maybe the hottest woman ever put in a video game
Posts by ziad
I do feel like I’m losing my mind to see the entire gamut of games media, from IGN to small Aussie sites, running this kind of corporate fawning amid the Palestinian genocide. No pretty words on it here, I just find it contemptible.
was asked about the game's movement on stream earlier and i was like "yeah it's actually functional and consistent, which is not exemplary but easily clears the extremely low bar set by other AAA games and is refreshing in that context"
more here: youtube.com/watch?v=uRUu...
discord link: discord.ziadbruh.com
1: i'm locking in on youtube and twitch again with scripted videos and regular streams
2: streams will be every monday + wednesday and follow a distinct format
3: i made a community discord so you can participate in streams and keep up with my stuff
tap in and find out
i decided to be original this year and make a video essay on shadow of the colossus. the new ziad content era starts now www.youtube.com/watch?v=ECje...
😼🫶
join the festivities discord.ziadbruh.com
phase 1 of the ziad relaunch is in full effect... tap in www.youtube.com/watch?v=Avk4...
gameworks was pretty fire, they had a pretty healthy range of retro stuff (couple SEGA racers, dig dug)
managed what i think might be a close-to-perfect game of type B original tetris?? total RNG slop but i'm still happy LOL, managed to narrowly clear this guy too. so mad i didn't record the run www.youtube.com/watch?v=DloJ...
agree with that sentiment, it just frustrates me when trying to evaluate existing games & seeing them break a bit with high enough mash speeds LOL, it creates a strange ambiguity over what the “intended” balance was
there’s also prob a more academic way to differentiate between strain & exhaustion
to focus on using those to create interesting execution layers. Basically maximize endurance minimize strain as much as possible
I think all physical endurance is valid but injury complicates this massively. I feel like this would have a more definitive answer if there was more empirical research on diff types of intense vg execution and their tendency to cause injury cuz then you could point to specific patterns & tell devs-
…is it really a good idea to “dumb the game down” to accommodate this fact? 25 years into the game’s life, controllers with arcade buttons that let you easily incorporate your middle finger are common-place now, so long-term this outcome was probably healthier for the game
on the one hand i appreciate games where the controls are designed such that actions that are not mutually exclusive can be performed without clawing or thumb repositioning, but when the controller you’re designing for literally comes with two giant uncomfortable squishy trigger buttons…
this is in interesting cuz i’m a fan of controller-centric design but games have arguably moved in a more and more controller-agnostic direction. the fact that the gamecube controller straight-up can’t keep up with the game on an ergonomic level first and foremost frustrates me
yeah i agree that’s what it ultimately has to come down to, interesting to hear what everyone thinks
i feel like if i were to dogmatically reject mashing, it would inevitably come with other implications
i’m sort of inclined to agree but even this gets into wonky territory; fast-falling earlier in melee is harder to execute and *usually* better, but it can also cut certain moves off or be intentionally delayed for a mix-up.
for example: wavedashing in melee having so many possible angles makes it difficult to cleanly reproduce scenarios intentionally, which organically creates more variance in play. accessing the full input range there over a longer stretch of time is bound to come with some fatigue
i think the issue for me is less physical endurance testing as “the point” and more that it’s just a natural result of input granularity, which i would argue is inherently interesting.
that’s probably a fair way to characterize it; many players will be able to perform certain tech skill “optimally” in brief bursts but after a while performance inevitably deteriorates
i’m hesitant to agree on granularity; your rate of fire in most of these games literally scales w/ your mash speed
i vaguely know about the techniques but i haven't followed the discourse; however, competition is THE specific reason why this discussion is important, and that can apply however abstractly to all games (i.e. the knowledge i will get better performance in DMC1 through mashing can be frustrating)
which is where you enter the matthewmatosis school of thought that control should be purely a way to enact your desires upon the game (i don't think he's ever said it like this LOL but it's what i got out of his videos over the years,) which i also vehemently disagree with
that's pretty much where i'm landing right now; as much as i wanna decry mashing outright, it seems impossible to undergird this belief in a way that doesn't inevitably apply to all kinds gameplay variance from user endurance/tech skill variance
i guess the mental conundrum i’m working through is, what is the logical argument against mashing that doesn’t also apply to “desirable” tech skill in games?
where exactly is the line in games testing physical endurance? we all hate mashing fire in games like DMC1 or star fox of course, but then you have melee players who (even outside of actual hand pain) get physically exhausted from tech skill and have to manage their stamina for a whole tournament
History will note that Israel was allowed by the West to murder who they want in a genocide, illegal invasion, an apartheid ethnostate - and the only demand the West made in this context is that the victims and opposition not say anything even vaguely negative about Israel.