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yeah, manually downloaded everything at 720p. i wish i had the bandwidth and space for 1080p back then. about 800 gigs for the stuff i liked or wanted to see.I didn't know there was an archive.org page that has most, if not all the free stuff. I was often tempted to get premium, mainly for flight club and the Contradiction playthrough, but never went through with it.
I found a reddit thread of people semi-coordinating archival attempts. Figuring out how much space is needed, sharing tools, that kind of thing. Though it sounds like you've done most of the hard work already.
I'm well aware that much of the anti-white racism is ironically coming from self loathing whites.Dude the people who decided there's something wrong with a group of white men being all together in a company were other groups of all white men.
All the fucking reddit moderators are all men for example, granted they're all dressed as women but they're still white dudes.
It's a fucking cesspit of zero self awareness all the way down. You're dealing with retards who think they're wisemen.
I just realized that schrier looks like he'd be Jared fogle's bastard brother View attachment 2436794
There's a special place in Hell for people that refuse to report pedophiles just because it might embarrass their side.He refused to report on the pedophiles on neogaf for years and his excuse was that everyone who said it was a gamergator. Even when the first one got convicted and sent to prison he refused and only wrote about it when the woke brigade finally decided to turn on the site
Remember, the instant you are reading the opinion of a "games journalist," you should immediately filter whatever you read through the lens of "oh wow, the guy who wrote this literally rapes children."Words can not describe how much I fucking hate the idea that there's something inherently wrong with a group of white men, it shouldn't be a problem any more than a dev team who have zero white men should be (like say, Japanese devs, notice how you never hear complaints about a lack of diversity there)
There is nothing different from Jason Schreier doing this than yelling "look at this bunch of NIGGERS!" This piece of shit is literally yelling at a bunch of people for being a race he hates. He's the embodiment of "fellow whites." And wonders why people hate filthy Jews like him.In regards to that greasy rat Schrier kvetching about a studio being mostly white dudes, this image is still relevant:
I am reminded every now and then about what cancer non adblocked browsing is. My work don't allow installation of extensions or software, every now and then I do some web browsing on my work machine and immediately nope out of there and use my phone instead.Can I just say HOLY FUCK is this the average viewing experience now on news sites or is everyone literally just using adblock now?
Yeah, as much as we all love Null we'd hang him from the nearest lamppost and let the forum burn if we found out he was inserting himself into kiddies.There's a special place in Hell for people that refuse to report pedophiles just because it might embarrass their side.
Oh man ain't that the truth. I suppose it's also how small teams can create masterpieces like Underrail or StarSector because anyone willing to jump onto a project like "hey we're going to build this huge RPG with all these interacting mechanics with just 3 guys" has to be some level of overconfident autist to even attempt such a thing.In regards to that greasy rat Schrier kvetching about a studio being mostly white dudes, this image is still relevant:
View attachment 2437495
In the past you became a game "journalist" because you were to much of a fuckup to be a real journalist so you fell into the B tier of reporting on things. Nowadays "journalism" has dropped to the point of just being thinly veiled activism, so they have no issues pulling from that same list of fuckups because you don't need to have any level of journalistic skill or integrity to do the job.Seeing these bloggers get jobs in mainstream publications shows how far journalism has sunk into oblivion.
that was after it became mainstream. before that no one really cared about game journos so most people that became one did so for the games. they were still shills to an extend but it was less corporate and least they were aware about it mostly.In the past you became a game "journalist" because you were to much of a fuckup to be a real journalist so you fell into the B tier of reporting on things. Nowadays "journalism" has dropped to the point of just being thinly veiled activism, so they have no issues pulling from that same list of fuckups because you don't need to have any level of journalistic skill or integrity to do the job.
Massive agreements.I am reminded eve about what cancer non adbwork don't allow installation of extensions or software, every now and then I do some web browsing on my work machine and immediately nope
The most terrifying thought is there are normies who don't know about adbland this is their default experience of the web.
You forgot the second half that really kicked the suck into high gear: all the dudes that had been reporting on games for 15 years woke up, realized they were almost 40, and had spent their life reporting on children digital toys. They HAD to make games meaningful for their midlife crisis.that was after it became mainstream. before that no one really cared about game journos so most people that became one did so for the games. they were still shills to an extend but it was less corporate and least they were aware about it mostly.
these days you get fart huffers who think they're doing thought-provoking work when all they're supposed to do is rate and report fucking entertainment products, a job which the internet has shown even a smoothbrain "influencer" can do.
that was only a thing with videogames becoming mainstream. back in the old days the average age was around 25-35 (which probably contributed to the better quality), and like I said mostly people who wanted to do it, which back then was "nerds" and enthusiasts (remember there was a time where even shitrags like kotaku and rps were considered somewhat acceptable). it was still so niche not many wanted to, and before/the early days of the internet to make a living from it you had to be employed by a print magazine. there was no urge to make yourself more important than you are as a games journo, that really only started when games journalism became the junkyard for failed writers and social studies majors.You forgot the second half that really kicked the suck into high gear: all the dudes that had been reporting on games for 15 years woke up, realized they were almost 40, and had spent their life reporting on children digital toys. They HAD to make games meaningful for their midlife crisis.
