I don't even think of dunkey as primarily a critic. He's a comedian.
― jmm, Monday, 3 June 2019 15:43 (three months ago) link
Every once in a while - and it's been a while, I want to say - he goes critic. But he's usually just funny, even if him being funny sometimes comes off as criticism. Like, his recent ranking of youtube celebrities, it's pretty entertaining, but I haven't really thought too much about his point, though I do sort of suspect there *is* a point.
― Josh in Chicago, Monday, 3 June 2019 16:53 (three months ago) link
Was curious about him ranking JonTron so high. Wasn't it only months ago he was against him for his racist turn? Surely JonTron didn't make a swift recovery from bigotry?
― Robert Adam Gilmour, Friday, 7 June 2019 16:15 (three months ago) link
Tangentially game related, but I thought there were some interesting points made in this:
The crux I think being that in the eyes of many the success of many AAA video games hinges on their specs, how close it looks or plays like "real life," like you've been entertainingly immersed into this convincing or captivating world, even when the game activity itself is relatively mundane (like sweeping or shaving). But how the new "Lion King" essentially underscores that the somewhat related field of computer animation poses a paradox, in that often the "better" it is and the closer it comes to real life the *less* successful it is. Not least because film already documents things that are "real" and the rigorous composition of perfectly rendered CG lions mostly proves fruitless, since the results mimic something we can already see in movies/TV/docs, etc (real lions) while losing the artistry and expressiveness of what something like the original "Lion King" had to offer, despite traditional pen-and-ink (or equivalent) animation being more "primitive."
― Josh in Chicago, Tuesday, 16 July 2019 12:09 (two months ago) link
That's not really what they're describing there, though - the CGI lions are good and convincing as real lions, but because of that, they're bad at musical singing.
― Andrew Farrell, Tuesday, 16 July 2019 12:15 (two months ago) link
The major point being made is “ultra-realism in a game where you are exerting control over/directly influencing the environment enhances the experience; that same ultra-realism in a passive experience that, by its definition, limits the vocabulary needed to generate emotional investment in the experience detracts from the experience.”
Odds are an all-CGI rendering of The Lion King Broadway Muiscal would have much more emotional impact because you would be rendering human faces capable of conveying the emotional beats of the story. As it is, it looks like Fisney put out a tech demo with less soul and heft than Avatar.
― brigadier pudding (DJP), Tuesday, 16 July 2019 12:30 (two months ago) link
IOW it isn’t ultra-realism as much as it is how they chose to use it
― brigadier pudding (DJP), Tuesday, 16 July 2019 12:32 (two months ago) link
ultra realism sucks in games too because you end up with responsive control being held hostage by character animations and the like. you have to find a balance
― ciderpress, Tuesday, 16 July 2019 14:05 (two months ago) link
Ultrarealism also focuses attention on what is not ultrareal, like your weirdass interactions with other characters
― Karl Malone, Tuesday, 16 July 2019 14:16 (two months ago) link
I (and everyone) remain curious about Last of Us 2, because that tiny snippet they showed months ago sort of blew everybody's mind in the leaping over the uncanny valley sense. It wasn't so much that it looked "real," it's that they made something that looks "real" also seem relatively playable, per Dan's note about interactivity vs. passively watching something (including cut-scenes). There are other aspects of realism in games (and movies) that go beyond how things look, though. Like the illusion of gravity and the imposition of physics on what is in essence fancy digital drawings.
― Josh in Chicago, Tuesday, 16 July 2019 21:43 (two months ago) link
i don't think games have reached the uncanny valley
― ciderpress, Tuesday, 16 July 2019 21:49 (two months ago) link
No, room to grow! But there are aspects of that Last of Us 2 clip that are pretty uncanny nonetheless.
