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Cake day: August 4th, 2023

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  • Codex@lemmy.worldtoGaming@lemmy.worldWhy Waluigi is evil
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    10 days ago

    I figured you might have read it, as your comment had evoked it for me.

    I really like the reading of Waluigi as a kind of perfect symbol for our post-modern times. I don’t think the article goes quite far enough. Mario is already a simulacra: a stereotype that doesn’t really exist, certainly not anymore and never really did. So Waluigi is the reflection of an inverse of a simulation without a base reality.

    It’s very relatable, as you say, an apt metaphor for how our cultures treat the common person. Maybe the right Waluigi game isn’t one that fleshes him out and brings him closer to the audience. Maybe something like Krusty’s Fun House or Lemmings: burning through legions of Waluigis (1up mushroom clones? robots? one person somehow split into a multitude?) to accomplish trivial goals for Wario, the stand-in for the corporate overlords?


  • Codex@lemmy.worldtoGaming@lemmy.worldWhy Waluigi is evil
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    10 days ago

    https://theemptypage.wordpress.com/2013/05/20/critical-perspectives-on-waluigi/

    I, We, Waluigi: a Post-Modern analysis of Waluigi by Franck Ribery

    Waluigi is the ultimate example of the individual shaped by the signifier. Waluigi is a man seen only in mirror images; lost in a hall of mirrors he is a reflection of a reflection of a reflection. You start with Mario – the wholesome all Italian plumbing superman, you reflect him to create Luigi – the same thing but slightly less. You invert Mario to create Wario – Mario turned septic and libertarian – then you reflect the inversion in the reflection: you create a being who can only exist in reference to others. Waluigi is the true nowhere man, without the other characters he reflects, inverts and parodies he has no reason to exist. Waluigi’s identity only comes from what and who he isn’t – without a wider frame of reference he is nothing. He is not his own man. In a world where our identities are shaped by our warped relationships to brands and commerce we are all Waluigi.

    There is apparently a sequel post now as well.








  • I don’t know exactly how much code reuse Sawyer had going back then, but if you’ve ever played Transport Tycoon (or more likely the open source version around today, OpenTTD) then you know that the interface and graphics are extremely similar. So it’s not like he started from scratch each game with nothing but a hot spinning disc and a magnetized needle.

    But yeah, the main reason to put up with all the modern framework bloat is the ever-ephemeral promise of being able to write your thing once and have it ported to run anywhere with minimal to no further effort.


  • I was trying to think on the history of this feature, since i wouldn’t necessarily count something like AvP’s heatvision mode. That’s meant to simulate a real thing, even if it works a bit gamey, by highlighting active objects.

    Assassin’s Creed is the game that, for me, codified the mechanic into it’s current form. Hawk Vision or whatever they called it specifically highlighted game objects. I think they even mention that the animus machine is projecting that view to help Desmond see the world how his ancestors would have understood it.

    But… I’m going to call the origin as being way farther back. In flight sims, your targeting hud can highlight enemies and targets by drawing little boxes around them. That is the very first instance I can think of where a game highlighted objects of interest for the player’s benefit. Most flight sims (or adjacent genres like mech sims) would also label the box with the name of the thing, sometimes with health, ammo, weapon, or weakpoint indicators as well.





  • Neon White was my suggestion as well. Ultrakill is fun but is going for a more Devil May Cry style game where score and style matter significantly.

    Neon White i found a little confusing at first until I got the feel of it. Its a movement puzzle game, with some shooting. Precision and repetition are key to learning the levels and beating them quickly, and once you get into its groove, time flies by. For being a time-challenge game, I find it surprisingly relaxing and forgiving.




  • I don’t know who really got that trend going. I’ve enjoyed up to hour-ish long videos on more or less anything, but a few years back the first truly excessively long video I remember is Whitelight’s 7 hour long overview/miniseries on Death Stranding. And to be fair, I did find that faster and more enjoyable than playing Death Stranding.

    (Also I get why folks make them: more ads plus having that much watch time heavily biases the algorithm towards you so it’s more money overall. And the kind of person that watches 7 hour long reviews in the background (or while sleeping), aka me, certainly help weigh the scales for super long videos.)

    But also, I kind of like when shorts are like a minute long or less so I can watch one when I’m like, on the shitter and not accidentally end up with a video essay. I mean 10 minutes used to be the limit of every youtube video! Will they introduce a new, even shorter format? Bring vines or blips back?