Przesłuchałem i brakuje mi takiego rapu, zajebiste. Szkoda, że za cenzurą Youtuba i bez wysłania dowodziku nie można posłuchać. Na szczęście mam na Spotify
Mi generalnie brakuje społecznie zaangażowanego mainstremu. Za dzieciaka na MTV czy VIVA2 trafiałem na teledyski wzywające do oporu i gloryfikujące walkę przeciw władzy. Nawet jeśli traktować je jako naiwne czy oportunistyczne to jednak jakiś pozytywny efekt to miało, a teraz tego praktycznie nie ma…
It's probably not worth editing (vs. deleting), 'cos the video is also linked to in !games, !gaming and again in this community too (a minute after you).
Gotta love James. Super creative, and he's joined the movement to de enshitifying peoples lives picking up Linux and working to switch his workflow to open source alternatives.
In this interview, Koshi Nakanishi (Director) and Masato Kumazawa (Producer) discuss Resident Evil Requiem, detailing its protagonist, setting, and gameplay (0:16).
Here’s a breakdown of the key information:
• Protagonist and Story Start (0:42): The game introduces Grace, a new, vulnerable protagonist who is kidnapped and finds herself pursued by a monstrous creature. The initial demo at Gamescom emphasizes a strong horror focus. Grace starts helpless but will grow more capable and find weapons as the game progresses (4:19).
• Setting - Return to Raccoon City (2:12): While not directly continuing from Resident Evil Village, Requiem returns to the mainline story and Raccoon City. The developers reimagined the city in ruins, aiming for believability in its devastation while keeping iconic locations recognizable, such as the RPD gate, to evoke a sense of tragedy (2:52).
• Gameplay Evolution and Horror Focus (6:00):
• Requiem shifts back to a more “old-school” Resident Evil style, similar to Resident Evil 7 and the Resident Evil 2 remake, focusing on exploration, backtracking, combat, puzzle-solving, and resource management (6:12).
• The game features a dynamic pacing curve between tense horror sequences and moments of release (6:57). A new system aims to make the “wavelength” between tension and release bigger than ever, creating a rollercoaster experience (7:16).
• First-Person and Third-Person Perspectives (7:42):
• A significant new feature is the ability to switch between first-person and third-person perspectives. This decision was made to cater to a wider variety of players who prefer different viewpoints from recent Resident Evil titles (7:53).
• The developers acknowledged that first-person in Resident Evil 7 might have been “too scary” for some players, and the third-person option in Requiem offers a slightly less immersive, and therefore potentially easier to handle, horror experience (8:25).
• Implementing both perspectives presented design challenges, requiring specific tweaks and animations for each to ensure an optimal experience and convey emotions effectively (9:15).
• Release Information (10:26): Resident Evil Requiem is set to release on February 27, 2026, for PlayStation 5, Xbox Series X|S, and Steam.
Not for me though, since it doesn’t have an option for fixed camera gameplay, and I will assume it still tries to be an action movie like RE has been since RE2.
m.youtube.com
Najstarsze