BedbugCutlefish

joined 3 years ago
[–] BedbugCutlefish@lemmy.world 10 points 2 weeks ago (1 children)

It's not praise to say it's successful.

More than that, it's sorta funny that this is the movie chuds are mad about, when Nolans movies are just classic blockbuster stuff. It's not woke in any meaningful way, it's not high art or anything. It's just what Nolan always makes.

[–] BedbugCutlefish@lemmy.world 9 points 2 weeks ago

I don't really mind it. But I do agree that it just... Doesn't feel necessary. Mina the Hollower was another game I overall liked, where the soul dropping mechanic was just, superfluous

[–] BedbugCutlefish@lemmy.world 7 points 3 weeks ago (1 children)

Doctor Loops is the worst instance of the first one in my mind. Just endless 'haha tits and thighs and cock haha'.

[–] BedbugCutlefish@lemmy.world 15 points 1 month ago (1 children)

Yoo I remember this, Gearheads! I loved playing this as a kid

[–] BedbugCutlefish@lemmy.world 14 points 1 month ago (1 children)

Yeah, agreed. But 'customer is always right' is a slogan made by businessmen, so it's no surprise it's capitalist BS.

It's a marketing term anyway, said by them as advertisements for their businesses, same as like, BK's "have it your way". Just another case of ads sticking in pop culture well past their actual relevancy.

[–] BedbugCutlefish@lemmy.world 38 points 1 month ago (6 children)

No, it's not. This and other 'rewrites' of phrases to mean the opposite thing (like 'blood of the covenant is thicker than the water of the womb') all have no evidence of being 'the original saying'.

[–] BedbugCutlefish@lemmy.world -1 points 1 month ago

It's meant as the opposite, of the jealousy of a partner making them look at any girl you're talking to suspiciously

 

Protagonist for the Quest I'm running on the Parahumans Online discord. Drawn using an expanded MSX palette, that I'm using for all of the art assets.

[–] BedbugCutlefish@lemmy.world 0 points 2 months ago* (last edited 2 months ago)

I picked up on the townsfolk talking about the crypt, but its a very weak hint for 'you should go here first', when there's townfolk complaining about all sort of issues. I had loosely had the crypt in mind, as I was exploring, but I never found it before getting pulled forward by the Spark dropping into Septembersburg, and I just figured 'if the game didn't want me here, then it shouldn't be possible to be here'. Which, I think is a natural assumption, considering how Zelda coded the game is visually and mechanically.

Its just, the game isn't structurally a zelda game, so that was a bad assumption on my part. I just wish there was a bit more communication, that the game is structurally Elden Ring, not Oracle of Ages.

One of the first things I stumbled into in Septembersburg is the Wallower section, which lent itself well to the (incorrect) assumption that Trinkets are going to be a way the game mechanically gates sections (a la classic Zelda)

Edit to add: I still think Mina is a great game. But I think it fails in setting tone and expectations properly, for how it wants you to approach it. My favorite game of all time is La-Mulana, which is unflinchingly retro and cryptic. But I feel like it does a better job of communicating that. I've seen people say "don't be fooled by its appearance, Mina isn't Zelda, its Bloodborne", which I think is very true, and that I would have enjoyed the game more had I went in with that perspective, instead of stumbling upon it.

[–] BedbugCutlefish@lemmy.world 0 points 2 months ago

Yeah, my favorite soulslike by far is Sekiro, which is mostly linear. Hollow Knight and Silksong are also fantastic, but I felt there, too, the 'souls' mechanic is kind of just unnecessary.

[–] BedbugCutlefish@lemmy.world 1 points 2 months ago (5 children)

I'm in the endgame area (manor) with like 90% completion. Can't be assed to do some of challenges (like fishing).

I like the game a lot, and love the pixel art, but the game lacks some tightness in some areas. The platforming, esp. big jumps and flying enemies, is frustrating a lot of the time. Lots of me not knowing where exactly I am or hoe I'm going to move.

There's also a bit of a muscle memory problem for me, with how I kept thinking things would be grid-based, due to the world, but I'd often think I was line up with foes, only for my weapons to squeak right past them.

My last complaint is purely a me problem, but I hate charge weapons, which the game seems to use a lot of innthe various upgrades. I ended uo using basically only daggers, as all the other weapons just feel so shitty to me.

Biggest complaint, only thing that's more than a quibble, is I really didn't like the inclusion of both vague region order and the souls-dropping mechanic. Dropping your money on death punishes poking into places to look around, drawing you forward into challenges repeatedly. First area I beat, I was like, 'fuck, that was hard. Does it escalate from here?!?' Spoilered myself, only to learn I had just done the 3rd area, and the doing 1 then 2, they were easy enough with all my upgrades to kind of kill the fun. Really soured the whole first half of the game for me, and it feels solvable bt either having some clearer guidance on intended region order, or dumping the (imo unnecessary) 'souls' mechanic.

Still, all of those above frustrations didn't ruin it for me, and I'd still give it a 8.5 out of 10 maybe.

[–] BedbugCutlefish@lemmy.world 1 points 2 months ago

Whether you touch type per the formal method or not, if you don't know what the lines are for, ot means you weren't taught (or weren't paying attention) typing.

I was taught it in school in typing class, so the meme is accurate, but could be rephrased to something like: What do you mean you don't know that the lines are for? Are they not teaching that in school anymore?

[–] BedbugCutlefish@lemmy.world 70 points 2 months ago (2 children)

Yeah, exactly this. These 'natural testosterone' supplements are snake oil.

 

Portrait for my partner's character in a ttRPG, of Pactdice. Portrait is based on the NES palette, with a fair few interstitial colors added.

 

Pixel art for my pilot and his starting Everest mech for an upcoming LANCER game, based on the NES palette.

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