**░▒▓\\\Core///▓▒░** retweeted
Men don’t work for money
Men work for that which the money will buy
When the money no longer buys anything
Men stop working
**░▒▓\\\Core///▓▒░** retweeted
Studies prove a 4 day work week increases productivity, lowers stress and burnout, lowers employee turnover, increases health outcomes, and makes businesses more profitable. There are zero reasons left not to adopt it.
I know.. & that idea that something gets cheaper... the more it's manufactured, sounds SO Wonderful!.. BUT YOU KNOW, the "fed" says we gotta have that 2% targeted annual inflation rate... "Because reasons"..
In 1908, a Ford Model T touring car cost $850.
By 1925 it was under $300. The car got cheaper as Ford built more of them.
The average new car in America now costs $50,562, per Kelley Blue Book's September data.
At the federal minimum wage of $7.25, that's 6,974 hours of work. About 3 years and 4 months of full-time paychecks, before taxes.
What did your first car cost?
**░▒▓\\\Core///▓▒░** retweeted
At what point do we stop focusing on who needs to pay more tax and start asking where all of our tax money is going.
I want to see her post a follow up video, where she shows how you clean it..
B/c I'm thinking "nightmare level difficulty".. but hoping I'm wrong?
Reposting b/c it made me chuckle
Screenshot just in case:
Replying to @DeTocqueville14
Joke's on them. I'm into that shit.
90-day food stores and people in chains? Tell me what society is really all about?
Their whole fucking job was to keep up the bread and circuses.
And they couldn't even manage that. Simpletons.
**░▒▓\\\Core///▓▒░** retweeted
This young man speaks and sounds like 70% of Americans. The fact congress can't even agree on daylight savings time means we are cooked. They don't work for us, they work on behalf of themselves and lining their own pockets. America has been sold out from within. Enjoy the ride, its gonna get worse
It is both amazing & horrifying.. when a paid company is doing shittier work than some "freelancer"...
#Onimusha #Capcom #Shame
en.gamegpu.com/news/igry/kha…
The hacker known as voices38 has released a specialized update for the cracked version of the samurai action game Onimusha Way of the Sword by Capcom. This patch resolves a critical crash occurring when starting a new game, an issue widely reported by legitimate owners on the official Steam forums.
After analyzing the code, the cracker confirmed that the fatal error was caused by an internal developer bug rather than the Denuvo bypass mechanism. Without waiting for an official studio patch, the specialist directly modified the faulty game function to eliminate the crash on affected computer systems.
As a result, the pirated release currently offers greater technical stability than the retail store version. Previously, the same individual similarly fixed a memory leak and initial shader compilation crashes present in the original build of the action title Black Myth Wukong.
#Onimusha #Capcom #Denuvo #Steam #PCGaming #GamingNews #CrackWatch
I thought GTA 6 was "Console exclusive" to Sony PlayStation 5? but I got a notification of pre-order from Xbox, that it would be available on their console on Nov 19th.
-Shrug-
Not wrong.
Elon Musk can be arrogant, impulsive, and spectacularly rude. But he has also helped make reusable rockets, electric cars, and satellite internet practical at scale.
Steve Jobs was famously demanding, cruel, and difficult to work with. Yet he helped bring personal computers and smartphones to mass markets.
Thomas Edison was combative and ruthlessly competitive. Yet his work on electric lighting, sound recording, and industrial research helped transform modern life.
Henry Ford was a notorious antisemite who promoted conspiracy theories through his publications. Yet his assembly lines brought automobiles within reach of ordinary Americans and helped defeat Hitler.
A society that has no room for difficult people may also have less room for extraordinary achievement.
**░▒▓\\\Core///▓▒░** retweeted
Every game we've made at Moon so far started from a somewhat weird angle:
I look at some of the greatest games ever made and ask myself one simple question:
What's wrong with them?
Figuring out what's great about a masterpiece is easy. You don't need to think particularly hard to understand why Super Mario Bros. 3, Super Metroid, Symphony of the Night, Diablo II or Mario 64 are incredible games.
But figuring out what's wrong with them? That's where you really have to start to think!
You have to really dissect these games. Figure out which design elements didn't quite come together, which core pillars were weaker than others, where the developers might have settled for something that was merely good when it could've been extraordinary.
And once you start asking those questions, you inevitably arrive at another:
What if we could do better?
With Ori, our original goal was to make Metroidvanias popular again.
I loved Super Metroid and Symphony of the Night, but one thing always bothered me: Why was the actual platforming so simplistic compared to something like Mario?
These were games where you spent an enormous amount of time running and jumping, yet the act of running and jumping wasn't nearly as satisfying as it could've been, so that seemed like an obvious opportunity.
What if we took the exploration, progression, and interconnected worlds of a Metroidvania, but combined them with the kind of precise and super satisfying movement you'd expect from a great Mario game? Where would that take us?
