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I was following some of the stuff around #DeactiDay, which is a hashtag you would see on Twitter about quitting Twitter.  I liked that.  I liked that the concept was so nested, so dense.  That you needed Twitter, needed there to be such a Thing as Twitter, in order to mount a campaign against Twitter.  I’m laughing right now.  Gabriel is laughing over on the couch because I just read that sentence to him.  But it’s true.

I use it for what I use it for.  I feel like it’s incumbent on me to make myself available to the people who have made my life possible, and so I do it.  If someone intends to harm me via Twitter they’ll only find a ruin; others have tried already, and what’s more, they have succeeded.  I think I’ve said it before: I came to believe I had died, once, purely from a full exposure to it.  I had to invent a new person and then I had to actively choose to be that person.

The Internet is a terrible, dangerous worksite.  OSHA would never approve this place.

A couple cool items to mention:

- Fortnite is coming to PAX West in a completely insane way, so insane that I could not fully encapsulate it for you, but it might be worth mentioning that there’s $1,500,000 dollar competition open to all attendees.  That’s…  I mean, look.  Everyone emerges from PAX in the same way one might emerge from a chrysalis.  But the idea that somebody is going to roll out of there with their life irrevocably altered is incredibly exciting to me.  Their four pin Pinny Arcade set, previewed here, also looks pretty fuckin’ cool.

- We played the very cool Bargain Quest on a sponsored stream once:

They have a Kickstarter going for the reprint plus a bunch of bonus content - some of which features a variety of characters from Acquisitions Incorporated, including the entire “C” Team.  This thing is going gangbusters, approaching ten times their original ask, but it’s a cute, fun game and I love the team behind it.  It’s our great pleasure to be a part.

  (CW)TB out.

Tycho / 4 days ago

There’s times where I don’t think about a purchase at all.  It’s bought the moment it’s announced, already; there’s been an allocation of resources.  Sometimes, a game doesn’t need to be announced in order for me to have prepared a place for it.  Red Dead Redemption 2 fits into that category.  The most recent trailer, offered for your use here:

was mostly a menu of features, which I would have been perfectly happy learning about when I was playing the game.  I never thought it was going to lack for features.  The main thing for me is that it’s gonna look like that.  I want to put that new upper tier of consoles to fucking work on a game like this.

I typically reach a point in any open world game where I start to do A Whole Lot Of Nothin’, I’m not mad at it, but I start just intersecting with all these systems and finding my own game.  Occasionally I find a throughline back into the narrative proper this way, but not usually.  I’ve pushed that plate away and now I’m simply prowling the salad bar directly.  I spent a lot of time in Red Dead’s online mode, because even though there wasn’t a lot to do there necessarily, there was a lot to be.  You could talk to your friends in an old timey way.  Since then, I’ve invested an incredible amount of time fantasizing about what the online could be like if it was something they chose to take as seriously as they have with Grand Theft Auto Online.  It’s possible that I’m in the minority there, maybe that’s a purely Jerry proposition and doesn’t warrant a true investment.  But I definitely want to homestead and rob coaches slash trains in a collective fashion and if they want to invest seven figures into letting me do that I would not resent it.

Don’t forget, if you’re local:  I’ve got a few physical copies of LEXCALIBUR I’ll be bringing to my reading at THIS SATURDAY at University Book Store. Here, why don’t I put it all in a kind of lozenge:

Lexcalibur Reading
Saturday, August 18th
University Book Store
4326 University Way NE
Seattle, WA 98105

Yes!  Very tidy.

(CW)TB out.

Tycho / 6 days ago

After this Madden Ultimate Team shit, plus a Call of Duty beta I played with Keek and Glamdring every possible second, our descent into performative masculinity is complete.  The only question now is whether or not this constitutes our final form, or if this is a kind of moist, pupal proto-bro scenario that ultimately results in something more firm.  We’ll see.

Later on today, specifically at 4pm PDT, Acquisitions Incorporated: The “C” Team returns - get caught up with Kris and Ryan’s funny video for the last arc, and come hang with us tonight!

Over the summer, our house is essentially where all the neighborhood kids hang out.  A couple of these young women had expressed an interest in Detroit: Become Human, but they had no PS4 to play it on.  I offered to let them borrow my PS4 in exchange for a review, which immediately follows this paragraph.

Where is the line that separates human from machine? In Detroit: Become Human, an RPG produced by Quantic Dream, that is the question presented to players. Set 20 years in the future, the game produces many gut wrenching situations dependent on a player’s choices. The multitude of time sensitive controls add the possibility of failure that can completely change the storyline. Stunning visuals, immersive soundtrack, obvious attention to world building, and complex characters that players can connect to, make Detroit a game that ropes the player emotionally and physically into the world, creating a personal experience for each individual to enjoy.