― Josh in Chicago, Tuesday, 16 July 2019 22:52 (two months ago) link
rad (racer)! ZS alert here:
Experimenting with 'upscaling' old video games with @nvidia's #GauGAN pic.twitter.com/SleyareqFp— Jonathan Fly 👾 (@jonathanfly) June 28, 2019
― Fuck the NRA (ulysses), Thursday, 25 July 2019 18:11 (one month ago) link
wow that thread is amazing
― another no-holds-barred Tokey Wedge adventure for men (bizarro gazzara), Thursday, 25 July 2019 18:25 (one month ago) link
yeah, this is greathttps://www.youtube.com/watch?v=nCltDbOvr8Y
― Fuck the NRA (ulysses), Thursday, 25 July 2019 18:30 (one month ago) link
― Karl Malone, Thursday, 25 July 2019 18:53 (one month ago) link
i wonder how long it takes for people and beings in that world to stop constantly throwing up. probably not long! then after that they're all just trippin' perpetually
― Karl Malone, Thursday, 25 July 2019 18:54 (one month ago) link
that weird moment when you've stopped throwing up and hear the ocarina over your shoulder
Did he try any top-down shmups? I feel like those would do well
― El Tomboto, Friday, 26 July 2019 01:00 (one month ago) link
his work with depth mapping is equally interesting
Depth Mapping M. C. Escher pic.twitter.com/tFi8wbYqwU— Jonathan Fly 👾 (@jonathanfly) July 22, 2019
― Fuck the NRA (ulysses), Friday, 26 July 2019 02:05 (one month ago) link
― Josh in Chicago, Wednesday, 31 July 2019 13:59 (one month ago) link
*taps 'reading' in thread title, also hastily printed-and-taped 'particularly dunkey'*
― Andrew Farrell, Wednesday, 7 August 2019 02:40 (one month ago) link
blog of a hackathon centred on michael brough’s work. http://startingoverinraccooncity.blogspot.com/2019/08/7-day-broughlike.htmli think this is good. he identifies glitches and parity as two crucial concepts in brough games, which leads to this observation:On a deeper level, Brough's corpus evinces a perspicacious balancing act between rigorous, obsessive symmetry (evenness) and tossed-off—or equally obstinate—asymmetry (oddness). His lapidary designs illuminate some of the profoundest mysteries of mathematics, yet they come to us in the rags of fever dreams recalling the harsh, protozoic digital death mazes of the early to mid-1980's.i’d probably dial the language down a bit, but i think the observation is right. I thought Corrypt’s glitch mechanic really was great - while trying to solve the puzzles you got dragged into a situation where you realised you were destroying the environment. that you were in fact the enemy of the characters who lived in the cavern - they were not your enemies. and obv anyone who’s played any of his grid-based games will be very aware of parity as the tightrope difference between winning and losing and the ability to manipulate parity as being a significant power.
― Fizzles, Sunday, 11 August 2019 18:38 (one month ago) link
thanks for this link, fizzles!
i have really been enjoying his new one P1 Select. i had low expectations because he made it quickly, during a game jam (or something), it has kept me playing constantly for weeks now. i still haven't managed to get 20 points in a single game.
btw, for those who are reading this and may have seen broughlike games in the coint and plick countdowns and stuff, this is as good a summary of a michael brough game as any:
Though an emerging and flexible sub-genre, certain recurring stresses are characteristic of Brough's approach: Small, square boards & small integersOrthogonal 4-way movementParity & zugzwang (or "compulsion to move," i.e. inability to freely "pass" a turn)Streamlined controls, e.g. attacking with the same input as movementRoguelike mechanics like procedural level generation, permadeath, teleport, polymorph, etc.Numerology, i.e. conspicuously consistent integers"Glitch" mechanics / aestheticsIdentification & decryptionPositional tactics: pushing, pulling, choke points & egressDifferentiated resource binaries, e.g. credits & energy, blood & mana, etc.Unconventional scoring systemsIdiosyncratic art & audioTopologies, synchronies, overlapping matrices
― Karl Malone, Sunday, 11 August 2019 19:37 (one month ago) link
how can one not appreciate the "brough approach"
― Karl Malone, Sunday, 11 August 2019 19:38 (one month ago) link
P1 Select. i had low expectations because he made it quickly, during a game jam (or something),
oh shit, he made it for the same jam that fizzles' link is about! that's really fucking cool. brough seriously is a genius
― Karl Malone, Sunday, 11 August 2019 19:43 (one month ago) link
There's a nifty split screenshot at the bottom that shows what ray tracing can do: https://www.polygon.com/reviews/2019/8/26/20829631/control-review-pc-ps4-xbox-one-ray-tracing
― Melon Musk (Leee), Thursday, 29 August 2019 19:31 (two weeks ago) link
the article itself is fun but throwaway, the comments are awash with quality nostalgia too
― Joe Proroguin' (Noodle Vague), Saturday, 31 August 2019 10:43 (two weeks ago) link
a poetry book based on super mario (unfortunately no examples)
he talks about and reads a couple here:https://www.bbc.co.uk/programmes/m0007x5w
― koogs, Tuesday, 3 September 2019 13:09 (two weeks ago) link