RM's Gallery of Hernandmaxxing #CrimsonDesert

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RM's Gallery of Hernandmaxxing #CrimsonDesert

RM's Gallery of Hernandmaxxing #CrimsonDesert

@GalleryOfPLAY

Clips | Virtual Photography | Shitposting | R* Nerd HW: RTX5090; R79800X3D | PS5 Pro | Switch 2 | Meta Quest 3 | Xbox Series S | Steam Deck | N3DS XL | GBA SP

Hernand เข้าร่วม Haziran 2021
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can
can@marmaduke091·
@cars4lovers It's from an AI image model called GPT Image 2
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can@marmaduke091·
Oh god GPT Image 2 is next level This is just with a simple prompt, no image input I am appalled that it can do GTA 6 this well, HOW?
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Ghost Of Babylon
Ghost Of Babylon@KindredBlade·
What we know about Assassin's Creed Black Flag Resynced so far: 🔸It has lot of new content and updates 🔸New characters and side quests 🔸Game looks "awesome" 🔸Black Flag Resynced is not an RPG 🔸It is a solo adventure and character-driven experience 🔸AC Black Flag Resynced releases on July 9th, 2026 How hyped are you for the game? Source: @InsiderGamingIG
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Wololo
Wololo@frwololo·
True Overclock is now possible on PSP! wololo.net/2026/04/17/tru…
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Genki✨
Genki✨@Genki_JPN·
Pragmata launch art by the Resident Evil Requiem development team!
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Gene Park
Gene Park@GenePark·
nah this is game of the year
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galletitas caseras
galletitas caseras@JokeAboutDrawin·
asombroso juego
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Stormslayer -HD Remasters/Gamedev
The truth is it doesn't look like this on the Vita. They run the game well below the native resolution just to make the framerate (below SD 408p) 30fps I was kind of disappointed to see performance on my overclocked Vita when I tried to run it native res. It was around 20FPS, worse in fights. It could use a remaster
PlayStation Nostalgia@PlayStalgiaX

