Adrian Fabbri
1.5K posts

Adrian Fabbri
@AdrianFabbri
Professional Lazy, old school videogame player, smartass
Katılım Ağustos 2019
20 Takip Edilen42 Takipçiler

I'm a simple man
I see an Eclipse GSX in a game with customization
I go "DEEP ENOUGH FOR YOU"
@carx_technology



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@Nhim_Art Don't listen to this sad bald man, miss MiMi
Crush that basket
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@basedbinkie Me, pointing my double barrel shotgun to her: you think your filthy body is enough?
Evil princess: Also guaranteed pension
Me: ...
Evil princess:...
Me: All contributes payed?
Evil princess: yes
Me: STAND ASIDE PEASANTS, THE EVIL QUEEN IS WALKING!!!
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@AnimeStrikerz Kazuma and his Natural Born talent of pissing off goddesses in the worst time and way possible
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@GoNintendoTweet Daily reminder
Ea games, the same company Who brought us Burnout 3 soundtrack, Need For Speed Underground 1/2 soundtrack, Need For Speed Most Wanted soundtrack, Skate Trilogy soundtrack and many other iconic licensed soundtrack can't afford permanent licensed song
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Mixtape's song licenses were paid in perpetuity, so don't expect licensing issues to lead to a delisting gonintendo.com/contents/60859…

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@TW0HEADEDBEAST Daily reminder:
Ea games, the same company that provided us Burnout 3 soundtrack, Need for speed Most Wanted and Underground 1/2 Soundtrack, Skate Trilogy soundtrack, and many other legendary soundtracks cannot afford permanent soundtrack
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Jesus christ, not even a company that makes a million dollars a day like Rockstar, nor Microsoft/EA could get perpetual licenses
the nepobaby spent TENS OF MILLIONS on this, AT MINIMUM
GoNintendoTweet@GoNintendoTweet
Mixtape's song licenses were paid in perpetuity, so don't expect licensing issues to lead to a delisting gonintendo.com/contents/60859…
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This shit geniuenly ruined racing games

🌘ʀᴇᴠᴇɴᴀɴᴛ⚡@revenant_MMXX
We are never getting an actual good AAA racing game ever again
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@GiveMeBanHammer So indie that not Even EA in the 2000s and early 2010s were capable to afford a permanent license
So brave and stunning
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If for some reason you still had doubts as to the "indieness" of Mixtape.
They somehow managed to afford PERMANENT licenses for a very long playlist 90s hit songs.
Truly the most "Indie game" of all time.

GoNintendoTweet@GoNintendoTweet
Mixtape's song licenses were paid in perpetuity, so don't expect licensing issues to lead to a delisting gonintendo.com/contents/60859…
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@donjon5256 @ShitpostRock2 But of course EA said no because "that would scare kids"
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@AdrianFabbri @ShitpostRock2 I heard in beta Burnout 3 there were sounds of people screaming
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@donjon5256 @ShitpostRock2 It's an homage to the Konami arcade series that inspired Burnout, Thrill Drive
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@ShitpostRock2 "An ancient formerly sealed biomass underground is about to take over the planet and there's only one space shuttle left to escape. Whoever wins the race tournament gets it. Shit, I better start racing."

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@CountSmakula @csaurageul Firstly, People are motivated by money? What's next, grass is green
Secondly, don't go off topic for some social media scores.
You asked me who is to blame for the casuals infection of our hobbies
If my answer hurts you, just ignore it.
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@AdrianFabbri @csaurageul Interesting. To me, everything you listed is ultimately a product that someone is highly motivated to sell, so it only seems logical they will do everything in their ability to expand the pool of potential buyers. No amount of cultural influence can divert this driving factor.
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Looking back, millennials grew up during a genuine golden age of AAA innovation, and somehow, we responded to it with some of the most dogshit criticism imaginable. A lot of the industry's current problems are the direct result of studios trying to "fix" complaints that never actually mattered in the first place.
Look back at some of the most common complaints from our time, and you'll see for yourself
"The campaign is too short. It’s only 8 hours!"
So now every game is padded with endless busywork, crafting systems, collectible spam, and pacing-destroying filler designed to artificially inflate playtime. We traded tight, replayable campaigns with memorable set pieces for 60-hour slogs that most people never even finish.
"It has a tacked-on multiplayer mode!"
A huge number of beloved multiplayer experiences started as “tacked-on modes.” Developers used to experiment because they could. A lot of those modes existed because parts of the team had downtime while waiting on other departments, so they built weird ideas for fun. That kind of experimentation is how entire genres are born. Thanks to this criticism, we barely get interesting side modes anymore. Singleplayer games stopped experimenting with multiplayer, and multiplayer games stopped shipping with campaigns.
"The game is too linear and on rails!"
Uhh, yeah? Sometimes that’s the point. Linear games allow developers to control pacing, tension, balance, atmosphere, and spectacle with precision. Not every experience benefits from being an open-world sandbox. Now everything has to be “go anywhere, do anything,” which usually just means bloated maps full of repetitive content where players accidentally skip important moments or experience the story in the worst possible order.
"There’s nothing to do after you beat the game!"
This helped create the live-service mentality where games are expected to become permanent hobbies instead of complete experiences. Seasonal progression, daily challenges, battle passes, rotating shops, login rewards. Games used to end, and now they’re designed to be work.
"The cutscenes take control away from the player!"
So now stories are delivered through endless walking sections where characters slowly talk at you while you hold forward. Ironically, this often feels less interactive than a well-directed cutscene because you’re not really playing, you’re just pretending to.
"The game is too repetitive, you just do the same thing over and over!"
This criticism pushed studios toward constant novelty at the expense of mechanical depth. Older games would give you a solid core mechanic and let you master it over time. Modern AAA games are terrified you’ll get bored, so they throw gimmick after gimmick at you instead of refining the fundamentals.
"It’s just another brown military shooter!"
This criticism was understandable at the time, but it led to every game becoming terrified of sincerity. Everything had to become quirk chungus, self-aware, colorful, ironic, self referential, and stuffed with marvel-style dialogue. A lot of AAA writing lost the ability to be earnest because studios became scared of being called generic.
I could go on and on, but you get the point. A lot of people (rightfully) blame sarkeesian for the current state of the industry, but we really dont blame yahtzee enough, seeing as he got everything he asked for, but not what he wanted.
Maia@maiamindel
kinda crazy how much video games have fallen off as a cutlural artifact. entering borderline unc slop territory
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@CountSmakula @csaurageul Everyone
Us old heads who thought that these mediocre people couldn't harm our hobbies that much
The Journalis... The shareholders prostitutes for being hungry for money
The newcomers at the time who thought that was a great idea
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@AdrianFabbri @csaurageul Where would you place the majority of blame for this opening of hobbies
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I like that the fandom just agreed to name this guy "John World Tour" lol
Sano 🪅@Sanomorf
Unpopular opinions on John World Tour/Avatar?
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