• x.com
    Re @ToshiCG I will for sure make a detailed explanation of how this whole things, hopefully this gets sorted soon. @YouTubeCreators @YouTube
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  • x.com
    Re @TeamYouTube @TeamYouTube @YouTube @YouTubeCreators I still havent recovered the channel or the primary email, any help to recover the channel and email would be appreciated.
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  • x.com
    Re @kingbobstudios That is what I'm thinking as well, although I'm actually currently looking at the previous model (the X3) which seems like it may have better software options for capturing HDRIs. Still undecided, though.
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  • x.com
    Re @DiegoGamba14 Hello, Diego! Thank you for the detailed reply! I'm currently leaning towards the Insta360 X3 model. May I ask what specific model you use?
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  • AfD!
    x.com
    AfD!Alice Weidel:US-Vizeprsident @JDVance fordert ein Ende der Brandmauer! Auch die Trump-Regierung hat erkannt, dass es eine Migrationswende nur mit der AfD gibt. Merz muss jetzt zeigen, ob er wirklich ein Ende der tdlichen Migrationskrise will. Deshalb AfD!
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  • Yes
    x.com
    YesTesla Owners Silicon Valley:Government spending will look like this with Elon Musk and @doge
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  • Pokemon TCG Pocket Player Tracks Last 299 Coin Flips and Shares the Results
    gamerant.com
    A Pokemon TCG Pocket player tracked 299 coin tosses during matches and shared the result with the community. As with physical cards, Pokemon TCG Pocket has cards that depend on coin flips for their abilities to be used. However, as it is a digital version of Pokemon TCG, the coin flips are made by the game itself.
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  • Kingdom Come: Deliverance 2 - Casper Location And How To Beat Him
    gamerant.com
    After defeating the infamous Johnny the Gob, Henry will have to hunt down one more Bandit Leader to rid Trosky of its outlaw plage: Casper, the most dangerous former member of Gules' gang.
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  • The Sims 4 creative director on why The Sims is special: Were not a game that judges you for who you are, how you play
    www.polygon.com
    Before Anna Huerta worked at Maxis, owned by Electronic Arts, on The Sims 4, she still played the game professionally. The success of The Sims as a franchise made it one of those games that other companies were always chasing, and to begin to understand it, youve got to play it not just as a fan, but as a professional. To dig into the details and start to pull apart the pieces that make the game what it is its about learning from the legacy of a storied franchise. Huerta, now a senior creative director on The Sims 4, now plays the game from the inside, with all the data and research that comes with that sort of access.Part of playing the game professionally while working at Maxis is to deeply understand the feedback players give, and to build that feedback into something meaningful for the game. The Sims 4 fans havent always been pleased with changes or fixes, but its game developers ability to distill that feedback and act on it is whats given the franchise such a legacy one thats continued for 25 years, and The Sims 4 for 10 of those years.Polygon spoke to Huerta about her prolific career in video games and how that led her to the iconic Sims franchise thats now celebrating its 25th anniversary.[Ed. note: This interview has been edited for length and clarity.]Polygon: Could you introduce yourself and talk a bit about your and your career journey? When did you start working on The Sims and how did you get to that point?Anna Huerta: Its been quite a journey. I knew I wanted to work in technology when I was thinking about colleges, and I was looking more into learning modules and technology kind of intertwined. I loved being on a computer, I didnt know what I wanted to do. I loved video games and I was like, maybe theres something there, but I am also a problem solver. I wanted to work actually in education, and something around gaming made sense.I studied game development at the University of Southern California and ended up really just falling in love with the process. And my school was pretty well intertwined with EA, especially in Los Angeles. And so I actually got a lot of professors there and I ended up moving onto some experimental games in physical and occupational therapy and then started working on a concept with children. And that really opened up my door to more childrens games. Eventually I also got a masters in education and it really gave me, I would say, a user-centered background or learner-centered, which in gaming or in tech, we call it player-centered. So really thinking about design from the landscape of the end person thats using your product. I got very early in my career in education a wealth of knowledge and how to just build around what someone is looking for, what makes them excited and motivated and really just want to continue playing with something.I worked in special ed for a little bit trying to apply some of those practices, but what really kind of kicked off my career is I ended up getting a job with Disney working on Pixie Hollow and I just loved it. I loved working with a really wonderful IP with a predominantly feminine audience that was very social and very creative, and they loved basically dressing up their fairies and making homes and interacting with each other and chatting. And actually I think quite a few of our [Sims] players probably have played that game as well.I fell in love with that. It reminded me a lot of games I played when I was younger. I loved simulation games. I loved creating, and I never thought gaming could have been for me. I didnt want to make the types of games that my brothers played, for example, even though I liked playing them, I just didnt want to think about that all the time because theyre a little bit more violent. And I eventually went into Facebook and mobile gaming and got to learn very quickly about development cycles. Its a much faster paced environment. Moved to San Francisco and got to put on very many hats, both game design and production and project management, and really got into how designers work and get incorporated into a game team. And my background is game design. And I ended