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  31. This video was amazing to watch. Really great analysis and very fair. Thanks so much for covering Rusted Moss! Faxdoc (she is the programmer and artist) was really excited watching it as she's a big fan of your channel. She's a huge Rain World fan and that's how she came to know of your channel and ended up watching all your other videos. Rain World was actually one of the inspirations of Rusted Moss and the non-linearity of it helped guide our design. Your analysis was really excellent to listen to. We have fixed some of the issues you brought up - our latest patch disables the unkillable enemy in the lab for some rooms that contain items. The mana stone thing is definitely an oversight.... we have an accessibility/quality of life update coming soon and we'll add that to the list of things to change. We'll have the mana stones also restore a player's health. We first introduced them early game and felt their behaviour worked fine but somehow overlooked how tedious it gets as the health pool of the players gets bigger and the damage caused by the pits gets more severe. (This will actually be our second rework of the mana stone. The first iteration of it also restored mana MUCH slower... oops). We've also started adding in markers on the map to show where past NPCs might be and other important areas players might want to revisit. I think having a player be able to add custom markers would be nice but Rusted Moss' systems weren't built to support that. It's the most ambitious project my friends and I have worked on; we only intended to work on it for a couple months and an increase in scope showed the growing pains of a system for a much smaller game.  You also dealt with the Eli and Nell fight in a really cool way! We didn't think about using the cricket bone whip for that. Thanks again for covering Rusted Moss! We all enjoyed watching it.
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  99. 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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  105. 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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  243. 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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  289. 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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  329. 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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  330. 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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  350. 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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  354. 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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  370. I actually play the Pokemon TCG competitively. It's a fun game and the social atmosphere is really positive. The game is cheap if you just want to play with one or two good decks; you can view tournament results to scope out good, cheap decks (ranging around 30-40$ generally) and you can buy the individual cards for it online for cheap. The expensive cards you see people going crazy about in pack opening videos tend to be alternate rare versions of cards that are actually only a few dollars (if they're opening packs from newer sets). I didn't open any card packs once I started playing until I received some as a reward at a tournament, months into playing the game. That said, I see the abusive gambling psychology play out right in my face all the time. Players with massive, expensive collections that spend money everytime they go just to play with friends, in some cases multiple times a week. Players that rub their card packs or have other rituals before opening them. I was asked by a new player whether buying a specific product was worth it at the game shop, and I explained it was overpriced and I showed them how to buy the deck they actually wanted to play for cheap by buying singles. They thanked me, and then ended up buying it anyway. It's absolutely predatory, but it's hard to accept you've been conned. I've personally had many internal battles convincing myself not to spend pointless money so many times despite knowing exactly why I've felt that way. It's honestly really scary.
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