Dr. Jay (@yemeth47) header
Dr. Jay (@yemeth47) profile picture

Asst Professor. PhD. Chief Editor https://teapawt.org/t.co/cF67Surz5O. Ex-Contributor @E1M1Magazine. Games, books, and movies, but mostly games. [email protected]

Joined September 2009
Games completed in 2026 🧵 2025 was comparatively a slow year. Here's hoping this one's better
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Yesterday was quite the blood bath.
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Dr. Jay retweeted
Like a Dragon: Kenzan! English Patch by majDima is out! After two years of hard work, it's finally done. I'm incredibly grateful to have been part of this team, and we can't wait for you all to experience and enjoy this amazing game! moddb.com/mods/ry-ga-gotoku-…
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Absolute Commissioner Gordon
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Replying to @SandyofCthulhu
Hi Sandy. Are you well? This is wrong. On January 1, 1993, we sent a press release saying that multiplayer would be in DOOM, a full 8 months before you joined the company. We knew deathmatch would be huge. In that press release, in January 1993, we said multiplayer would be "the number one cause of decreased productivity in businesses around the world." We were sure of it, and we needed no convincing. I understand you are proud of your work on DOOM, and you should be, but please also respect the accuracy of your statements, particularly around game history. My concern is that these false statements are designed to trigger replies (like this one), reposts, and outrage discussion, all with the view of increasing your followers and subscriptions, particularly since this false deathmatch story (among others) is so easily disproved. I’ve even welcomed you to reach out to me ahead of time. You seem to appreciate game history as much as I do. Could you not also make yours accurate?
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Oh yeahh slavjank is back on the menu boys – at Pala, India
YO HALLOWEEN GIVEAWAY #2❗️ The forgotten cult classic FPS You are Empty from @ZOOMPlatform just got a re-release so we're celebrating by away Steam keys. 🩸Follow + Repost to win a Steam key I'm picking 3 winners tomorrow.
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19 years ago, an ambitious dream to bring an iconic book series into the world of video games came to life with the release of The Witcher. It was the start of an unforgettable path, which wouldn't have been possible without our friends at @bioware. From lending us their Aurora Engine and sharing their knowledge, to giving us a spot at their booth at E3, their support helped turn our vision into Geralt’s first interactive adventure. Thank you to everyone who has walked the Path with us from the very beginning. Happy 19th anniversary, witchers! ⚔️ 🐺
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#25 Call of Duty: Modern Warfare 4 Pretty good campaign but the story was not very interesting imo. Mads Mikkelsen was just there and the whole thing got wrapped up way too quickly – at Pala, India
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I'm not saddened by this announcement. The sadness came over a decade ago, when I knew the Bioware I loved no longer existed. Never forget: Great work isn't made by organizations or intellectual properties. Great work is made by geniuses. When the geniuses are gone, only the shell remains. From then on, you only get disappointment and the occasional vapors of greatness-that-was. See also: Star Wars. Star Trek. Lord of the Rings.
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25 years ago, on October 22, 2001, Grand Theft Auto III was released. This is the team that made it. (I'm second from the right) Here's what I remember about making it. For most of development, GTA3 was in a sorry state. It crashed frequently, the frame rate was terrible and the map was full of holes. Only in the last six months did everything come together. For the longest time, it looked like the frame rate was going to be 20 fps. Only in the final months did we manage to hit 30. In 1999, DMA Design, based in Dundee, Scotland, was going through some changes. The company had recently been bought by Take-Two Interactive, and a satellite office had opened in Edinburgh. Space Station Silicon Valley for the N64 had been finished in 1998, but there was no new project lined up. Leslie Benzies and Aaron Garbut started working on GTA3. Unprompted. Meanwhile, the original GTA1 and GTA2 team had started work on GTA2.5, set in Miami. It was called 2.5 because it used the 2.5D (isometric) perspective. In March 2000, the Dundee office was closed and GTA2.5 was cancelled. Take-Two/Rockstar gave GTA3 the green light. Everything was written from scratch. Only two people worked on both GTA2 and GTA3, and no code or art from GTA2 was reused. The way we worked was organic. People would come up with ideas for missions and we'd just try them. If they were fun, they were in. The story was secondary. In fact, the opening plot involving Catalina trying to kill Claude was added well into development. Leslie Benzies (the producer) plastered a wall in the boardroom with Post-it notes. They were yellow, green and pink, representing missions, contacts and locations. Missions were moved around all the time, often handed from one contact to another. Only once the voice acting was recorded were these things set in stone. You sometimes come across locations on the map that are more detailed than you'd expect. Chances are there used to be a mission contact there that got moved elsewhere. Working on GTA3 was a lot of fun. Every day there was something new going in. A new mission, radio station, car, pedestrian, building