Lieutenant Columbo! Not Frank Columbo. Just does not sound right. Don't like it. No Sir, don't like it at all.
@drawingintheforest3 күн бұрын
gillis is a ‼sagittarius‼of course he is brutally honest
@JabónElegante3 күн бұрын
Purple pikmin are literally the sigma chad one in the team (in pikmin 2) In pikmin 3 they are the chubby and weak one
@Dad-Gad4 күн бұрын
Just watched the film , absolutely stunning . From 1hr 20 minutes on is pure gold .
@dienamo12514 күн бұрын
Dang, this has all the points Schaffrillas COULD have made when he complained about Pikmin 2... Well, I can't disagree with anything you said about the game's design, but I CAN say it's a little bothersome how you sometimes say "no one leaves satisfied" or "players are likely to..." because in reality, this game can be just as good for some people as it can be bad for others. This franchise is... extremely hard to understand as a whole. Some of the most hated aspects of each game could be the reason someone absolutely adores said game. The only thing these four games have in common are the Pikmin themselves. As a result, I couldn't even pick which of the four games is my favorite. They all are amazing for different reasons, they all have completely different issues dragging them down. At the end of the day, it's all up to preference.
@CoTeCiOtm5 күн бұрын
I didn't get to play the first Portal until a while after it came out, so a lot of the experience for me was ruined because of the barrage of "the cake is a lie" and Companion Cube memes that were everywhere at the time. It's an unfair comparison, but that's mainly the reason I didn't care much for Portal beyond its gameplay back then, and I just got to appreciate its other aspects far later on. I just enjoyed Portal 2 so much more by the time I got to it. It had a sense of discovery that I never felt on the first one, and maybe because I was older I was able to "understand" so much more of Portal 2 than the first one. I never minded the humour or the less danger you experience in the second game, for me Portal 1 always felt like just an endless video game tutorial with a silly AI talking to you, while Portal 2 felt like a whole journey. Even then, I've gotten back to Portal 1 countless times because it's just an extremely solid game in gameplay, and it's more straightforward. Portal 2 feels like a lot of it relies on the storytelling, and I feel you need to let time pass before you can appreciate it fully again.
@LucasIVYT5 күн бұрын
I feel like a lot of your points can be invalidated if you just consider to.... not play all zones mode? I don't understand where you're coming from when it comes to considering all-zones as the 'true way', I didn't even do all zones Cadence before I was done with Aria's story. Doing a per-zone run is incredibly easier, lets you see the cutscenes, lets you advance through the story, lets you see the credits, why would any normal player consider all-zones as their main goal??? Makes absolutely no sense. I completely understand that the game has an extremely steep learning curve and that Aria's a massive roadblock, but restricting yourself to all-zones is nothing but a self-imposed challenge and judging the game by only doing all-zones just makes everything infinitely worse than it actually is.
@opwave796 күн бұрын
Billy Wilder sure can write a darn good script
@blumiu24266 күн бұрын
I expected them to have a broad audience in mind when they brought back Armored Core after so long. No way they would have it be as brutal as some of the past titles were and it would go right back to being a niche mecha title. With the next title, that will tell the tale. Because of the brutality of some bosses in this game that were later patched to be easier was were the focus was. There are certain enemy types I can see if they had AI on the level would have had people calling it cheating or just too hard. Now balancing your machines I do have mixed feelings with because they patch in nerfs, though mainly because of PvP. Armored Core has had missions boundaries for a long time. I don't know why that is a point of complaint. Boundary keeps you confined and from running away in panic and you'd get a mission failure if you proceeded beyond too far. It gives parameter for Ai to work within or it to go out of range of you like with the chopper (which was cheap). It's not hard to consider. Just like with adding in restorative health and not starting missions over from beginning, they made things simplistic. You may be used to Armored Core games, but think of all the new players From has now that aren't. It's a taste for veterans and on-boarding for new fans. You're asking for the level design to become another factor and obstacle that would change so much to how things play out. It isn't trying to be a true open-world game with such factors in mind like Dark Souls or Elden Ring. I can already think of several missions that bosses, enemies and player can run into issues or cheese with environment if this was done. I can see that not being a priority or taking additional time. Calling them lazy when they go through so many painstaking details in other areas shows what they were focusing on over something that may come at the expense of immersion, but make gameplay work. I think there is a certain spoiled mindset and accurate critique that seems to be a balancing act with FS. They aren't perfect, but there is a lot of damned if you/damned if you don't I see with people unfamiliar with their games or think will be applied to every game because in a prior. They were creating a sandbox, not immersive world.
