a capitalistic competition of "who makes more money?". Don't get me wrong, we should change workers by machines due to increased efficience and that's what tecnology is for, to allow everyone lifes to be easier and better.
But then, what happens when the technology not only can replace the worker, but also the company? They make the rules to defend their power and to maintain the status quo, change the narrative to control the masses, and who knows to what extend some may go (conflict, wars, nothing good). On the same line, workers can unionize to defend their position, since the individual also lives in competition to survive but at the end, technology breaks through no matter what.
Whether it may be worker or company, technology seem to prevail and continue to strive not matter how slow society addapts. But, why does society go so slow compared to technology? Easy answer, technology only needs one person to discover or invent something, others will steal, learn, replicate, and there you have rapid expansion, thanks in part due to the competitive nature of society. Society in contrast, masses are slow in learning and are easily manipulated by those that are in the top of society, be it governments or companies due to their long reach.
All these patches in form of legislation and continuous confrontation against that 0.01% in power is costly game, making evident that a change on society foundations is on due. Competitive capitalism brings greatness if power increase is limited to those most rich, otherwise situations like this one with copyright will repeat again and again, and that's the next thing we need to find a solution to. Guarantee that the best outcome can be achieved over those in power and without stepping on those in need.
Sorry for the thesis. Videos like these always set me to think too much and always thought in sharing it if anyone finds it compelling.
Hope the best for the archive sector but those against it will never stop. It is in their nature, as it is in ours.
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Not nearly finished watching, but I'm very happy to see someone dunk on Gourmand. Personally, I really appreciate him from a lore standpoint but his gameplay is just so strange and was less enjoyable to me than the more mobile slugcats. It kind of feels like they just started tacking on new skills and abilities on him to counterbalance the massively annoying downside of getting tired by just jumping around.
Meanwhile, I don't actually mind tiredness from a spear throw, it's a different style of combat and the fact that he can end fights the instant they start (if his opponent isn't tanky, at least) is very endearing, while messing up means you are now at a disadvantage instead.
Crushing anything to death is hilarious. I did it by accident with a scavenger right at the beginning of the playthrough which is maybe the worst possible way to learn of that ability, but damn if I didn't laugh my ass off.
I didn't like his food quest much when I saw food items that were new to downpour and therefore had no idea where to go.
Overall I think if they removed or at least lessened tiredness gain from moving and jumping around he would be a much more fun character to play for me.
Also big agree on the criticism of all the invisible walls that you can reach with higher mobility characters. It's so pervasive that it's actually kind of maddening, a lot of these boundaries are not difficult to reach at all, and thus genuinely seem like a new way to go until you're proven wrong by the game itself.
I love this game and I love this DLC but what would have made it perfect for me would have been a big series of subsequent areas on the left of the outskirts, maybe running parallel and past farm arrays and subterranean, that leads to somewhere important, like NSH or SRS (Imagine making the entire journey back to SRS as spearmaster in at least 2 new zones exclusive to them. Now that would be something grand)
The new additions world-wise are still awesome but I had different dreams. Oh well.
Maybe will add more thoughts as I finish watching
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ok here is a long paragraph so be ready.
gambling is very .... popular as a "fun" activity here where i live in indonesia. i mean i myself are also a gambler as i play gacha games. the games that i was playing are arknights and before that there are other gacha games i have played. now unlike other gacha games i played arknights are the only one i pay for monthly cards which basically lets you get gacha currency and few items because i thought that it was a fair gacha game compared to many other. every time i recruit a unit which is same as opening a card pack i know what its always the same 3 star character that i ... well not hate but rather others because their dialogue is too long and i press the screen, prompting them to go faster.
but when i get a better unit when i least expect it i got a little bit happy but it happen to many times i got bored with 4 stars. the real ecstasy is when the 6 stars tag shows up. see before you "open the card pack" there are 5 tags which if used with the arknights calculator website tells you which operator you will get. the most wanted are "top operator" tag which are differentiated by the yellow background unlike other tags that has no background.
the sound, the pull and the visual id different. i mean there are videos on youtube teaching you how to tell the difference between ordinary and extraordinary pulls. despite that i really did not think of paying for monthly card because my units are strong enough. then the games release a powerful character, downright broken even and i though that if i can pull her i won't have to pull another so i can save to pull another broken unit or operator.
after watching your video and looking at what i see, yeah gambling is everywhere yet very .... hidden. most people i know that gamble would just use a bit money because they are gambling responsibly. i mean at arcades there are, well not slot machines but basically a gambling machines i think. so basically you use coins as a bullet and there are enemies on the screen. you would get coins based on enemies killed. when the pumpkin boss shows up its announced and everyone try to kill it. they try to come with strategy to steal kill kinda like when you steal kill in DOTA 2, waiting the opponent to kill the BBEG and steal it for yourself.
