
Videojuegos, libros y café ☕️ | Redactor en @VJuerguistas | Tactical turn-based lover | RPG & Soulslike
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Joined July 2023
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Repack de guías #TheBloodOfDawnwalker⚔️
Mejores armas: videojuerguistas.net/the-blo…
Mejores armaduras: videojuerguistas.net/the-blo…
Mejores habilidades: videojuerguistas.net/the-blo…
Mejores builds: videojuerguistas.net/the-blo…
Tips y consejos: videojuerguistas.net/guia-th…
@BandaiNamcoES @VJuerguistas
Que Gears of War E-Day no esté nominado me parece de pésimo gusto.
It's the moment you've all been waiting for. The nominees for Ultimate Game of the Year are...
🍸 007 First Light
🚶🏻 Big Walk
🔻 CONTROL Resonant
🗡️ Crimson Desert
🦸 Dispatch
🏁 Forza Horizon 6
⚔️ Phantom Blade Zero
🔴 Pokémon Pokopia
🧑🚀 PRAGMATA
🧟 Resident Evil Requiem
🚀 STAR WARS: Galactic Racer
🧛 The Blood of Dawnwalker
Cast your vote at goldenjoysticks.com. Voting closes on Friday 30 Oct!
#GoldenJoystickAwards
Estos gamers de hoy no soportan tiempos de carga superiores a 5 segundos. Os quería ver yo en la época de PS1 y los primeros PC gaming, allá en 1998.
Replying to @ChrisValentino0
After 3 years of using Xbox, I'm so used to Quick Resume. Once, while playing on my friend's PS5, I got so frustrated having to sit through loading screens every time. That's when I realised how underrated Quick Resume really is. 😭
Hay despidos todos los días. No se por qué estos en concreto deben ser noticia.
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-…
Guía paso a paso de Silver Pines, para que no te pierdas nada de nada.
@VJuerguistas
videojuerguistas.net/silver-…
Ahora imaginaros esto en mitad de una partida.
Lo de que Microsoft nos cambie por sus cojones el fondo de la interfaz y que tengas que buscar como desactivarlo qué es? Me parece genial que promocionen #CallofDutyModernWarfare4 , pero así no. Esto sobra muchísimo.
Daniel Archer | Mapache™ retweeted
Reportaje 30 aniversario Tomb Raider: curiosidades, datos y evolución, de @Sergio_SSDDCC
videojuerguistas.net/tomb-ra…
Interesantísima reflexión.
Some years ago, say 10 to 20 years back, many developers simply didn’t want to think about how much a game actually needed to make. The mindset was almost purely artistic, and treating commercial reality as part of the process was considered in poor taste. At the same time, those same developers expected to be paid solid salaries and wanted those salaries to keep rising over time. That combination was naive and internally contradictory, but it was able to persist for years because there was so much outside money available, either directly from investors or through publishers.
Publishers were not always honest with developers about the numbers, and over time developers learned not to be fully honest with publishers either. Gaming was extremely trendy and carried the narrative of huge long-term potential, so investors kept putting more capital in even after repeated failures. COVID dramatically accelerated this: valuations for studios shot up, strategic buyers acquired teams at premium prices, and a large number of those studios later wound down or disappeared once the expected profits failed to materialize and the spending continued.
The industry is now returning to normal. Studios are being forced to operate with clear commercial discipline and are no longer afraid to say so openly. Those that refuse to make that shift are simply delaying their own demise.
Daniel Archer | Mapache™ retweeted
I see a lot of people expressing shock and sadness over BioWare shutting down. And I get it.
But here's the uncomfortable truth:
The BioWare that made Baldur's Gate, Neverwinter Nights, KOTOR, Dragon Age: Origins and the original Mass Effect trilogy had largely ceased to exist long before yesterday's announcement.
BioWare's decline began around the time the doctors left and much like what happened at Blizzard, most of the original talent responsible for building those legendary franchises had moved on years ago.
What remained was the brand. The IP. Basically just the name on the building.
But a studio's name doesn't make great games. Insanely talented people do.
And that's the lesson our industry somehow keeps refusing to learn.
The people who built those studios, who poured their blood, sweat and tears into establishing their creative identities were the actual assets. Their experience, their taste, their leadership, their ability to recognize what made a game special in the first place was always the thing that mattered, not the brand.
You can't simply replace those people, keep the logo on the door and expect the magic to continue.
Yet, that's precisely what publishers have been doing for the past 10-20 years.
They've spent billions acquiring studios and IPs, seemingly under the assumption that the creative output would continue regardless of who was actually making the games.
