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@Tepho002

🇵🇪 Comentarios de videojuegos Fanático de la Salsa Alfredo Mateo 6, 25-34 https://t.co/I5mBkaw7PU

Lima, Peru Katılım Ağustos 2016
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𝓣єᵖℍo💞🐒
𝓣єᵖℍo💞🐒@Tepho002·
NUEVO VIDEO: Soberbia en la Producción de Remakes y Secuelas [Un Argumento Espiritual] [魂]. Un video que tomó más tiempo del que debería y de cuya recepción depende mi permanencia en YT. Vayan a verlo!! youtu.be/Arxe79TpYco [ESTRENO]
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Jason Klum
Jason Klum@PokemanZ0N6·
It's so funny to see someone new watching the "one pace" version because you expect them to lose their mind during a top tier moment and they don't tweet about that moment at all, why? Because that project removed it because of their 1:1 terrible mentality Examples from 1100👇
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Demon’s Souls (2009)
Demon’s Souls (2009)@DemonsSouls09·
What if Demon’s Souls was an AI game? AI Tools: Midjourney + Nano Banana 2 + Kling 2.5 Note : Let's be clear, this is just an experiment, light years away from the masterclass that is true AI gaming.
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CSAURAGEUL
CSAURAGEUL@csaurageul·
Video games will never be taken seriously as an art form because neither the industry nor the audience treats them as art, and the audience is the larger part of the problem. Games are treated as products to be made fast, sold loud, consumed, discarded, and replaced. That is why Call of Duty and FIFA sell in the billions, not because they endure, but because they are disposable and familiar. This has nothing to do with graphical fidelity, art style, music, voice acting, or budget, even though players insist otherwise. For most people, “artistic merit” means how flashy, pretty, and expensive a game looks. Spectacle is mistaken for depth, and production value is confused with meaning. Games are not built to be evergreen because the audience does not want evergreen. The people who revisit old titles, engage deeply with systems, or approach games patiently are a minority. Most want the new release, the hype cycle, and the spectacle, then move on as soon as something shinier appears. This is the same reason Avatar makes a billion dollars per film yet leaves almost no cultural footprint. Audiences want stimulation for a few hours, then the exit. Art requires patience and trust, and games demand both. They ask players to learn systems, accept friction, and think. The audience rejects this. Anything slow, strange, or uncomfortable is dismissed as boring or pretentious, so risk is punished not just by publishers, but by players themselves. Because of this, metrics replace meaning. Engagement time, retention, and monetisation become the measure of success, because that is what the audience rewards. Art asks what something is saying. Products ask how long you stayed logged in. Games suffer most here because their greatest strength, player agency, is treated as an inconvenience rather than an opportunity. Legacy is impossible without permission to fail, and the audience does not allow failure. A bad novel does not kill literature. A bad film does not kill cinema. A bad game can kill a studio, because players demand perfection, constant novelty, and infinite support while rejecting experimentation. So the ceiling stays low by choice. Not because games cannot be art, but because an audience trained on disposability, spectacle, and instant gratification will not tolerate sincerity, patience, or risk. What survives is not what lasts, but what sells loudly and disappears quietly.
AGGRO CRAB 💥@AggroCrabGames

what's a gaming take that'll have you like this

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ᖇᕮᗷ
ᖇᕮᗷ@rebmk4·
Al contrario: Decir que SOTC es bueno “porque parece cine” es el verdadero insulto a Ueda. Tener “buena composición” es un concepto de las Artes Visuales (Pintura, Fotografía), NO exclusivo del cine, y aún así, tienen la osadía de decirle cine a todo.
Pathitaz@Path_ruar

@rebmk4 Loco literal todo el juego está hecho para que en todo momento haya una buena composición xD eso es lo que lo diferencia de un juego de Zelda, estás tirando por abajo todo el trabajo de Ueda por ganar una discusión de mierda

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ᖇᕮᗷ
ᖇᕮᗷ@rebmk4·
Le llamas “esencia de cine” porque te falta vocabulario. Eso se llama Dirección de Arte. El cine no inventó la música, ni la escenografía, ni la belleza visual. Dejen de subordinar los videojuegos a las películas para validarlos
𝕰𝖑𝖎𝖆𝖘 𝕯𝖊𝖈𝖆𝖉𝖊@Elias_Decade

@rebmk4 Creo que no entendiste el punto. Obviamente no es una cinemática tal cual, pero se refiere a que las animaciones, el escenario, la música todo está hecho de tal forma que todo el juego tiene la esencia de un plano cinematográfico.

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Mr Aqo
Mr Aqo@Mr_Aqo·
¡NUEVO VIDEO! Esta vez, nos detenemos a reflexionar sobre los aciertos y desaciertos de Lies of P, uno de los Souls Like más aclamados de los últimos años. Pero, ¿Es Lies of P realmente el MEJOR Souls Like? youtu.be/H0MGAASHVfY
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𝓣єᵖℍo💞🐒
𝓣єᵖℍo💞🐒@Tepho002·
Yeah... Trata de hablar bastante con los veteranos por que hay un montón de info que no encuentras en internet. Te convendría tener amigos para jugar regularmente también por que la gente suele ser muy avanzada. Eso, y que el juego no está completamente traducido.
Valknukvk@valknukvk

@Tepho002 Recién estoy comenzando hoy. Siento que serán un par de meses de vicio.

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Old Internet
Old Internet@OldInternetFeel·
physical media >>>>
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