@Kyoz7 күн бұрын
"You can not kill someone and then do business with them later." **Chester invades** **kills him** **uses his souls to go buy something from him** **he calls me cheeky** Time in lordran is convoluted, with warriors centuries old phasing in and out of alignment with our world.
@SuperYova7 күн бұрын
Fun fact: The real André Gregory was using an electric blanket during filming scenes because the set was very cold.
@subcynic7 күн бұрын
it's funny how this film has found a 2nd and 3rd life through being up on youtube and yet the echo-chamber of the interweb and social media has killed 99% of audiences ability to understand it and even sit though it-; unable, as they are, to listen to something they think they disagree with.
@ElPizas8 күн бұрын
I essentially dissagree with almost the whole video, but 17:50 is soooo true, the game feels like a giant tutorial and even if you check steam's achievments, you can see how almost everyone who gets to master the excursion funnels ends the game, for how close are those two sections of the game
@ElPizas8 күн бұрын
11:20 is that the case? something I appreciate from the first portal is how TANKY chell is compared to the second game, in portal 2 turrets take you out in less than a second, is WILD
@xryeau_17608 күн бұрын
SYSIPHUS BOULDER ONE FINGER ONLY RUN (ANY%)
@trashtalketernal8 күн бұрын
Ill be fatrolling fuck
@santialterman30669 күн бұрын
I wholheartedly believed that portal 2 was perfect. It feels awesome to learn a new perpsective presented in the way that you did. Congratulations for the excellent viewpoints.
@krispyking245011 күн бұрын
15:42 twice? i think u mean 3.86 times over (using speedrun times portal 1 wr 14 minutes, 29 seconds, and 860 milliseconds and portal 2 wr 55 minutes, 57 seconds, and 650 milliseconds)
@Uraniumore29912 күн бұрын
Sunset Boulevard is a spectacular movie of its own but it kinda feels like it’s one of the multiverses of Twilight Zone or Black Mirror in a modern sense.
@gojohnnyxo13 күн бұрын
Carl Jung’s works also fit in here too, I love the psychoanalysis of mind making he impression of the world. Literally how demons take shape and people turning into them based on collective belief. Kinda makes sense the fog is a representation of the fog of the mind and making sense of it. Like the world is half mind and half physical once the world was consumed by fog. And when everyone loses themselves inside of it, then the perception of the world is gone. Making the world lost to the demons
@PunchDotOrg13 күн бұрын
Him: portal 2’s puzzles are easy and don’t even really make you think until the last three Me who struggled deeply in old aperture and a bit in the wheatley aperture: huh
@lastburning15 күн бұрын
Portal 1 is better because it has the better puzzle design. Sometimes in Portal 2, just finding the portable surfaces is the "puzzle".
@Mircu198716 күн бұрын
Fun fact: back in the days (before amplified etc) there was a small cheese with Aria. The cheese was pretty simple. A lonely player could activate local co-op mode, making self able to have 2 characters on screen while the primary character is Aria. To sprinkle this with another bug/exploit, back then Aria and Melody could pick other weapons as well, for example: P1 (player 1) Aria could throw knife out at wall to drop it, so P2 Melody could pick the knife up and drop the lute, making Aria able to fight with lute instead. The game is tied for Aria and Melody to restrict weapon drops and ban them from their runs, so it wasnt noticible in normal game unless player went for local co-op shenanigans. I played the game a very long time ago, so I do belive this thing got already patched or atleast should. For me personally my favorite character of game is Aria since she really gives that punch to the challenge and gives the player the feeling of her system being actually the final boss along with adventure. Making players prove themselfs of being worthy seeing the ending of the story.
@alenphull17 күн бұрын
Man, wait’ll this guy plays pikmin 4…
@blookydoopy459317 күн бұрын
That comment about "hoping that Miyamoto woild be working with the game devs for Pikmin 2 to do some pruning" is hilarious to me, when what ended up happening was that Miyamoto himself essentially poured copious amounts of herbicide on the project by telling the devs to make the sequel in a year. In no way can I particularly disagree with many of the sentiments here, Pikmin 2 is a flawed game. But I sort of see it as a beautiful mess, the purposefully obnoxious capitalistic tones of Hocotate Freight and witty writing seen especially by the playable characters relatives all serving as almost parody to what the original offered. It's like Luigis Mansion, almost taking the piss out of the usually straight laced Mario franchise. I gotta give my fair respects to the analysis on Pikmin 1 though, landing spot-on what made it great. Pointing out the Tim Burton comparison, which the devs later went on to confirm in the Development Interviews for Pikmin 4, is seriously impressive to me when it's such an understated thing in the game.