And when the original talent inevitably left, the remaining teams were expected to fill shoes that were often impossibly large, without necessarily having the experience, leadership or creative vision required to do so.
And... the results speak for themselves.
I think we'll eventually look back at the COVID-era acquisition frenzy as one of the most destructive periods in the history of our industry.
Publishers were buying studios left and right, paying absurd valuations mostly just to secure IPs... and developers were often all too happy to cash out.
At Moon Studios, we got quite a bit of crap for refusing to sell when seemingly everyone else was getting acquired.
I remember telling our team back then that I'd seen this movie before.
The exact same thing happened in the 90s, when EA went on its acquisition spree.
Studios were bought, their founders and creative leaders gradually lost the freedom to make the games they believed in, the original talent became frustrated and left and eventually the studios all became a Ship of Theseus.
History doesn't repeat itself perfectly, but it sure as hell rhymes, and that's exactly why I never wanted Moon to end up in that position.
And I don't think we're even halfway through the ultimate fallout of the latest acquisition frenzy.
There's going to be a very rude awakening for quite a few publishers when they discover that the studios they acquired for billions are worth a fraction of what they paid. And that shoving ideology down peoples throats ultimately came at a cost that they didn't quite grasp.
They didn't actually buy the creative vision, the institutional knowledge or the culture responsible for making those studios successful.
They bought the names, the buildings, the IPs and whatever teams happened to be there at the time.
But those things don't matter at all.
You can buy a studio. You can buy its IP. You can even buy its entire back catalogue.
But you can't buy the magic that made those games special in the first place.
And the sooner our industry understands that, the better.
He jugado a casi todos los soulslike existentes. Pocos me han divertido tanto como #MortalShell2.
Es perfecto? No. Lo tiene todo? Pues tampoco. Tiene lo necesario? Sin ninguna duda. Va camino de ser mi GOTY personal.
@MortalShellGame
Daniel Archer | Mapache™ retweeted
In honor of Bioware, I wanted to post my favorite Mass Effect trailer.
It still is & will always be absolute cinema.
Definitivamente, EA es la mayor BASURA de la historia y un firme representante de la escoria corporativa.
BREAKING: Electronic Arts is cutting 400 jobs and shutting down BioWare, the legendary development studio behind Dragon Age and Mass Effect. bloomberg.com/news/articles/…
Demo de Aeterna Lucis terminada. Una joya tallada a mano, con una jugabilidad impecable y una banda sonora preciosa. Candidato a mejor indie del año, sin duda.
@aeternathegame @fernandum79
Si yo fuera hacker, me aprovecharía del fenómeno Bloodborne para inyectar un malware en el ejecutable. La de bichos que deben tener algunos en sus PCs.
xitter.cf/Forhanvv/status/211146…
Sony wouldn't do it. So the community did.
𝗕𝗹𝗼𝗼𝗱𝗯𝗼𝗿𝗻𝗲: 𝗚𝗢𝗧𝗬 𝗘𝗱𝗶𝘁𝗶𝗼𝗻 is now live on 𝗙𝗶𝘁𝗚𝗶𝗿𝗹 𝗥𝗲𝗽𝗮𝗰𝗸𝘀 as a standalone PC release.
Not an emulator setup. This is a pre-configured, 1-click repack of the 𝗯𝗯𝗽𝗼𝗿𝘁 (𝘃𝟭.𝟵.𝟲) native PC recompilation.
What’s included in the package:
• 𝗡𝗮𝘁𝗶𝘃𝗲 𝗣𝗖 𝗘𝘅𝗲𝗰𝘂𝘁𝗶𝗼𝗻: Runs directly on x86-64 hardware via Vulkan
• 𝗙𝘂𝗹𝗹 𝗚𝗢𝗧𝗬 𝗖𝗼𝗻𝘁𝗲𝗻𝘁: Base game (v1.09) + The Old Hunters DLC
• 𝟲𝟬+ 𝗙𝗣𝗦 𝗨𝗻𝗹𝗼𝗰𝗸𝗲𝗱: Bye-bye 30 FPS frame-pacing lag
• 𝗖𝗼𝗺𝗺𝘂𝗻𝗶𝘁𝘆 𝗢𝗻𝗹𝗶𝗻𝗲: Multiplayer features integrated
• 𝗭𝗲𝗿𝗼 𝗖𝗼𝗻𝗳𝗶𝗴: Pre-patched and ready to launch
After 10 years of waiting, Yharnam is finally playable on PC without touching a console.
Repack entry:
t.me/forhanvv/20

































