Nathan Landel (@Choice_au) header
Nathan Landel (@Choice_au) profile picture

Video Guy | Law Student | Co-writing w/ @FoldableHuman | Skill Capped Contributor | 3x analyst w/ @bigdumbgaming | he/him

Queensland, Australia
Joined August 2012
Photo by Nathan Landel (@Choice_au)Photo by Nathan Landel (@Choice_au)Photo by Nathan Landel (@Choice_au)Photo by Nathan Landel (@Choice_au)Photo by Nathan Landel (@Choice_au)Photo by Nathan Landel (@Choice_au)Photo by Nathan Landel (@Choice_au)Photo by Nathan Landel (@Choice_au)Photo by Nathan Landel (@Choice_au)Photo by Nathan Landel (@Choice_au)
Nathan Landel retweeted
- "Xenomorph is more intelligent, reacts to the player better, improved to function in spaces 10x bigger than the original" - "It will not stop hunting you when you go outdoors, more aggressive, use weather to hide its movements, new things it learns and changes its behavior"
Alien Isolation 2 | New Details ▪️Team is comprised of new devs + veterans from the first game ▪️Mix of both old and new, claustrophobic interior spaces where the player feels trapped ▪️Exterior spaces where the Xenomorph learns to hunt and adapt in the open, player feels exposed and vulnerable ▪️Expands the interplay of systems-driven gameplay from the first game, no two playthroughs will be the same ▪️Takes place months after the events of the first game ▪️Xenomorph is more intelligent, reacts to the player better, improved to function in spaces 10x bigger than the original ▪️It will not stop hunting you when you go outdoors, more aggressive, use weather to hide its movements, new things it learns and changes its behavior ▪️Xenomorph is about "purity", "it's the purest expression of the 1979 original Alien" ▪️You can distract the xenomorph with items and other environmental opportunities ▪️Where Sevastopol was clean and clinical and more Weyland, Kurosaki (planet) in this game is dirty, grungy, inclement weather, more Yutani etc ▪️Photo mode will be included ▪️There will be a physical edition Full Dev Q&A ▶️ youtube.com/watch?v=qk3WHXem… #AlienIsolation2
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I remember how it felt when I approached 30:
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Nathan Landel retweeted
seeing newbies trying to enter penix fc — WE FULL
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Nathan Landel retweeted
Michael Penix vs undefeated 49ers 25/34 213 Pass Yards 3 Pass TD 118.9 Pass Rating CERTIFIED BALLER
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Nathan Landel retweeted
Chris Lindstrom Giveaway ‼️ Repost for a chance to win a signed @C_Lindstrom63 throwback helmet!
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Nathan Landel retweeted
EA be like:
‘STAR WARS: BATTLEFRONT 3’ is in the works. Respawn and DICE are teaming up to develop the game. (Source: variety.com/2026/digital/new…)
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Nathan Landel retweeted
Thread the needle 🔥 AtlantaFalcons.com
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Nathan Landel retweeted
They lied to us.
We’ll be having sex with robots in the next 10 years thesun.uk/6016Bzwcy
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Nathan Landel retweeted
i just did 67 damage on a tung tung tung sahur as freddy fazbear
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so it’s hate waffles day
Today is National Pancake Day.