@blahblahblahgames298618 күн бұрын
The reason why I don't play mediumcore is bc I play minecraft too. Like I have 3000+ hours on minecraft (help) so when I play terarria I don't want to feel like I'm playing minecraft, yk? And fyi. I did do a mediumcore playthrough once. It was hell and everytime I died in game I felt closer to dying of a heart attack in real life.
@sheepgod88718 күн бұрын
That was incredible i im not even sure i understood 1/2 of what was said. Im definitely going to rewatch this in like a month. I cant believe that your not more popular!
@TheGemsbok18 күн бұрын
Thank you for that very kind comment!
@justinthatiusedtoknow19 күн бұрын
This video and the comments strike me as incredibly dumb people imagining themselves very smart, and thinking everyone else is dumb for "not getting it." Uh, trust me, we all got it. The tell is always something like, "Clearly you missed X,Y,Z" in the original work, where X,Y,Z are some insanely obvious stuff that literally no one would ever fail to notice. Which leads to... Wait, did YOU think those things were hard to notice? Oh no.
@Squirberus19 күн бұрын
Even tho you highlighted the ambiguity and seemingly false hope it could provide for many, I can't get over how poetic oscar's saying is. It's so mystifying. The old english and word inversions make it sound straight Shakespearean. So cool. RIP Oscar, based corpse kicking estus bequeather.
@minotaur274919 күн бұрын
make an hour long essay on the pendant starting gift
@Tom-hi3jn19 күн бұрын
Greatest closing word in a video ever.👍
@sverrikarason330720 күн бұрын
i think i spent more time looking for portalable surfaces than actualy solving the puzzles in portal 2
@Bradorks20 күн бұрын
The pros of 1, the cons of 2.
@shaykitoffe641121 күн бұрын
24:00 I definitely agree with you on this point. There weren't too many points in the game where i felt i needed to split up 2 captains to lead groups of pikmin around. There were only a few incidences that i needed to.. but... Not many... Also. Pikmin 2's story mode should've been 2 player compatible.
@shaykitoffe641121 күн бұрын
There were a few things i did prefer about 1 over 2. For example. The story is better. The bomb rocks... But. In almost every way... #2 is better than 1.
@christopher.nguyen21 күн бұрын
Thanks for this video - I'm making an action roguelike with breakout as the core loop, so this is super helpful
@narutofan454522 күн бұрын
Torrent could use stats
@draugnaustaunikunhymnphoo697822 күн бұрын
Someone tell him about Kingdom Come: Deliverance.
@polodhtip606122 күн бұрын
the first half of DS1 with no fast travel is my favorite memory of the souls experience, also no separate hub. most fromsoft games didn't do that which is a bummer for me, as it made the progression dangerous and precious. the horse of elden ring also kills even more the dangers of exploration
@synth-wave_steve23 күн бұрын
The reason so many people really don’t like the witness is that Blow basically had too much faith in his audience, and most people interpreted the contradiction in the text as being done for its own sake instead of it trying to criticize itself. Also 40 bucks for line puzzles is way too much.
@blakenielson145524 күн бұрын
I love you gemsbok plzzz return!! One day your videos will pop off promise many are on timeless topics and have perfect quality!! I watch all I require more brother I will spread the word of our savior gemsbok
@blakenielson145524 күн бұрын
Gemsbok come back to us!!!
@TheGemsbok24 күн бұрын
Don't worry, I haven't really left. My production goals for the year were massively interrupted by a set of severe health problems I began experiencing in late February (as I was finishing up work on this SpaceChem video). But I have been recovering significantly since early June, and should be able to slowly phase back in work on new videos in the next couple months.
@juliet409324 күн бұрын
did you really rant about a gameplay mechanic as tho its lore (caves freezing time)
@user-oe9hn7dh8u25 күн бұрын
one of best of his movies
@horeckilarion331025 күн бұрын
This game is GOAT, after i beat the main game i spent ridiculously long time trying master the super gravitron
@BeezOne8426 күн бұрын
The War Crime can actually be interpreted as being under Marker influence. But I also have my gripes with DS2, mainly because of incredibly linear levels it has.
