Kenayinyomom

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Kenayinyomom

Kenayinyomom

@KenayM12

✌🏽

Katılım Temmuz 2019
490 Takip Edilen30 Takipçiler
Kenayinyomom
Kenayinyomom@KenayM12·
@shobrys4ever My thing is that I seee this discourse often here on twitter it doesn’t seem like persona 3 R was a low effort or low cost game in any way so why do people often talk about it like it’s some sort of tech demo or inferior than the og and if it is inferior how? Without spoilers
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b0ysbrokenheart
b0ysbrokenheart@b0ysbrokenheart·
The sense of scale in the OGs is just on another level it's so cool.
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※ Maxe ※
※ Maxe ※@Maxemldr·
They’re siblings
※ Maxe ※ tweet media※ Maxe ※ tweet media
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colby
colby@cloudycobra·
cloud strife was larping being a soldier
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AussieGamer
AussieGamer@AussieGamr·
Back when most of my friends were deep into PlayStation, they thought Nintendo games were simple and childish. Then they saw me playing the ocarina for real inside Ocarina of Time. They went from rolling their eyes to “Wait… are you actually playing that thing?” That was the moment a lot of them started to understand why these games felt different. The music in Ocarina didn’t sit in the background like most games at the time. Walk into a house and it became warm and safe. Step into a dungeon and it turned cold and uneasy. The second combat started, the whole track shifted — tense and dangerous without ever feeling forced. In 1998 that was genuinely forward thinking. Most games were still looping the same static track no matter what you were doing. Ocarina made music part of the gameplay language itself. It told you about the space you were in and changed how you felt about being there. That’s what made me start caring about audio in a serious way. When Wind Waker came out and used Pro Logic II to give you real positional sound — letting you hear which direction treasure was in or know an enemy was creeping up behind you — it felt like a direct continuation of what Ocarina had started. The music was doing two jobs at once: feeding you practical information and carrying the emotional weight of the moment. Some of my favourite tracks on Nintendo Music are still from A Link Between Worlds, especially the Milk Bar Musicians stuff. It’s playful, it has personality, and it makes those little moments feel alive. Most people talk about the dungeons, the story, or the graphics when they talk about what makes Zelda special. But for me the music has always been doing some of the heaviest lifting. What’s a Zelda track or moment that still hits you in the chest every single time you hear it? P.S. Follow me if you're into this kind of look at the stuff that makes Nintendo games work.
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⭐~Daviz~⭐
⭐~Daviz~⭐@CepixLCP·
La fiera deidad contra Majora es unica en el mundo del Gaming porque en el instante en el que te la pones, el Final Boss eres tu
台羽正@daibatadashi

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Maku
Maku@TropicalMaku·
If Nomura makes a trailer like this with all the returning and new characters in Kingdom Hearts 4, you know he pissed.
𝕮.@sevenblades

KH4 moving like this ngl

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Aerith
Aerith@AerithClouds·
I’m still so happy that Final Fantasy XVI had an explicit on screen gay romance. It’s genuinely so heartwarming to me and a huge step forward for representation in mainstream media.
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Culture Crave 🍿
Culture Crave 🍿@CultureCrave·
Paramount Games creative chief is skeptical that AI can significantly speed up making games 🎮 "We want human hands to be on our products" “If we say ‘by fans, for fans’, and then we put AI in ... Did the computer grow up collecting Ninja Turtles action figures? And comic books? And dreaming of skateboarding in the sewers?... No" "The reality is, those tools haven't reached the point of maturity yet where we can say there are truly meaningful savings to be found" "While there are perhaps accelerative properties to coding that we can achieve with AI today, actual content development and generation is not moving that much faster ... and certainly not improving the quality of the content that we can create" (via @thegamebusiness)
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小島秀夫
小島秀夫@Kojima_Hideo·
ZXX
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DiscussingFilm
DiscussingFilm@DiscussingFilm·
First look at ‘ABSOLUTE CASSANDRA CAIN’. The one-shot comic is written by Che Grayson with art by Matias Bergara.
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