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this is KILLING ME its so accurate
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love you brother always did always will (unless you do something bad but you know what i mean) @themikepenix
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Nathan Landel retweeted
that smell isn’t me. I still got 15 minutes left of my 96 hour deodorant
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Nathan Landel retweeted
crazy to see a dev encouraging the negativity and separatism of the two game types. what a way to encourage retail players to try out wow forever LMFAO
I'm seeing a lot of discourse about who WoW Forever is being made for and while I cannot speak for anyone else on the team I can speak for myself. I am making WoW forever for the classic gamer and for the millions of people who have had their accounts lapse over the years because they were not satisfied with changes that were made to the game. Whether those changes were to the art style, the story, social aspects, game design, or changes to their favorite class. I did not spend the last year of my life relearning and mastering how to do things like we did it 20+ years ago for retail players. I could have taken it easy and just kept doing things like I had done for the past 8 years on retail...because I was much more familiar with it and it actually takes a lot less time to do (height maps on textures do a ton of heavy lifting). Because the reality is that the majority of retail players wouldn't care and would probably actually prefer it. But I felt I had a duty to uphold an artistic vision and integrity that millions of people expect from us. But not just for our players, but for my co-workers past and present who worked on it over 20 years ago. If I could not create something that resembled their work then I failed not only them...but myself. Please do not take this as me throwing any shade at retail players or the retail team because I am one myself...but I wanted to make Forever as authentic of a Vanilla experience as possible. This involves making decisions wildly different than retail. It means holding the line against changes that create a domino affect down the road. It means keeping friction and inconveniences in the game. It means finding friends and forming groups with strangers and being social!! Because WoWs social aspects have always been the pillar of the game and over the years it has slowly been chiseled away at with changes that allow you play alone. Since the day I started working on the Riverglades I have lived by three sayings. "Convenience is the death of the journey." "If you're making a game for everyone then you're making it for no one." "Every change we make incurs a debt to the authenticity of the game and sooner or later that debt will be paid." These are my core beliefs and I had a specific group of people I was targeting with my work. These beliefs cannot be shaken and I will try to hold the line against anything that goes against them and will continue to pester the team about things that feel out of place. That being said, my hope is that Forever will pull in as many people as possible, whether you are a retail gamer, a classic gamer, someone who hasn't played in years, or even a new player. I hope you can all remember what made this game so special in the first place and that starts with understanding why we are so passionate about keeping it authentic.
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very positive sign for Forever that "who is this audience for your product" has developers writing essays on twitter.
I'm seeing a lot of discourse about who WoW Forever is being made for and while I cannot speak for anyone else on the team I can speak for myself. I am making WoW forever for the classic gamer and for the millions of people who have had their accounts lapse over the years because they were not satisfied with changes that were made to the game. Whether those changes were to the art style, the story, social aspects, game design, or changes to their favorite class. I did not spend the last year of my life relearning and mastering how to do things like we did it 20+ years ago for retail players. I could have taken it easy and just kept doing things like I had done for the past 8 years on retail...because I was much more familiar with it and it actually takes a lot less time to do (height maps on textures do a ton of heavy lifting). Because the reality is that the majority of retail players wouldn't care and would probably actually prefer it. But I felt I had a duty to uphold an artistic vision and integrity that millions of people expect from us. But not just for our players, but for my co-workers past and present who worked on it over 20 years ago. If I could not create something that resembled their work then I failed not only them...but myself. Please do not take this as me throwing any shade at retail players or the retail team because I am one myself...but I wanted to make Forever as authentic of a Vanilla experience as possible. This involves making decisions wildly different than retail. It means holding the line against changes that create a domino affect down the road. It means keeping friction and inconveniences in the game. It means finding friends and forming groups with strangers and being social!! Because WoWs social aspects have always been the pillar of the game and over the years it has slowly been chiseled away at with changes that allow you play alone. Since the day I started working on the Riverglades I have lived by three sayings. "Convenience is the death of the journey." "If you're making a game for everyone then you're making it for no one." "Every change we make incurs a debt to the authenticity of the game and sooner or later that debt will be paid." These are my core beliefs and I had a specific group of people I was targeting with my work. These beliefs cannot be shaken and I will try to hold the line against anything that goes against them and will continue to pester the team about things that feel out of place. That being said, my hope is that Forever will pull in as many people as possible, whether you are a retail gamer, a classic gamer, someone who hasn't played in years, or even a new player. I hope you can all remember what made this game so special in the first place and that starts with understanding why we are so passionate about keeping it authentic.
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seems really fun to like your backup QB maybe ATL should try that next year.
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Nathan Landel retweeted
Imagine carrying a baby for 9 months just for him to end up being a world pvper in the Forever beta
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May we never get an adaptation made for purists ever again
#NowWatching: My first actual horror movie in theaters since Get Out, HELP
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Nathan Landel retweeted
As a devoted student of posting, this is my favorite tweet. It is the pinnacle of the form. Pitch perfect.
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Nathan Landel retweeted
It’s funny how a blue check mark used to be how you knew it was the real person and now it’s more to signify that you’re reading tweets by the dumbest mother fuckers on the planet
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