@adammcgill109926 күн бұрын
i agree portal 2 feels more like a generic game it even has cutscenes in the co op mode which feels really out of place.
@blackwng27 күн бұрын
only problem with this game is bosses have unlimited stamina... "they are playing sekiro while were playing ds3" oh and repeated bosses constantly, lmao i was doing rannis quest and killed astel and ten minutes later did a cave and there he was again buffed up with more instakill combos lmao
@daviddockery195328 күн бұрын
Excellent work here. I think the merits are clear enough, so I’ll just mention a couple of critiques I have. First, I think you dismissed Berkeley too quickly. Berkeley’s point is that if we only have access to the life-world, not the thing-world, then we have no justification for thinking the thing-world exists. There is no substrata belying sensations, only sensations themselves, and if those sensations cohere together, it is by virtue of some greater Mind. This seems to fit the world of Demon’s Souls much more clearly than Kant’s version of idealism. In Demon’s Souls, what provides coherence to the world is the joint perceptions of its inhabitants. This joint perception is made possible by the clarity given by souls. But when a few individuals sacrifice that joint clarity for power, the world breaks down. That’s the point: The telos of the soul is clarity. Using it for magic is a distortion. It is stealing the faculties of others to impose your own vision of the world. Given human depravity, this creates the nightmarish realms we travel through. So I think the Monumental was correct. The Soul Arts are not neutral; they are a subversion of natural law inherent in souls. The ethical way to use souls is to jointly understand the world in such a way that we can live well together. Second, I think you ignore some of the secondary literature that contradicts some important planks of your case. Lokey’s work translating the Northern Regalia has significant implications for your commentary on God. I also thinks he makes a compelling case that Astraea was not at all a good person. We perceive her as such due to poor translations. Miyazaki was trying to portray a Heart of Darkness situation, not make her sympathetic. Overall, I think Demon’s Souls is a lot less agnostic about God than it first appears. I also think that Berkeley’s idealism, not Kantian idealism, best describes the world of Demon’s Souls. I still think this is a great essay, though. Thank you for the hard work.
@TheGemsbok28 күн бұрын
Thank you for taking the time to write such an extensive comment, but I think you’ll find that the disagreements or dismissals of aspects of relevant work by Berkeley and Lokey presented here come from from my familiarity with both. And if you'll grant me an extensive comment of my own, I'm happy to explain: For Berkeley, it is not merely by _virtue_ of some greater Mind that things may cohere; the greater Mind is what _underlies_ the lesser. Just as I report in the video, Berkeley's position is that God is the cause of the ideas in the mind (if you're unclear on that point, see section 3.1.3 of the SEP entry on Berkeley: plato.stanford.edu/entries/berkeley/#3.1.3 ). My objection to him, then, is that God, or the Mind of God, is a form of (lowercase ‘m’) mind-independent or mind-transcendent “world.” And that conclusion, however rigorous, is speculative. In other words, he ends up straying toward the combination of empiricism and rationalism which Kant adopts, aggressively pares down, and formalizes. Now, regarding this overlap between Berkeley and Kant, many of the apparent distinctions between them may be terminological rather than conceptual. For more on that subject, see Nicholas Stang’s summary in sections 2.1-2.3 of the SEP entry on Kant’s position ( plato.stanford.edu/entries/kant-transcendental-idealism/index.html#FedeGarvRevi ). My overview here is as much a disagreement with Kant’s posturing of his work as it is with Berkeley’s conclusions. The role given to God in Berkeley’s system is, in Kant’s system, fulfilled by what Kant calls an 'unknown X’ or (in other contexts) the ‘Thing-in-itself.’ At a glance, it’s easy to mistake that as an assertion of particular mind-independent objects (especially when folks like me use the plural, ‘things-in-themselves’), but if we have read and understood Kant’s arguments then we won’t make that mistake. Rather, Kant affirms that, while this unknown ‘something’ may be God or the Mind of God or one or more mind-independent Objects . . . we have no certainty whatsoever about any of that. We know absolutely nothing about it. All we know is the phenomenal world (the world of what Berkeley calls 'ideas,' of what Kant calls 'phenomena' or 'objects as they appear to us'). Any details of any underlying unknown X would be outside the scope of all possible knowledge. As regards Lokey, by the time this video was published I had read every word they had written on Demon’s Souls. I found a lot to respect and appreciate there . . . but a lot to disagree with as well. Lokey positions their work as the definitive source on the lore of FromSoft games (“What You Didn’t Know”), and this frequently leads to them ignoring, reducing, or contriving a way around some of the deepest ambiguities in the games. Not to mention their willingness to incorporate abstruse information from defunct region-specific marketing websites as evidence or even canonical information regarding the worlds within these works. As well as their insistence on dismissively referring to all instances of English-language material in the games as ‘localization,’ even in the many cases where the English-language material lacks a Japanese version and was present in the original Japanese release of the game. And the points you’ve mentioned here are directly related to these postural issues. My exact phrasing of my discussion regarding the Northern Regalia, if you listen closely to what I’m saying there, correspond to Lokey’s translated words rather than the English text from the game. That is, I use the “due to malice” phrasing rather than the “for malicious purposes” phrasing. Yet Lokey seems to think that somehow the “due to malice” phrasing not only lacks ambiguity regarding the source of the malice, but even ultimately points to a judgment made by God regarding human behavior and the soul arts (despite neither God nor the soul arts being mentioned in the description a single time, and despite the entire description being set up as an assessment of dubious origin). There’s simply no clear evidence anywhere in the game of there being some benign deity behind the world of Demon’s Souls, and frankly an absolutely tremendous amount of evidence against. This is the substance of my disagreement with Lokey, which is found further along in my analysis when I say: “The world of Demon’s Souls is one that factually contains innumerable bloodthirsty demons and exactly zero angels, yet worship of God as a source of Goodness and Justice carries on just the same. Any interpretation of the God of Demon’s Souls as simply some kind of benevolent or just Deity fails to appreciate the game’s overwhelming emphases on incomprehensible realities, Lovecraftian horror, and Berserk-style dark fantasy.” As for Astraea, is she taking souls from the people of the Valley? Yes, absolutely. Is she a corrupt villain calling for the deaths of women and children? Nope; that's neither said nor implied in the game. I'm aware that Lokey interprets the lack of living women and children through most of the level and the Filthy Woman's remark about how she would be attacked if found---as meaning that the depraved ones decided to kill all of them to offer their souls to Astraea. But the depraved ones are attacking _everyone_ with a soul to offer it to Astraea. And there's no straightforward or canonical reason whatsoever to believe that this was Astraea's command or intention. Not even Lokey, who offers a unilateral negative interpretation of the character, thinks Astraea specifically called for them to do it. The best Lokey can muster along those lines is to say that, even though she probably doesn't intend it, Astraea "can’t be ignorant of this fear and death which she has sown." In the end, I see Lokey as a very similar creator to Hawkshaw (whose work I quote in a similar capacity in my analysis of Dark Souls), in that they set out with the noble goal of providing careful and accurate lore information, and as a result have provided a lot of worthwhile insight and have corrected a few common misconceptions . . . but that, the deeper they got into their respective projects, the more time they spent extrapolating wildly from bits of arguable subtext, minor elements of environmental design, and material outside the games themselves. Now, if Lokey wants to present an interpretation of the lore of the game as offering something like a Christian morality with Shinto purity undertones, I am totally fine with that. If they want to drape a critical moral layer over the actions of Astraea, that is also alright by me. And if, in the course of those endeavors, they want to emphasize the positions of the Monumental and certain lines by Yuria over the positions of Freke, Urbain, the Maiden in Black, and other lines by Yuria, that’s fine too. But to act as though those are the True and Final Interpretations of the game is a mistake. _No_ art works that way, but least of all art with as many mysteries and ambiguities as this art. They should be clear, then, and not try to position themselves as a provider of ‘pure canon.’ As long as they set themselves up that way, Lokey would have served their stated goal far better if they had presented their work as simply a series of charts with three columns-one for English dialogue or text, one for the corresponding Japanese subtitles or text, and one for Lokey’s best attempt at an accurate English translation of the Japanese. Instead, they opted to present their work interspersed into a series of narrative essays in which they engage in lengthy acts of interpretation and interpolation. Yet the attitude of the project is as though they had merely done the former. Their feelings about the religious dimensions of Demon’s Souls are a potent example of that.