John Rairdin NWR

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John Rairdin NWR

John Rairdin NWR

@jtsknight92

Primarily on Bluesky now. Director of https://t.co/KPGbQRgMNW @Nintendo_NWR. Video guy https://t.co/xlE1kvuXBH Talks about Star Fox far too much.

Iowa شامل ہوئے Ocak 2011
710 فالونگ895 فالوورز
پن کیا گیا ٹویٹ
John Rairdin NWR
John Rairdin NWR@jtsknight92·
Friendly reminder that I can also be found on that other social media platform. Also a picture of one of my cats to drive engagement. bsky.app/profile/jtskni…
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John Rairdin NWR
John Rairdin NWR@jtsknight92·
@RepOgles FYI the Templars were eventually hunted down by their own king after he was done using them and were pretty much all arrested or killed and their wealth seized by the crown.
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Rep. Andy Ogles
Rep. Andy Ogles@RepOgles·
This is a battle of good vs evil. We must reaffirm that our nation was built on Christian principles. ✝️ Join Us 🇺🇸
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John Rairdin NWR
John Rairdin NWR@jtsknight92·
Full transparency, I like Crimson Desert a lot. Do I believe this statement 100%? No. But what's important is that more and more execs and team leads see the fallout from AI. The fact that this statement is necessary means it's working. Now we see if this actually gets fixed.
Crimson Desert@CrimsonDesert_

We would like to address questions regarding the use of AI in Crimson Desert. During development, some 2D visual props were created as part of early-stage iteration using experimental AI generative tools. These assets helped us rapidly explore tone and atmosphere in the earlier phases of production. However, our intention has always been for any such assets to be replaced, following final work and review by our art and development teams, with work that aligned with our quality standards and creative direction. Following reports from our community, we have identified that some of these assets were unintentionally included in the final release. This is not in line with our internal standards, and we take full responsibility for it. We also acknowledge that we should have clearly disclosed our use of AI. While these tools were primarily used during early production, with the expectation that these assets would be replaced prior to release, we recognize that this does not excuse the lack of transparency. We sincerely apologize for these oversights. We are currently conducting a comprehensive audit of all in-game assets and are taking steps to replace any affected content. Updated assets will be rolled out in upcoming patches. In parallel, we are reviewing and strengthening our internal processes to ensure greater transparency and consistency in how we communicate with players moving forward.

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John Rairdin NWR
John Rairdin NWR@jtsknight92·
@RaptorClawGames Not a suggestion for a specific level but some of the best segments at the moment are any time you need to weave through tunnels. Finding more opportunities for those sort of confined obstacle course segments would be great.
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FUR Squadron Phoenix 🐹 Available now!
Hello, everyone! Right now, I’m planning to add new playable content to the existing levels in FUR Squadron Phoenix. These new sections will make the levels feel more random and full of surprises, for both new and returning players. I’m open to ideas and suggestions! 👇
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NVIDIA GeForce
NVIDIA GeForce@NVIDIAGeForce·
Announcing NVIDIA DLSS 5, an AI-powered breakthrough in visual fidelity for games, coming this fall. DLSS 5 infuses pixels with photorealistic lighting and materials, bridging the gap between rendering and reality. Learn More → nvidia.com/en-us/geforce/…
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John Rairdin NWR ری ٹویٹ کیا
Video Game History Foundation
Video Game History Foundation@GameHistoryOrg·
Do you think this Virtual Boy Mario Land demo was a playable game, or just an animation like plenty of other Virtual Boy demos? If you missed our Virtual Boy and Winter CES 1995 video check it out here: youtu.be/N_FEmue0Yu4
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John Rairdin NWR
John Rairdin NWR@jtsknight92·
I tried out the demo for Wild Blue Skies from @ChuhaiLabs. This one has a lot of promise, and I really hope it turns out well. Also, put the Nintendo spiritual successor game on a Nintendo ;) youtu.be/W5M6unri6S8?si…
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John Rairdin NWR
John Rairdin NWR@jtsknight92·
It doesn't have a Switch/Switch 2 version announced (yet) but I want an avenue to talk write about Wild Blue Skies. Anyone want to commission something for their PC or Xbox site?
Chuhai Labs@ChuhaiLabs

DEMO LIVE.  Wild Blue Skies is playable right now at Steam Next Fest. On-rails shooter action. Branching paths. Boss fights. Bowie's confidence. Roe's standards. Thorne's ego. Chuck's wholesome energy. It's all there.  Go play it. 🎮  store.steampowered.com/app/1921490/Wi…

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John Rairdin NWR
John Rairdin NWR@jtsknight92·
When Arin screams its funny. I love the sequelitis videos because beneath that character there is some legitimate critique, but people need to learn to seperate internet character from the real person. (I'd also love some serious critical analysis from Arin)
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John Rairdin NWR
John Rairdin NWR@jtsknight92·
Arin's comments here are a great example of why we talk about journalist VS influencer or personality behind the scenes at NWR. The confusion that people have in seperating the two leads to people seeing what was always an obvious bit to anyone paying attation as serious.
Arin Hanson@egoraptor