and last week there is a new game that celebrate the pre-registration and it was massive, i am talking security guards constantly telling crowds to disperse because it disturbs the other people trying to walk through sea of humans. i mean i really wish i can go on but there are many things to talk about but i just want to say that yes, i do play arknights because it is fun and i am gonna say that it is a fair gacha game i mean gacha is gacha like that 1 time i pay a lot of money on a whim to buy lots of gacha currency because of this 1 unit called mountain and the fear that if i do not pull him i will never get him and so after that i always try to save even though i know in the end that you can use low rarity units to clear all stages including the hard ones, events etc.
i just want to say that after watching the video i believe there will be a new addiction far worse than the current one, a worse or potent gambling machine the current one, i had this feeling that what you show me is barely scratching the surface and as time goes on there are new ways company can use this to profit a lot.
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I love this video. The discourse around Elden Ring and Shadow of the Erdtree has become so poisoned by complaining that well-reasoned and calm discussion has become depressingly rare. As always, your analysis helps me appreciate nuances I had never noticed or thought about, and puts structure to thoughts I previously struggled to articulate. Thank you.
I do think it's a shame From has seemingly deprioritized the more thematic aspects of Dark Souls in favor of refining their combat system. And I find myself agreeing with many of your complaints about said combat - overtuned tracking, unreactable 'snap' attacks, overlapping damage sources, overuse of hyperarmor, grabs, and everything about the camera. But despite how bad all of these things are, I haven't been frustrated by them since my first playthrough. Somehow, I've learned to live with them, and I think it's because I disagree on a very important point.
From absolutely pumped up the boss difficulty for ER as part of an ongoing arms race with their players, but in my opinion, I don't think they sacrificed depth for it at all. In fact, I think Elden Ring's combat depth and expressiveness is leagues and leagues above any other Soulsborne game. Malenia, Maliketh, Mohg, and Morgott are so fun to fight that despite all the base game's flaws - despite its bloated open world and overtuned damage scaling - I still come back again and again to do new playthroughs and challenge runs.
If anything, I think SOTE was a step down in complexity from the base game. Bosses are, on the whole, more straightforward, with less emphasis on positioning, less combo branching logic, and fewer interesting 'gimmicks' as a whole. (I consider Mohg's fire and Malenia's poise to be ER's greatest gimmicks, to be clear about what I mean.) Instead, SOTE's bosses seemed to lean even harder into spectacle than the base game, and made up for the lacking complexity with damage scaling, speed, and a sprinkling of bullshit attacks. (Metyr's pulsar and Radahn's cross attack are what I'd call truly BS.) The best bosses in the DLC, like Messmer, Bayle, Lion, and Rellana, are only really above average compared to those of the base game.
All this to say, I agree with many people that SOTE was a bit of a letdown, but for totally different reasons. I could have forgiven its disappointing anticlimax, or its failure to meaningfully connect with the base game, or its clunky NPC quests, but unlike the base game, the bosses aren't quite rising to the task. Instead, I'll probably remember the DLC for its vistas, the legacy dungeons, and all the new weapons and spells. Yet From did such a good job with just those three things alone that I still think it's a stellar DLC; possibly the best I've ever played. A mixed bag, to be sure.
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Well made and written video as usual! You make some interesting observations that i do appreciate seeing and in general do find this to be an well put together critique. I do find myself disagreeing with a lot of things here though.
I saw rivulet quite a different way, it feels like they are the most overt stand in for the player. They have no shown knowledge of moon, of pebbles, of anything and kinda just fall into the middle of things as you said. This makes it to me feel like the opposite of what you mention with gourmand and artificer, the player drives the story forward because they know of information and care for things and characters the rivulet has very little of a defined reason to care for, because they really aren't defined at all as a character in the story besides doing a fetch quest for the iterators to help with stuff.
Spear's pearl quest didn't really strike me as interesting either, it felt more like a chore where the entire time one of your core abilities is taken away in favor of a fetch quest which i dont really like either. Both of these quests also struck me as a tad too gamey for my liking, constantly being asked to carry something around by the iterators. I generally found both riv and spear's campaigns a bit of a letdown because they completely abandon that animal headspace and instead feel specifically as means to show the player important lore bits. Gourmand and artificer may have some dissonance (good point is how both of them know things that you only get to learn much later) but it felt much more like the characters had their own motivations which could be inferred by the player based on their mechanics and helped me bring a lot closer to them than running errands for iterators as characters whose only purpose seems to be to help the iterators Do Stuff.