or whatever. The game was growing at an incredible rate. Other than the multiplayer mode we did some work on, I can’t remember a lot of wastage. Although everybody worked hard, I don't remember many people doing crazy hours. On the rare occasions I was in over the weekend, there were usually only one or two others. Even during crunch time, most people left the office around 9 or 10 in the evening. I always thought it was better to work eight focused hours than spend your life in the office. Although we liked the game, it wasn't at all clear that it would be a hit. GTA3 had a disappointing showing at E3 in May 2001. Most people weren't interested, and those who were thought it was too violent. It had an OK launch, but sales never tapered off. Our office was in Leith, Edinburgh. It was a fairly run-down neighbourhood at the time. Just a couple of years before we arrived, J.K. Rowling had been writing the first Harry Potter in that very same neighbourhood. The thing I remember most is the camaraderie. In a small team, everybody relies on each other and everybody has a lot of input. Most of us were young and had only recently moved to Edinburgh. We went to the pub together. It felt like a group of friends who happened to be working on a project together. teapawt.org/ObbeVermeij/status/178… teapawt.org/ObbeVermeij/status/175… teapawt.org/ObbeVermeij/status/187… teapawt.org/ObbeVermeij/status/182… teapawt.org/ObbeVermeij/status/179…
For gta3, Vice and SA; Memory on the ps2 was tight. We had to limit the number of used vehicle models to 8. My code would occasionally pick a car model to be phased out. Once there were none left on the map, this model would be removed and a new model could be loaded. The code would pick a model that was appropriate for the area (sports cars in business district, old cars in run-down areas etc). Most of the time this worked fine. A few things could throw a spanner in the works: If the player had gone up the wanted levels, some of the 8 slots would be taken up by police cars, FIB and swat vans and the police heli. Level designers would sometimes load specific car models for missions. Often these were not appropriate to be used for ambient traffic. Ambulance and firetrucks could be needed if there was an accident. If the player travelled to a different area of the map; some of the loaded cars would look out of place and could not be used. It would take a while for replacement models to be loaded. The game would keep the last player driven car, as it would be jarring if the player went back and it wasn’t there. At times there would only be 1 or 2 cars models available for ambient traffic. This lack of variation was particularly noticeable if the player was driving the one car that had to be used. To alleviate the problem, garages remove cars inside of them once the door has closed. This way the model could be removed. When the player opened the door, the cars were re-created in the same spot. Npc models were loaded/removed the same way. It just wasn’t as noticeable if variety was lacking. For each game we picked a generic looking character model that looked appropriate in each area of the map. This model was never removed and always ready to fill in. Screenshot from this vid: youtube.com/watch?v=KWhjv4J6…
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#24 Gears of War: E-Day Really fun time. Tight shooting, great set pieces, the OG atmosphere is back, and overall, a good time. The new characters are meh, and there was no need for the open environments. Other than that, awesome game.
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Dr. Jay retweeted
KIRYU-CHAN!!! Yakuza: Dead Souls is now Playable on PC with RPCS3! Stability issues are now FIXED, thanks to Yahfz. A 60 FPS patch is now available too, thanks to FlexBy! The instability occurred because the emulated PPU got ahead of the SPU, corrupting the process heap.
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Dr. Jay retweeted
Demain sort le nouveau Castlevania Belmont's Curse. Et peu importe la qualité du jeu, préparez vous aux larpers et autres touristes qui vont nous sortir que le jeu est nul notamment car on y joue une femme. Pour rappel, Order of Ecclesia 2008, meilleur RPG de la licence de loin.
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Dr. Jay retweeted
I'm glad Dan Houser realizes this at least. This game was a failure at capturing what made Max Payne's story and character were all about. Gameplay and visuals were phenomenal. But regressing Max back to being sad about his wife despite 2 spending the whole time undoing that. The Brazil location while not ideal was pretty neat. But the story in 3 was just Max along for someone elses problem. Could have starred anyone. Max Also didn't really feel or talk like Max
"I got that completely wrong" — Dan Houser considers Rockstar’s Max Payne 3 a failure. bit.ly/4s4u4MC
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😐 – at Pala, India
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#23 Castlevania: Aria of Sorrow My favorite among the Advance Vanias. A tad too easy, though
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YOU GOT THE EVIL KNOCKED THE FUCK OUT OF YOU, MICHAEL!
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5 DIAS PARA CASTLEVANIA BELMONT'S CURSE
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Batman: Night Cries by Archie Goodwin and Scott Hampton. One of the darkest and most haunting visions of Batman.
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7 DIAS PARA CASTLEVANIA BELMONT'S CURSE
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11 días para el nuevo CASTLEVANIA estoy TAN preparada
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