
Toa Axis
25.7K posts

Toa Axis
@ToaAxis
Surviving Bionicle fan. Writes sometimes (citation needed), unfortunately long-winded. Plays too many games.


They have $600 MILLION to pay for a 16-person AI firm that automates production while artists and filmworkers starve, do I have that right?



Tehran is covered in thick black clouds of smoke this morning after a series of Israeli airstrikes struck multiple oil depots and a refinery. Locals report that the morning rain was black and oily.



I’m pretty confused by the Marathon discourse because uhhh this game is really fucking fun


One thing that Resident Evil 7 should get credit for which it doesn't enough is that it ended the "hide and seek" horror game phase. If you were a gamer in the early 2010s, then you know that horror devs decided that you should be completely unable to fight back because it's "scarier". This started with Amnesia and small indie titles like Slender. Back then, it was a new spin on a familiar genre. And being unable to fight back at all threw a lot of gamers for a loop. On the surface, it seems like a good thing: not being able to fight back at all is scarier, and it gets rid of the clunky combat in most horror games (which is usually clunky on purpose, but anyways...) Now, this trend evolved to where basically every horror game was like this. There was little nuance; if you saw a monster, you ran away, hid in a locker, waited for it to get bored, repeat. This culminated with Outlast 2, where the protagonist is apparently such a pussy, that he cannot for the life of him pick up the perfectly available pitchforks or axes all around him, and gets overpowered by an 80 year old grandmother. It's one thing to make the protagonist an everyman, and another to make them weaker than most people playing the fucking game. And if you had any complaint back then, the defenders flocked you with "It's horror, brah, being able to fight back against the monster defeats the entire purpose!". Ignoring that almost every classic horror game up to that point allowed some form of combat, and attempting to fight back against the monster is a horror staple, but whatever. Well, Resident Evil 7 shut all those people up. It was scarier by an order of magnitude than any "hide and seek" game, while still allowing you to fight back. Instead of only one solution, i.e. running away and hiding, you have a choice: Do you run away and hide, knowing that you'll have to face that monster later, or do you spend valuable ammo and health to take it out? This uncertainty added to the tension. Resident Evil 7 is a wonderful game on its own, and I would argue it can stand alongside giants like Silent Hill 1-3, or indeed the PS1 Resident Evils. But the one thing I will appreciate it most for is ending the most godawful fad in horror gaming history, revitalizing the genre.

WATCH: Apocalyptic scenes in Tehran. Non-stop U.S.-Israeli airstrikes.

Trump: "Maybe we do one more term. Should we? Do one more term! We're entitled to it."


I just genuinely don't know how people aren't finding other teams. Same thing people complained about in the alpha. Having multiple lobby wipes and not a single raid today in 9 hours without pvp. Just kinda confusing that I never share this perspective. Playing too passive maybe?






Noem: This looks like a situation where an individual arrived at the scene to inflict maximum damage on individuals and to kill law enforcement.

For a number of different reasons, I do not understand why more filmmakers and showrunners do not take the Lynch route of “I’m not answering that, watch what I made.”


UESC Reinforcements Have Arrived 🛑 Clip from December Closed Playtest









