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Cult Icon

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Everything posted by Cult Icon

  1. I prefer old Paige's wider nose
  2. Yea, it really does seem very dated. It's like a very refined version of the old FO 3, FO NV, FO 4 engine with very good graphics. CDPR abandoned their REDengine for W4, W1 remake, Cyberpunk 2 and which cost them a lot to develop & cost them their reputation. They will use Unreal 5. It seems that the Starfield marketing gave the impression that the game would be a "game changer" and be a mix of No-Man sky, Mass effort, etc. into one game. From what I've seen so far there is limited free ranged exploration (move around between nodes literally like real life) and it doesn't give the open world feel of the Fallout games. Also the characters, story are heavily lacking from what I've seen. And the two space cities are very clean and dull, literally like some places in real life. overall despite the dated engine I still think if they were more capable they could have created something significantly better and more interesting.
  3. Harumi is very sexy and beautiful, I remember her from the early internet days 20 years ago along with Cora Nadine lol. Thanks!!
  4. In looking at others' tiktok accounts and my own I don't quite understand the tiktok algorithm. It seems to be entirely dependent on a video getting viral, then raising your account into the stratosphere permanently. However the 'viral' video is often just similar to the other videos in the account, the finicky algorithm seems to have favored it. Other than that it's very slow and steady progress, not really a great tool Right now the youtube algorithm is acting strangely because it's a holiday weekend.
  5. Kim was really something when she was young.
  6. Final Destination | The Witcher 3 - YouTube
  7. "MGS1 was a major turning point for me. Not only was it the first major PlayStation game to be released worldwide, but it was also a major change in terms of production. Although I had previously planned, written, designed, and directed the game, my superiors had been responsible for production. I had no authority to make decisions on platforms, budgets, release dates, promotions, hiring of staff, participation of outside creators, and so on. When is it effective to sell? How much would be enough to turn a profit? How would we sell? We were not even told how to sell the product. If you have a black box, you can't move flexibly. For "SNATCHER," there were advertisements that revealed Lisa's identity as a snatcher before the release of the product. We were not allowed to choose our staff or on which game platform we create games for, and we were not allowed to collaborate with outside creators. So, in 1996, when they established a production subsidiary in Ebisu, I participated in the management of the company. MGS1 was the first work I produced on my own. To reduce the monthly electricity bill, I asked the company to stop working at night. I also launched a drama series in parallel in order to turn a profit as soon as possible, and ported Bemani in order to stabilize the profit for the fiscal year." "If I was surprised that MGSV was 8 years ago, MGS1 was already 25 years ago. 1998, so it was still the 20th century in Heisei era. I was 35 years old back then."

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