Imo in the challenges there's generally much more specific goals with which the rng can sometimes screw you over in. Resetting isn't as big of a deal, but on some of them it felt much more boring since it's less dynamic, more repetetive and sometimes can really feel like you clear something barely trying or are completely unable to do one because of rng. Some are nice but some don't do well on this, quite a mixed bag. In the base game your goals are general and your area of play large and non linear. In challenges all of it is limited and rng becomes a much bigger factor.
I pretty hardly disagree with saint's ecosystem working better if i understood the implication there correctly, some areas are still overrun by huge predators which arent present at surv's point in the timeline and i think there's a bit of a disconnect with creatures like red lizards and centipedes etc disappearing and then reappearing in what should be much worse conditions for them. Also rubicon felt like it completely missed the mark for me, the guardian locked rooms struck me as an incredibly gamey mechanic and completely took me out of the experience. I didn't feel like i was on the saint's pilgrimage, i felt like i was suddenly playing an arena shooter where entering a new screen suddenly locked me in and i have to kill everything to progress (technically only the guardians but still). The ascension mechanic stopped feeling like i'm freeing the creatures from their cycles, it feels like i'm just calling in an orbital strike on them so they stop being in my way and i can progress. It really frustrated me on my playthrough, not because it was incredibly difficult but because it felt like it undermined everything i found interesting about the campaign and rain world in general up to that point and just really killed my immersion at that moment.
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I disagree with the arbitrary gap drawn between photography and AI art, where one is "creative" and the other doomed to inherent unoriginality.
Photography is at its basis unoriginal, since it is simply a capturing of the finite number of things that the world possesses within it. But the human quality of "creativity" gives it worth mixed in, as you say. What then makes it such that the AI's derivative work is inherently unoriginal, even with human input in the form of prompting, another direction where "creativity" is inserted? I could make the rather douchey point that art is a mixture of influences, language is taught and learned. On one end, people copy-paste from google, and on the other create beautiful essays from a synthesis of prior work. The existence of the derivative is not a condemnation of the refined form of the derivative: the creative. Prompting and iteration aren't precise, but the process of human discernment for what is the desired result (creativity) in gaining precise results is a counterpart to the more classical process of composing artistic work. AI art isn't necessarily ethically correct, but it isn't a-artistic.
So yeah I don't necessarily agree. But no other video makes me think and clarify my views like this either. I have little intention to contest your grander points, anyway.
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The great thing about classic Diablo games is that they're still being kept alive by the dedicated fanbase. You like the methodical, tense and gritty dungeon crawling of D1? Then The Hell is for you! Just want a facelift for the game with quality of life features? DevilutionX. Want it to play more like D2? Try Belzebub or Chernobog.
And then there's a myriad of gameplay mods for D2, one of the more popular and playable (because of how customizable it is) is PD2, which might be the definitive way of playing it today. D2 also got a competently made remaster, shame about its mod support though, it's not quite there yet, but hopefully they'll get to it soon. (Or maybe never lol, short of reverse engineering missing parts)
So what about newer Diablo games? Lol, nope. Nada. The bread and butter of community creative expression is gone with online only play, which was lame back then and is still lame now. You play them once, you clear them once, and then that's it. There's no urge to max out your characters or complete your personal grail by collecting every unique item. It's just a product that expects you to put a lot of hours into it, but it's more busywork and not fun at all. And you know what? No one's got time for that, everyone's fed up with it these days.
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I've been complaining about player retention schemes in D4 since the start. And everybody on the tech forums where I mainly talked about D4 told me I was wrong or 'seeing ghosts'. I don't feel pity for those people who enjoy having themselves stuck in a player retention setup without realizing it, even if it's right there in front of them. Let people enjoy wasting their time and money if they are oblivious to it.
There can be a million critique videos about D4, it won't change or improve anything. I have been playing since D1 as well and just uninstalled D4 again after playing last season. There are so many games that are more fun to play than D4. I'm still doubting to give Season 4 a try with the new changes, but I don't expect any changes when it comes to player retention. Ever. I had more fun in D3 than in D4. I had more fun in D2 than in D3, I had more fun in D2 than in D1. D2 is the best game, especially when you play the Median XL mod which allows you to play fully in multiplayer. It takes the best Diablo game (D2) and elevates it to a whole new level. High resolution, completely new world, endgame content that keeps you playing, it allows you to craft everything, completely new skills, audio effects, visual effects, balancing...
D2 Median XL is the one and only true best Diablo game.
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