This clip is a great example of why I didn't want to continue making Sequelitis. I had an interest in game design, and I had an interest in publicly talking about it, but my thing was comedy, and cartoons. So that's how I did the show... as a cartoon comedy. My schtick was loud characters, and chaotic shouting. Every topic in Sequelitis was shouted at full volume. Every little design choice I thought was smart was "fucking genius" and every minor annoyance I had was a full on meltdown rant. Some things I complained about didn't even piss me off, I just thought they were interesting to bring up. But I exaggerated them for the sake of comedy because I didn't really know how to make them funny otherwise. And I'm sure because I was young and insecure, I had a morbid desire to shake things up... Ocarina was an untouchable game, a 10/10 across the board, and I think being provocative about that appealed to me back then, too. But I love Ocarina. I grew up with it. I genuinely did want to have a discussion about the things that didn't age well, because I think that's interesting. I think we can learn a lot from that. But I dunno... I just don't think I felt confident enough to talk about it with the appropriate tone, so I hid behind what I knew: a cartoon character that shouts. This carried into Game Grumps... I had been doing Game Grumps for like 3 years when I released the Zelda video. I think the lines blurred for the audience because at that point I was "Arin Hanson," not Egoraptor. But Arin on Game Grumps is also a character. If I'm getting frustrated and shouting at a game on the show, it's for the bit. It's a show. Heightened emotions. And the go-to bit for me was saying "this game sucks, it's bad" and going on rants. The intent was to play the buffoon. But I think people just thought that was me. And that's fine. I don't blame them. It is "me," there's always some truth behind that sort of stuff. And I think it was extra confusing because I WOULD just be normal sometimes on the show. But you may notice recently I've very deliberately changed how I handle those bombastic moments on Grumps, where I point the finger inward now. "I suck, I messed up, I can't believe I didn't see that, what an idiot, etc." I just didn't like the bad energy I was putting out there. I hated that people saw me that way. It disturbed me that people told me "wow, you're actually really nice" all surprised when they met me in person, as if they assumed I'd rip their head off. And look, I'm not gunna pretend I'm an angel on the show now, the schtick of "buffoon that is easily angered" comes very easy to me when I'm performing, so I still utilize it constantly. But I usually find a way to channel it inward and be the butt of the joke, instead of just radiating it outward. It's funnier that way. I think I just assumed this was all obvious. You see how I tweet. You've seen interviews. I don't talk like I do on the show, or in my cartoons. I like being supportive of people and I like discussing things. I don't shout in my normal life. So when I see people characterizing me as this idiot who has no patience and sucks at playing Zelda... it sounds so silly but it just honest to goodness hurts my feelings sometimes. I love game design! I love video games! But, I get it. All you can see of me in my shows and cartoons is this loudmouth asshole who says your favorite game sucks. Like, fuck that guy, right? I think that's valid. I think you're right to feel that way. I think I was playing fast and loose with this character and I was being flippant about how frustrated it made people. I regret that. I suppose I should have thicker skin about this. And yeah... it feels so benign in the grand scheme of things. Who cares if people are circulating an 11 year old clip from a cartoon I made and saying "wow this guy's a moron." It shouldn't matter. Why should I care? But I guess I just have to admit that I do care sometimes, and it just kinda bums me out. I cared a lot about game design back then. It wasn't as prevalent as it is now. It was all dry GDC talks (which are, of course, wonderful). I found it really exciting to bring game design to light in a fun way for people that don't usually think about it. I hope I succeeded in that. But if I could go back, I think the in-your-face hyperbolic know-it-all character would go the way of the dodo. I suspect that aspect of it may have done some harm for game design discourse. And that sucks. For the record, the waiting in Ocarina barely frustrates me. I think it's appropriate at times. The game feeling larger and more cinematic just kind of lends itself to moments of pause. Enemies are more sparse so making them "last longer" just kind of makes sense. Did I feel this way back then? I'm sure I did feel stronger that "waiting" was more frustrating... but not to the level in this clip, by any means. That's just being young and insecure, I guess. I felt like I had to beat my chest in order for anyone to listen or be interested in what I had to say.

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今村孝矢 / Takaya Imamura
こういうゲームがどんどん出てきて欲しい気もするし、出てきて欲しく無い気もする‥
ファミ通.com@famitsu

『スタフォ』的バイブス感じる、現代向けに再構築した3Dシューティング『FUR Squadron Phoenix』 famitsu.com/article/202602… Steam版が2月19日に、Nintendo Switch版が2月26日に日本語対応で発売される。パワービーム、多連装ミサイル、核攻撃などの装備を駆使して敵を殲滅しよう。

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John Rairdin NWR ری ٹویٹ کیا
Video Game History Foundation
Video Game History Foundation@GameHistoryOrg·
Great timing for the Virtual Boy's 're-appearance', our new YouTube video includes previously unseen footage of the VB's western reveal at Winter CES, in January of 1995: youtube.com/watch?v=N_FEmu…
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John Rairdin NWR
John Rairdin NWR@jtsknight92·
My teammate in Star Fox on the communicator after I accidentally shoot them while trying to hit the enemy that is chasing them.
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Jean Torres
Jean Torres@jeantorres31·
@jtsknight92 Does his name appear in the credits? Just to confirm.
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John Rairdin NWR
John Rairdin NWR@jtsknight92·
Very important news everyone. The announcer in Mario Tennis Fever is played by the same actor (Scott Burns) as Beltino Toad in Star Fox Assault. I recognized him more immediately than I should admit.
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John Rairdin NWR
John Rairdin NWR@jtsknight92·
Took a look at Bethesda's three upcoming Switch 2 titles and our first look at these ports all tell very different stories. youtu.be/8Q83oBL12gc
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