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Cake day: June 21st, 2023

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  • Same on all accounts. Got the original NES Metroid for my birthday when I was a kid and impacted my taste in games forevermore. Of course I’ve played all the Castlevanias as well and Hollow Knight is a masterpiece.

    It’s hard to properly compare because I’ve played Super Metroid more times than I honestly remember and have only made it through Dread 1.5x (at best). There are so many cool rooms in Super (and even later games like the Prime series) where I play them and go, “Oh, this is the room with X!” where X is a cool encounter, maybe a friendly/non-hostile creature, or an entertaining set piece. Dread doesn’t really have that, the areas check off zones like flavors of ice cream, the music is not memorable, and creatures are often used across multiple zones, further diluting any uniqueness to the areas.

    It’s best summed up by this screenshot I took of Dread (I added the red outlines around the black space myself to highlight my point). Notice how the foreground has no character or texture and all the detail has been pushed into the background, which is essentially the negative space you traverse through. My eyes don’t really hold on this area, they capture the boundary of the play space and then navigate through it, passing over a lot of the inconsequential stuff in the background. Again, compare to Super.

    Also the EMMI stealth sections are so incongruous with the rest of the game you could cleanly slice them out entirely (while redistributing any of the power ups of course) and the game would be the same. In fact I rather hate them because instead of taking my time to explore and soak in the environment, I’m just chased through a very samey looking area.

    Oh and finally, it’s a small point and I don’t want to make too much out of it, but like … the game opens with SPOILERS beating her so hard she loses her abilities. That’s weird, right? Kinda oof, IMHO.


  • Metroid Dread still kinda … bothers me. At the risk of sounding overly contentious, am I the only one who thought it was like a 7/10 action game and a 5/10 Metroidvania?

    I won’t go into it all now, but I feel like the difficulty spike is a knock-on from the lack of collectibles. While you can argue about the usefulness of previous collectibles in Metroid games, in Dread they’ve been pared down to Missile Tanks, Energy Tanks, and Power Bomb Tanks. To make discovering those limited things more valuable, they pumped up boss difficulty so you’d either have to come in with a sufficiently high stockpile or perform a counter.

    I’m not sure if that’s 100% accurate and I may be generalizing my own experiences too much, but otherwise there’s just not really enough excuse for me to go out of my way and collect all those Missile Tanks unless I’m specifically going for a completionist run. Seeing yet another +5 Missile Tank tucked away somewhere just doesn’t make me go, “Wow, I need to get there!” but increasing the boss difficulty to a point that requires it also makes it feel less optional? Anyone agree?

    certified Dread disdainer


  • 1000% this. Without giving away too much information, I work(ed) for a cloud provider (not one of the big ones, there are a surprising number of smaller ones in the field you’ve probably never heard of before). I quit this week to take a position in local government with some quaint, on-prem setup.

    1. We were always understaffed for what we promised. Two guys per shift and if one of us took vacation; oops, lol. No extra coverage, just deal.
    2. Everyone was super smart but we didn’t have time to work the tickets. Between crashes, outages, maintenance, and horrendous tickets that took way too much work to dig into, there was just never enough time. If you had a serious problem that took lengthy troubleshooting, good luck!
    3. We over-promised on support we could provide, often taking tickets that were outside of infrastructure scope (guest OS shit, you broke your own server, what do you want me to do about it?) and working them anyway to please the customer or forwarding them directly to one of our vendors and chaining their support until they caught wise and often pushed back.
    4. AI is going to ruin Support. To be clear, there will always be support and escalation engineers who have to work real problems outside the scope of AI. However without naming names, there’s a big push (it’ll be everyone before too long, mark it) for FREE tier support to only chat with AI bots. If you need to talk to a real human being, you gotta start dishing out that enterprise cash.

    Mix all that together and then put the remaining pressure on the human aspect still holding things up and there’s a collapse coming. Once businesses get so big they’re no longer “obligated” to provide support, they’ll start charging you for it. This has always been a thing of course, anyone who’s worked enterprise agreements knows that. But in classic corpo values, they’re closing the gap. Pay more for support, get less in return. They’ll keep turning that dial until something breaks catastrophically, that’s capitalism baby.




  • … I thought that … nevermind, this is why I’m here.

    The Elgato has a USB coming out of it and I thought that passing everything through it would allow the USB to feed/write the video stream without any other processing, I guess what I’ve really been after this whole time is more OBS tweaking.

    The only thing you might want to do is go into the video settings and set it to use NVENC (I think you can do that on Linux) to offload the encoding to your GPU (which has dedicated encoding hardware) instead of your CPU.

    I think this was a big missing piece for me.

    For all my years in IT, I’ve never been an A/V nerd.>




  • Disappointing, but somehow inevitable.

    "This will enable us to release the vast majority of games that use it. "

    So it sounds like the floodgates are opening and now it’ll be up to the users to sort out the flood of BS. None of this is truly surprising, while I’m not cynical enough to suggest their temporary stance was a quick way to score some easy points with the anti-AI crowd, we all kind of have to acknowledge that this technology is coming and Steam is too big to be left behind by it. It stands to reason.

    I also understand the reasoning for splitting pre/live-generated AI content, but it’s all going to go in the same dumpster for me regardless.

    I certainly think it’s possible to use pre-generated AI content in an ethical and reasonable way when you’re committed to having it reach a strong enough stylistic and artistic vision with editors and artists doing sufficient passes over it. The thing is, the people already developing in that way would continue to do so because of their own standards, they won’t be affected by this decision. The people wanting to use generative AI to pump out quick cash grabs are the ones that will latch onto it, I can’t think of any other base this really appeals to.






  • No.

    If I’m sitting on the couch and I want sushi, I can open up a website, pick exactly what I want, even maybe make a few substitutions for me specificity, and get it delivered right to my house, but that doesn’t mean I made sushi. I just HAVE sushi.

    Anyone who has ever actually supported a real artist and commissioned work understands that they don’t own the copyright, unless extra agreements have been made to transfer it. It still belongs to the original artist.

    And as stated, AI can’t own that. So no one does. Who would want to? It’s garbled, derivative work and anyone with access to the same prompt and models could generate it themselves, which is why I find the prompt guarding so hilarious. It’s all so blatantly dumb and transparent.