Except The Last Samurai isn’t remotely historical.
Tom Cruise’s is very roughly based in a French admiral. That admiral got sent specifically to Japan to create political relations with a certain faction of Samurai to further French interests there. The French admiral was made samurai as honorary title and put into service of the household.
During the final battle (which was a castle siege, and both sides were using guns), the French admiral was released from service and sent home.
If a movie or a series were to be made of this, and if it were to be somewhat accurate, it’d be closer to a political thriller with some battles in between.
I thought so too in the beginning. But the English character in that series is more of a… Useful tool that gets used. He has no agency and he never realises it throughout the entire series.
Joke’s on you; neither are OK. The Last Samurai is only good to those with weird exotic ideas about Samurai, Japan, and that time period.
Would be cool if there was a series about the actual French admiral that movie is based on, and all the political miandering that happened in that time.
Yeah, hacking a 3DS is incredibly easy and painless today. Back when I first hacked my 3DS I had to do it through the browser, after inserting a bunch of code on an SD card, and it only had a 50/50 chance of actually working, with the risk of bricking the thing.
I don’t like Bethesda games? The amount of time I’ve spent on Oblivion, Skyrim, and Fallout 4 says otherwise. Hell, I’m right now doing yet another playthrough of Skyrim.
The best way to understand what’s wrong with the creation engine, and how woefully out-dated it is, is to listen to what modders have to deal with constantly. The creation engine is hardly a serious upgrade of Gamebrio and BGE only puts in the minimal effort into actually updating it.
At its core, and the major reason why exploration is so stilted in Starfield, is that the creation engine just isn’t capable of solving the floating point problems with seamless worlds, which other engines ARE capable of. Pathfinding generation and animation sorting hasn’t been seriously updated since Oblivion, and the Papyrus script engine still has the same 200 limit it had since Morrowind, a limitation that was there because of hardware of that time, but forcing Papyrus to go over the 200 limit causes Bethesda games to become unstable.
Yes, it’s BGE and their practices that are the problem, and it’s reflected in how they maintain their engine too.
That’s the issue with the current creation engine; it kind of is. That is what’s meant with “20 year old engine”.
The updates the creation engine has been having over the years are more like bandaids. Meanwhile unreal gets damn-near rebuilt from the ground up fir every major version release.