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Joined February 2020
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It's a good time to redo my pinned info!
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More info about me:
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My main stuff is on YouTube.
Games are so boring without the struggle.
Good games should stress you the hell out. Maybe not ALL THE TIME but definitely needs to stress you out when it matters the most.
The creators of Phantom Blade Zero don’t want players to suffer like they do in Dark Souls. According to the head of S-Game, life is already hard enough without having to struggle in video games too.
The developers have tried to eliminate unnecessary frustration while keeping combat spectacular and intense:
Death carries no major penalties.
Defeated enemies do not respawn.
Boss fights feature checkpoints between phases, so players won’t have to restart the entire battle.
Three difficulty settings are available: Easy, Normal, and Hard.
A permadeath mode unlocks after completing the game.
“We want as many people as possible to have fun, relax, and enjoy the game. And for those seeking a challenge, we’ll offer an extra dose of adrenaline.”
The core philosophy behind Phantom Blade Zero is to make players feel incredibly powerful rather than punish them for every mistake.
Gamers often see gameplay itself as more of an obstacle to get to the "good stuff" rather than the gameplay being the "good stuff".
I like it, it looks different enough gameplay wise. I'm down
/
学園SF×ボールスポーツ
ボスラッシュアクション
『BAKUDO』
Nintendo Switch 2 での発売決定💥🏐
\
「Indie World 2026.10.28」にて発表!
学園生活にフォーカスした新トレーラーも公開🎥
新キービジュアル&ロゴ、主要キャラ3名の情報も解禁
詳細はコチラ👇
shueisha-games.com/news/2026…
#BAKUDO
The actual story was that he demolished a couple while playing The King of Fighters and felt bad so he made a game people like them could enjoy.
Every big fighting game in the '90s worked the same way. You beat on the other guy until his health bar hit zero.
Then Smash Bros made your damage go up instead. The latest one has sold over 35 million copies, more than any fighting game ever.
The guy who came up with that just explained why most AI games are going to be copies, and his own story is the best proof he could've picked.
Think about how these models actually learn. Train one on every fighting game that existed in 1998, all the Street Fighters and Tekkens and Mortal Kombats and the hundreds of arcade knockoffs behind them. It would understand health bars better than any designer alive, because there was a health bar in every single example it ever saw. Ask it for a new fighting game and it hands you the most likely one.
A damage meter counting up from 0% had zero examples to learn from.
Masahiro Sakurai had been carrying that idea around since his very first game. In 1992 he built Kirby's Dream Land on a dev kit with no keyboard support, so he punched in values with a trackball and an on-screen keyboard and wrote out every enemy's movement by hand. His original plan for that game already had Kirby flying off the screen when he lost a life.
A few years later it turned into a prototype called Dragon King: The Fighting Game. Three people built it. Sakurai designed and animated it, and Satoru Iwata, who was running the whole studio at the time, wrote the code on weekends. There wasn't a single Nintendo character in it, but the rising percent and the knock-'em-off-the-stage KOs were already there.
Which is kind of funny, because almost everything else in Smash was borrowed. Fighting games already existed, and Mario, Samus, Fox and Donkey Kong all came from other teams. Sakurai's big contribution was basically one number running backwards, and it carried a franchise for 27 years.
Just look at what he's up against now. When he started his Game Designers Award in 2010, roughly 275 games came out on Steam that year. It's over 19,000 now, and this month's Steam Next Fest had more than 8,000 demos by itself. His prediction is that the vast majority of AI games "will be direct copies of games we've seen before."
His example was Fumito Ueda, the guy behind Ico and Shadow of the Colossus. Sakurai figures an AI could study those games and make something with the same feel, but there's no training data for whatever Ueda comes up with next.
And look, if you handed a model Sakurai's idea today, it could probably build you a playable version faster than Iwata did on his weekends. Somebody still had to walk in with the idea, though, and that's the part he's worried about.
What stuck with me is something he said at his awards show last month. He admitted originality barely moves sales, and he just shut that award down after 16 years. The guy who proved one weird idea can outsell every fighting game ever made is basically warning you the market won't go looking for the next one.
Train a model on every fighting game from 1998 and the least likely thing it ever hands you is a damage number that goes up.
Steam has a backup feature that lets you actually back up the files and reinstall the game as needed without being online.
From nearly the very beginning.
Preparing for the inevitable layoffs about to happen to Rockstar after GTA VI releases.
It's gonna happen. Executives think a successful game can be even more successful by destroying a bunch of peoples' livelihoods, and pocketing what would've been the pay of those laid off.
Layoffs Hit Ghost Of Yotei Developer Sucker Punch
'According to an ex-Sucker Punch employee, 26 people have been let go.'
aftermath.site/sucker-punch-…
How are there GACHA GAME DEMOS on the Steam Next Fest?
Heck, WHY are there Gacha Game Demos at all? Aren't they Free-to-Play by design?
And ONE of them (Epic Seven) HAS EXISTED FOR MANY MANY YEARS AT THIS POINT.
Gamers have lost the plot talking about BUDGETS and SALES FIGURES. Like literally the least interesting part of video gaming is the business stuff.
Why do gamers care so much about that stuff? Are gamers secretly worthless investors?
Imagine if someone wins this and it turns out it was 0% vibecoded.
That would be so funny.
Vibe your way to 50K.
The 2026 Epic AI MegaJam begins Nov 12: epic.gm/epic-ai-megajam-2026
Consoles are cooked if they start at $1200.
I may as well buy a gaming PC. Oh wait, I have one LMFAO.
'the price of the [Xbox] Helix console has internally been projected to cost consumers between $1,200 and $1,800, unless Microsoft decides to subsidize the cost'
-Game Pass planning major overhaul (a la carte)
-next-gen handheld by 2027 holidays, console 2028 holidays
fortune.com/2026/10/20/the-n…
Trying out this new Xodus Nexus launcher. I know the Heroic Games Store developer was working hard on a lot of the underlying tech and another guy managed to repackage it into a functional launcher so I'm curious how this'll turn out.
Doing this on my Steam Machine.
Huge. Shame I don't have gamepass anymore but heck why the heck not
PC Game Pass games can now install NATIVELY on Steam Deck and Steam Machine 👀 Not cloud gaming — Xodus Nexus brings Microsoft Store games straight to your library 🙌 #SteamDeck #GamePass
I have to ask... was Bluesky the company EVER strictly Anti-AI?
Like I know the user base is... but the actual company never indicated that they would never ever use AI.
If fucking FORTNITE can come to Linux then Destiny 2 really has zero excuse.
FORTNITE IS COMING TO LINUX
• Easy Anti-Cheat's Linux support couldn't protect games as well as the Windows version
• Epic is rebuilding it as EAC Linux v2, with protection much closer to Windows
• Fortnite tests it first, then other devs can use EAC v2 to bring their multiplayer games to Linux
• The new Epic Games Launcher is out now on Linux, and Fortnite will come through it once enough distros support it
WHAT YOU'LL NEED:
• TPM 2.0 & Secure Boot enabled in BIOS
• A kernel signed by a trusted distro (Ubuntu, Fedora, Debian, openSUSE, Bazzite & more)
• Any extra drivers (like NVIDIA's) signed with a trusted key too
• Measured boot (GRUB & systemd-boot do this by default)
• IOMMU enabled (not needed on handhelds)
• Kernel lockdown integrity mode on, kexec off & BPF LSM active
[Source: Epic's EAC Linux v2 blog posted today]




































