Whatever happens, happens…

  • 4 Posts
  • 29 Comments
Joined 3 years ago
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Cake day: July 1st, 2023

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  • Bonje@lemmy.worldtoComic Strips@lemmy.worldNormal [5ish/Crevetta]
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    2 months ago

    Yea… its hard to find weird people. Fewer that can stand me and vice versa. But being around normal people is… suffocating. When you spend your life trying to fit in, you don’t get to live. You don’t even get to learn how to live. But the times you meet people you vibe with are ecstatic enough to carry you forever.

    So fuck it.

    I’ll die weird and alone but, with the few awesome weird people at my back, I won’t be lonely.









  • Dishonored

    This was a pinnacle showcase of how interactive a game could be. The sandbox design not only encouraged your creativity but met it beat for beat. This was also the game that made me understand how much world design and atmosphere matter. Making a world feel believable with environmental story telling is incredibly difficult but so satisfying. To this day, not been dethroned.

    Team Fortress 2

    Balance, class design, character design, game mode design, and a touch of jank; all in the name of what is the most fun. I see this as the grandfather of Deadlock and The Finals; both games I come back to more often than TF2 but who’s DNA matches closest.

    UNBEATABLE

    Trusting your audience with regards to story telling and leaving things unsaid. Also importance of a banger soundtrack.

    Sekiro

    Importance of tactility and flow. Quick, slow; quick, quick; slow. Technically a rythm game too.

    Z.A.T.O.

    A showcase of how little you need to make a game and still have it feel impactful. Also importance of picking a target audience and nostalgia. Also visual novels rule.

    NieR Automata

    Do NOT **** android women