I still can't believe how powerful the PS Vita was at the time

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@VideoGameDetail Oh, man, FH6 is looking so good. Beat the Hot Wheels DLC for the last one just before CD released. Might make an exception and dip into it once in a while. This year has been so good for gaming overall, so many damn bangers and it’s far from over!!
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Video Game Details
Video Game Details@VideoGameDetail·
For real, I bought Resident Evil Requiem, I was actually enjoying Marathon, I bought Screemre’s new racing game, and I was even getting through some backlogs. I bought Samson just to try it as well. My gaming is messy like that, I’m always in multiple games at once. But Crimson Desert has taken all my time and all my attention. I’m at the point where I feel like this is how it’s going to be all year. I haven’t touched the rest since. Every time I get on the computer, I look at the other games and just think… nah, Crimson Desert haha. I was also halfway through Ghost of Yoti too. FH6 will probably get my attention for a bit, but yeah, it looks like CD until GTA 6 haha. “Imagine Crimson Desert with GTA 6 levels of funding behind it. 🤣
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Despite what everyone says, I don't believe at all game design is this fixed constant. You can definitely offer options and accommodate everyone's play style. It's more of a psychological hurdle for consumers to accept, they have to tweak the experience themselves to get what they want vs. receiving a game with fixed parameters and calling it "developer's artistic intent". Just give people options. Control was great for that. I recall tweaking all sorts of accessibility settings in minute detail and having a blast with the game. ========== If that's the reason for the delay, we all win. On my end, I don't see having time for anything else other than Crimson Desert up until GTA VI releases. This game did my head in good. 😂
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Video Game Details
Video Game Details@VideoGameDetail·
Exactly, and that is the problem. Gaming used to be passion first and money second. It was about ideas, risk, and seeing how far you could push things. Now it feels like too many studios start from what can we cut, how do we keep attention every few minutes, and how do we make money first, and that is slowly killing the soul of the industry. Players are burning out because so many games are built around instant reward, instant access, and instant gratification. Even Crimson Desert felt that pressure when people started complaining about boss difficulty and the devs responded with buffs and nerfs. Personally, I think that was one of the wrong moves. I wish they had stood their ground more, because a lot of the complaints came from people not wanting to grind, explore, build up properly, and actually earn the win. Stop handing everything to players on a plate. There is room for those kinds of games, but it should not be the only design philosophy you're right. That is why I respect Crimson Desert so much. It feels like it is pushing back against that mindset. Same thing happened with car games. Years ago you started with a shitbox and earned your way up. Now you are in a Lamborghini 20 minutes later and it kills the whole sense of progression. Same issue across gaming. Too much is given, not enough is earned. I just hope Pearl Abyss stick to their vision and do not bend, because games like this are exactly what the industry needs right now. And honestly, whether people want to admit it or not, this game has definitely put pressure on open-world games going forward, because a lot of them are going to be compared to it now.” So it’s a win-win really. You don’t think Elder Scrolls VI is going to look at Crimson Desert and make sure its standards are high? Of course it will. Same with The Witcher 4 and others. That’s how innovation and healthy competition work, and it’s good for the industry. Little side thought as well, people say Fable got pushed back because of GTA 6, but part of me was thinking nah, they probably played Crimson Desert and thought, ‘fuck, we need to ramp this up’ haha.
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Definitely! Let's see what other studios learn from this while maintaining our expectations in check. You see a lot of western game design presentations online and all game designers gather and talk about the player with so much presumption and discuss how they absolutely have to remove all their agency, maximise attention spam with predictable repetitive short content as if it was TikTok ("something needs to happen every 3 minutes"; think this was something said by one of the devs on FarCry). Not saying there isn't room for such games, but this shouldn't be the only way to look at game design, especially in a context where all studios aim to approach it in the same exact way every single time.
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Video Game Details
Video Game Details@VideoGameDetail·
You’ve hit the nail on the head here. That point about knowing what the rest of the game is going to look like after 10 hours is exactly it. Most open-world games just end up feeling like you’re passing through them, ticking things off for the sake of it instead of actually living in the world. Once you see the formula, it’s hard to unsee. With Horizon Forbidden West, for me it was the world design that really carried it. The beauty, the atmosphere, and how the story is spread across both games is genuinely strong, it pulled me in. But underneath that, like you said, you can still feel the structure. There’s not a lot of depth beyond following the script, and that’s where it starts to lose that sense of discovery. I also agree with your point about western studios playing it safe. When budgets get that big, they lean into formulas that are proven instead of pushing systems or player freedom. And to me, that’s exactly why we get burnout with open worlds, because it ends up feeling like the same game, just a different team. It makes sense commercially to them, but it limits what these worlds could actually be, and slowly people drop off. And I don’t think they realise that Crimson Desert is tapping into the formula people originally fell in love with in open-world games. That sense of freedom, curiosity, and not knowing what’s around the corner leaving it for the player to do the work. That’s why I’m standing by this game so strongly. It feels like a return to what open worlds should have continued to be since the Oblivion days or how Shenmue made me feel when I was a kid. Less about structure, more about freedom, discovery, and actually getting lost in the world. It doesn’t feel like you’re passing through it, it feels like you’re part of it. And honestly, they’ve smashed it. When I play something like the newer Assassin’s Creed games, I don’t really care about going off the path or exploring, it just feels like background noise. But here, I want to see what’s over that mountain, I want to walk instead of fast travel, I want to check everything. That’s the difference. I’ve said this in multiple debates with people who are against it, we need to push games like this forward because they raise the standard of what open worlds should be.
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@InsiderGamingIG I don't think we'll ever see a console without BC. Neither company would survive another rupture. It's in the interest of all of them for their consumer base to rack up as large of a library on their platforms. The moment they ask their consumers AGAIN to start fresh, it's over.
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I very much like the Horizon games, but although HFW was a much better sequel, it still ended up being one of those games where you can tell what the rest of the game is going to be like after the first 10 hours, due to low amount of systems and gameplay mechanics. You can just tell. "Oh, so there's X big things on the map, and you travel to each, solve the things, and then an Xth thing pops up and you're done. It's in how all western studios are too scared of pushing players and trying new things, because things are of such nature, where if your game doesn't hit, you have to shut the whole studio down. I can't fully blame them. I'm trying to be understanding. We need more examples like this from regions that aren't so overburdened by economic conditions to the point they won't challenge audiences and think outside the box. Hopefully this will encourage western studios to do more.
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Video Game Details
Video Game Details@VideoGameDetail·
Most open-world games feel like filler, that’s the issue. Horizon Forbidden West managed to pull me in the same way Red Dead Redemption 2 did, but these have quietly come through the back door and earned a place as one of the best open worlds ever made. If not the best for me. Thank you for the RT
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RPCS3
RPCS3@rpcs3·
Games now automatically configure themselves with the RPCS3 Wiki settings. Plug and play - no configuration. Playing PS3 games has never been so easy. Made possible thanks to: AniLeo (server-side) Megamouse (client-side) HerrHulaHoop (wiki config) FlexBy (wiki data fixes)
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Polymarket
Polymarket@Polymarket·
JUST IN: Bluesky experiences major outage, dozens of users impacted.
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