If they had just cycled out or just admitted to themselves that this is just all about digital children toys games reporting wouldn't be in this mess. At least "influencers" in general have a shelf life before they get boot for the next hot young thing.
amusingly there are so many ads in that screenshot they are overlaying the cookie agreementMassive agreements.
You don't need to rely other people in order to have fun, gaming communities have always been optional since the primary thing they surround (which is games) are usually single player.Gaming journalism and gaming culture used to be a big part of the fun of being a gamer beyond games themselves, magazines were fun to read, websites were fun to read, online communities were fun to post in, most recently you even had some good LP channels.
Now all that's been totally invested with assholes and all the best LP channels have fizzled out, leaving only a tight knight circle of irl/online friends or smaller online communities like this as the only part of the overall gaming "community" left as being worthwhile.
For whatever reason games just naturally inspire that community aspect, this goes all the way back to sharing tips and tricks on the school bus, but that's been severely damaged now and gaming as a hobby is worse for it.
What working on Amazon's Lumberyard engine was like
By Rich Stanton 3 days ago
"I saw them like kind of a boys club, you know, it still is."
PC Gamer recently sat down with the co-founders of The Machinery, a new contender among game engine companies. Tricia Gray was the head of marketing for Amazon Game Services in 2015-2016 and worked on the company's seemingly ill-fated Lumberyard engine project: an engine that began as an original project before being reworked into a conversion of sorts of CryEngine. In a surprising move, Lumberyard has recently been made open source by Amazon, so I asked about Gray's time at the company and what she thinks of Lumberyard's prospects.
PCGamer: You've had lots of experience at different engine companies, what was the Lumberyard project like?
Tricia Gray: When I finally went over to Lumberyard and you know, worked on the CryEngine licencing, trying to put it over Lumberyard, I found myself just working at this big company, and it was taking forever to get anything done because you have to write all these like dissertations to even, like, get a booth at GDC made. And I saw them like kind of a boys club, you know, it still is, and working in the games industry for 25 plus years I've endured a lot.
And I was just like, you know what, I think that I really need to be my own boss. I really want to build a culture where you know, where everything's inclusive, and you know, people have accountability, even myself. So if I fuck up on something, you know, I'm gonna get in trouble for it. And I have to have accountability for it. Because I just kept on seeing people just get away with you know, stuff, whether it was harassing somebody or whether they're not doing what needs to be done for the game or the engine or whatever the case is.
Amazon's had what looks like a protracted, troubled engine development project there, what do you think of the open source move?
TG: We love open source so yeah, I thought as a person that worked at Amazon and worked on Lumberyard, I thought that was the smartest thing they did so far with that engine. And I mean if we could open source everything we would live in a, you know, nice world. One of the things we pride ourselves on with our engine is that our source looks really good. So I like all the other engines to show their source so people can compare. I like that. But we started diving into their stuff, though, like recently, and because they're doing Linux stuff, and we're, you know, we're big Linux supporters too. And, like, yeah, we're just like, peeking under the hood.
But, you know, ultimately, some people are like "are you worried now that [Amazon is] open source" and stuff. And we're not really worried because I think if we deliver something that gives value to our customers, they will be willing to pay for it. If we save them a month's work, then paying us like a week's salary is still a great value proposition.
Also... open source in itself, I mean it's good in general, but it does not solve all the problems with an engine. You still need direction, because sometimes what happens is like when you have a main developer on a project, and they don't feel like maintaining it anymore, because it's too much work. They'll be like, Oh, it's open source, so anyone can do it. And then you get like all these branches, different people and like, who is really in charge of this project? And I think we'll have to see how that goes with Amazon. It's still a bit unclear. They created this foundation for it, but how are they actually going to lead the work?
I think [engine] Godot is doing a good job with that, Lambda is doing an awesome job, we like having a foundation that leads to open source but who knows how it's gonna go with Lumberyard? I think Lumberyard is still around, right, as a fork of the open source, but a bit confused on that.
Amazon's had such a bad run with gaming so far: Crucible was a complete failure, but many other projects haven't even made it out of the door. What's going wrong there?
TG: Working there, when I started working there the budget I got was amazing. I could hire like, I almost thought like stars in my eyes, oh my god, I'm gonna be able to do like, all the things I've always wanted to do when I've been at all these other companies. But when you work at a big company there's a lot of bureaucracy you have to go through. And that's the thing. When I started this with these guys, I was like, we cannot be slow, we have to move fast, we have to be able to pivot, we have to be able to like throw away code, throw away ideas on the fly, if it's not working out. If customers are upset about a certain feature, we need to fix it. We can't just be writing up all these, you know, PowerPoint presentations or theses to like, try to think about our philosophy about solving this. I really wanted us to move fast to catch up with like, how development goes in the games industry.
When you start to grow your company and even when you're over like 30 people, it starts to get a little slow, but when you're over hundreds of people, there's lots of red tape you have to go through to get anything done. Or even you're building components like, oh, we've got a store, and then we've got like, you know, 300 people going through all the stuff. Oh, what's wrong? Oh, can you help them? It's slow.