I take my shitposts very seriously.

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Cake day: June 24th, 2023

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  • California requires products (I thought it was just foods, guess not) to undergo tests that prove they don’t contain carcinogens; otherwise they must include a warning about potentially containing carcinogens. Most companies don’t bother because the cost of getting a product tested is more than the potential revenue loss from the “may cause cancer” warning.

    If the game comes in a physical cartridge, the plastic might contain a carcinogen, or it might be contaminated during manufacturing or packaging.

    Proposition 65 requires businesses to provide warnings to Californians about significant exposures to chemicals that cause cancer, birth defects or other reproductive harm. Exposure to these chemicals may take place when products are acquired or used. Exposure may also occur in homes, workplaces, or other environments in California. By requiring that this information be provided, Proposition 65 enables Californians to make informed decisions about their exposures to these chemicals.

    Or Nintendo itself is the cancer. Whichever version you prefer.








  • “But they did it too!” will not fly with me as a valid defense coming from an adult person. Your behaviour is your own responsibility. If you disagree with something, either respond in a polite manner or downvote and move on. Do not accuse others, either individuals or groups, of having a mental deficiency, brain damage, or aberration; and the fact that you would try to minimize what you said shows that you understand why I have an issue with it.

    Be nice, or leave.







  • rtxn@lemmy.worldtoGreentext@sh.itjust.worksAnon is a gamer
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    4 days ago

    I remember Mirror’s Edge getting praise for its runner vision because of how well it integrated into the already strong visual style.

    But then I also remember Half-Life 2 using nothing like that. It used player training, framing, and visual/aural/mechanical cues. The Ravenholm chapter was particularly great at that.

    You enter the chapter. It’s a long shot of a backyard. The way forward is marked by a flock of crows, a pair of legs swinging from a tree, and light coming from the building. The building is full of sawblades and propane tanks, and a zombie torso perched on top of a blade stuck deep in the wall. Your path forward is blocked by debris, which forces you to slow down, and you had just received the gravity gun, so your options are obvious. The game is telling you what to do in a completely diegetic way. When you first meet Grigori, you leave a well-lit area and walk through a dark alley, which frames your view and forces you to look at the introduction. You can’t progress until you figure out the fire trap mechanic. Then you disarm a high voltage trap, which is marked by a loud spark, and the effect of your action is immediately visible through a window with a strong contrast between the cold exterior and warm interior light. Immediately after that, you get inroduced to the poison headcrabs in a safe place where their mechanic is obvious, but can’t actually kill an unprepared player. The fast zombie introduction still gives me the creeps. Having them leap across the moonlit cityscape was not only absolute cinema, but it quickly taught the player what kind of enemy to expect.

    The yellow adventure line is a crutch. It marks either the laziness or outright failure of a designer to train the player. If the player can’t find the way forward from diegetic clues, the design must be changed, and yellow paint must remain the last resort. Half-Life 2 was a masterpiece and the gold standard of environmental design that the likes of Naughty Dog can’t even come close to replicating.