There was another ambition hiding in there, too: We wanted to tell a story. I had just failed at creating my own shortfilm in artschool, so I wanted to prove to myself that I wouldn't fail this time.
Back in 2010, the idea to put story into a 2d Platformer seemed almost preposterous to some people. We were literally told that "Even Miyamoto doesn't do that. Why do you think you should?"
I didn't have a particularly sophisticated answer other than:
"It FEELS like we should!"
Looking back, I think those two ambitions ultimately defined Ori: Bringing genuinely great platforming into a Metroidvania and proving that a 2D Platformer could deliver a deeply emotional story.
With No Rest for the Wicked, the opportunity seemed even more obvious.
We were looking at a genre that - in my opinion - had become creatively stagnant years before we even started development.
The combat in Diablo and virtually every Diablo-inspired ARPG was still fundamentally rooted in the same point-and-click design philosophy from decades ago.
Sure, controller support had been added over the years. But supporting a controller isn't the same thing as fundamentally rethinking how combat should feel when you're directly controlling a character.
And then there was multiplayer.
Ever since I was a kid, the dream was obvious: An ARPG where you and your friends could form your own little Fellowship of the Ring and go on an actual adventure together.
Not just open a temporary session, have somebody jump in, kill a few monsters, grab some loot, and disappear again.
I wanted a world that belonged to our group. A place where we'd build something together, make discoveries together, overcome challenges together, and actually feel like we were sharing an adventure.
Instead, the genre largely went in a different direction: Random players being streamed into your experience, fairly meaningless interactions and multiplayer systems that often felt more like an elaborate in-game eBay than a genuine adventure with friends.
Again, the question was simple:
Why couldn't we do better?
That's ultimately where Wicked came from.
Now, as we're preparing for Wicked's 1.0 release, I find myself returning to that same thought process.
Most of our team will continue working on No Rest for the Wicked, but we'll also start putting smaller teams together to explore entirely new projects.
Which brings me to our next challenge:
Lately, I've been thinking an awful lot about where Mario got it wrong. I think it'd be a lot of fun trying to directly compete with Nintendo next time! 👍
**░▒▓\\\Core///▓▒░** retweeted
Hey folks,
Here's a weekend-project I did recently!
@infidelity_nes is an awesome programmer who ported Zelda 1 to the Super Nintendo a while ago.
I was always surprised that nobody had created a 16 bit version of Zelda 1 yet, so I took a crack at it. Should be a treat for those who are eagerly waiting for the Ocarina of Time Remake to drop.
I tried to keep it as authentic as possible and used the graphics from BS Zelda since that gives it that feeling of how Nintendo would've done a Zelda 1 Remake during the early 90s.
The goal was to try to do something akin to what Nintendo did with Super Mario All-Stars, but for Zelda.
I've long wanted to play Zelda 1 with my 8 year old son, but he really couldn't get over the crude NES graphics and some of the awkward design choices Nintendo made in the mid 80s so I tried to fix all of those and infuse the Remake with my own design sensibilities.
Zelda 1 was always a bit of a tragic case: The underlying design was masterful, but some of the obscure design choices they used really made it hard for newcomers to get into it.
But funnily enough, the Zelda 1 structure is exactly what Nintendo used to give Zelda a fresh feel with Breath of the Wild and Tears of the Kingdom - So if you're one of the folks who never actually played Zelda 1 to completion, this project might just finally get you to fill that gap!
Obviously, I tried to modernize things a bit: Both Y and B can be mapped to whatever item you want, there's now an in-game map that uses Mode7 and puts markers on the map so you don't have to remember where each cave was.
Zelda 1 also had a ton of repetition in their secret caves, so I designed a whole bunch of new items like charms (think Symphony of the Night) and also brought over some stuff from A Link to the Past like the Pegasus Boots.
Arrows are real ammo with quiver upgrades. Purses go up to 999 rupees. You start with 10 bombs. A heart container refills every heart and so on and so on.
I recorded a little playthrough that shows the whole thing in action - Up to me completing Dungeon 3 and showing off some of what this project is about!
Enjoy! 👍 ❤️
Got a marketing email from knife maker Victorinox & I noticed this date on the pocket knife, made me laugh. I'm sure it's just a coincidence?
You'd think.. they'd slowed down & did some more "investigative work" before.. "jumping the gun" as the old saying goes?
I don't blame the crabber for suing, in this instance, b/c your reputation is everything & if you got labeled for something like this publicly?
Florida police arrested a Fort Myers crabber at his door over a 93% AI facial recognition match to a suspect who tried to lure a kid at a McDonald’s 300 miles away.
He’d never been there. No plate hits on his vehicles. He has a facial scar the suspect didn’t. They ignored all of it, charged him anyway.
Charges later dropped. He’s suing with the ACLU.
This is what happens when algorithms replace basic investigation.


