The controls were difficult to grasp at first, having never used a PS4 before, but through experience, we adjusted quickly. Along with that, many of the decisions and actions in the game had a time limit. This created urgency in serious situations, and required us to make split second decisions instead of taking the time to figure out the best choice for the scenario. By forcing the player to choose quickly, the response chosen is made in the moment. Many of the games we have played have all been “failure equals death, try again”. Instead, Detroit does not give second chances. The storyline shifts to a new outcome. At the end of each chapter, you can see your route, based on the decisions you chose, along with other options that could have resulted in a different outcome. While some paths are direct, with only one possible outcome, many of the scenes had at least four endings. This way, failure is a part of the gameplay that doesn’t detract from the story.

A part of Detroit we both found to be so enthralling was the attention to detail. The raindrops on leaves, the snow building up over time on clothing, the distinct shadows during different parts of the day. The thought put into the world is so fine-tuned that we would’ve been content to just take our android for a walk around the small park downtown, or towards the looming construction in the distance. The game feels complete. Of course, there are the few glitches that sneak their way in, but the combination of beautiful aesthetics and intricate story covered it up perfectly. The amount of details also applies to the characters. Each time we played, the way our character’s hair would move in the wind, or how they walked would change. An android might change the way they walked to exhibit a different persona, which proves the developers’ thoughtfulness.

In Detroit, the player controls three different androids with interwoven timelines. Connor works for the Detroit police investigating deviant androids, Markus takes care of an old artist, and Kara watches a child named Alice and handles the chores. Each storyline is shaped by every decision the player makes. All of the characters’ stories end up overlapping so any decisions made for one character could impact the story of another character. Playing as Connor, the main goal is to locate and capture deviants, androids who have gone off their programming.  Playing as three characters with three different goals creates a challenge, forcing the player to decide who they support most.

There was only one part of the game we wish had more closure. A symbol that you encounter multiple times throughout the game, has important story significance. However, the meaning behind it remains a mystery. By the end of the game, we still hadn’t learned as much as we wanted. Some players may prefer that kind of mystery, but to us it was just a plot hole we wanted to know more about. The other main point of confusion during our playthrough was the unclear transitions between cutscene and gameplay. Due to the cinematic aspect of the game, it was often difficult to tell when a cutscene had ended and when gameplay had begun again. Many times we waited for a while before realizing that the cutscene was over, which brought us out of the moment.

Despite the few inconveniences we experienced, the game overall is an enrapturing experience that kept us engaged to the very end. After playing through once and seeing all the different options that we could’ve made, it’s clear that this game should be played multiple times. The amount of variables opens up so many diverging paths that it’s hard to feel satisfied with just one playthrough. We both watched a playthrough online before playing Detroit ourselves and we found no less enjoyment having already known the basic plot points. Watching it being played by someone else is a full experience, but it cannot compare to playing it personally. Overall, Detroit: Become Human is a wonderful plot-driven game that leads the player through a beautiful world with an addictive story. The game wraps you up physically and psychologically into the world and characters, creating an experience that drives a player to finish. Happy ending or sad, it is entertaining to watch any outcome unfold.

(One of them even included some Fan Art!  I can’t wait until I can hire one of these people.)

(CW)TB out.

Tycho / 1 week ago

It’s sorta like when World of Warcraft introduced Eternium Ore; it was like, hey.  Don’t paint yourself into a corner here.  You gotta make a bunch more mystical ores!  You don’t want to get to Forever-ite until you absolutely have to.

What the hell are you gonna do after Doom Eternal?  Or Halo Infinity?!  You taunt the Gods with this kind of shit; Duke Nukem “Forever” was probably a headstone.  And now you’ve built a gigantic mouse trap and you’re laying down in it.  Unless…  the entire purpose is for these games to constitute final, indefinitely expanded, canonical products which exist parallel to the traditional industry…?  To transmute these brands into undying services?  That would…  hmm.


Hey!  We’re back on what is commonly known as our bullshit, specifically in a streaming context.  We’ve had or will have rad shit all day, from our Technomancer’s ASMR Coding Stream at 8am PDT to Livescream horror with the Design Team at 12, but schedules have once again allowed us to deliver our full phalanx for Dadfuckers, Inc.!  Which mean Ryan Harman as horny-ass dad Tommy No-Chill, Joshua Price as a slightly older and potentially wiser Tommy, and then the rest of the cast rendered verbally by my good friend Kris Straub and I.  In particular, I have a languid vampire man you might be nourished by.  Maybe leave some time open this afternoon, around 2pm PDT?

(CW)TB out.

Tycho / 2 weeks ago

Lexcalibur Reading At University Bookstore

I should emphasize for those of you reading this from out of town that University Bookstore is actually a very specific bookstore, and not more of a general concept as it might first appear.  But!  It’s all true:  At 5pm pn August 18th, I will be doing a reading at the aforementioned University Bookstore (this one) of my “if Shel Silverstein was your Dungeon Master” book of poetry Lexcalibur.  We’ll also have a small allotment of the physical book available there, if that’s something you missed out on last time.  There’s also a Facebook event?  Do you want that? I was told to link it.

I hope to see you there!


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