up having the privilege of working with a lot of people that had left EA, many who had worked on the Sims, and were always trying to chase that dream.I think the Sims has really echoed throughout the entire industry and every studio tries to chase what the Sims has done. And so its just been kind of built into my pedigree in this really interesting way, just both from college and having worked with people from EA there to working at this company that had a lot of EA employees that eventually went there, especially who knew and understood Maxis very well. And so eventually [in] my career, I was like, I really want to make The Sims, I think the end-all be-all of all video games. And I ended up getting an opportunity to apply for this role, and I just feel so honored that I get to do it. Working on this type of game thats very creative for this audience is just something that has always been very important to me, but is not always an opportunity. And so Im so fortunate that I get to have this opportunity for sure.What was it like jumping into your current role at Maxis on The Sims 4, into a franchise thats so iconic?I had to take a moment, I had to take a step back when I was going through the interview process. It is a lot to take on. The audience has such a love and passion for this game, and you want to take care of it and you dont want to do it wrong. And so I was very nervous. I did not know if I had what it took to continue this franchise more just from a personal perspective, because it is a big title, it is huge both from how big the game is technically to the amount of content to the amount of players that play it and how long its been in the industry. So I had to shake off, I think, a lot of that fear. And I dont think I had imposter syndrome, but maybe thats what it was that I could do this job with.Also such a big team. The team is pretty big and everyone is extremely talented. And I have someone that Im working with now whos been here for 30 years, and that is amazing to me. So I was nervous on all fronts. I remember talking to a friend who had been mentoring me through my interview process and he was like, This is it. This is your moment. This is what youve been wanting. And you just have to just let it happen and just take it all in. So my first couple years, which is still now, I told myself, just learn the team, learn the audience, learn the game and away from a very professional perspective and just soak it all in and just really understand it. This could be a lifelong job. I think in the industry you see a lot of people jumping and moving around and I was like, I dont want that for me.I want this to be it, and I need to be patient and not just come in and try to change everything, which I think can be really scary for a team as well. When you have a creative director coming in, what are they going to do and whats their vision? So I spent a lot of time just listening to the team and understanding what makes them work, what is challenging about building this product, and also what lens can I bring. And also a big one for me is how do we continue echoing what the players are looking for and bringing that into the game. So that was my lens for joining the team is, how do I approach just massive products?Theres still a lot of life in this gameYou mentioned taking the time to learn the game professionally. What does that mean to you? Whats different playing The Sims 4 as a fan or consumer?Theres two ways to play a game professionally one [youre] not on it, and youre outside looking in and youre trying to guess why the studio is making certain decisions and then applying it to your own practices. So I had done that for a long time. Like I said, every game Ive worked on, it feels like weve always had someone that was chasing The Sims and also the success of it. As someone whos on the game team, you get to see how the sausage is made and why decisions get made, the limitations and also the inverse of that, of how much you actually can do. And for a AAA game, its definitely much bigger than a mobile title or even a Pixie Hollow.So when I look at it, I now get to access everything behind the curtain. Why and how the game is made, how the simulation works, what can we do with it? And also from a design perspective, how do we utilize the work thats been built in a way to create [something] new? Theres still a lot of life in this game, and you want to be respectful to the systems and try to orient things in a way where when youre delivering it, theres the careful craft of like, this is where we build a new system, or this is where we add new content and rework a current system. So I have to really understand the inner workings of that and the tech stack and how its working, even though Im not a technical person, like an engineer. And then also with the audience, you can only guess from an outside perspective what players are doing, why theyre motivated, and what gets them excited. When youre on a game team, you get to see all that. You get to see what players are actually doing in the game and how thats different from maybe what they might say on social media.You get to work with players more directly and ask them questions and get feedback in a way that you just dont get from the internet or from guessing, and start to validate a lot of assumptions. This game works very differently than any other game out there and the way players play it, its very different from most other games. And so that was really fun to learn.What have you found compelling about the original The Sims? Has that changed over time working on The Sims 4?I think the most compelling thing is it introduced a lot of choice and storytelling at the level of the person. And I think that in itself was a big risk. Again, chasing these games, everyones excited about Sim City and making a city builder and the fact that you could zoom in and play people, I think was very unheard of outside of an RPG. This was more about the day-to-day life peoples emotions, and just seeing that come to life. I think there was a question, how is that a game? And the fact that that happened, I think really set the tone for whats been possible for games in this genre, and we continue to try to emulate that today. So its opened up the doors for a very specific type of storytelling that is really, I think near and dear to my own heart, which is human psychology and how people react to situations and things that are, I would say, are really important to us as people.Its almost like Maslows hierarchy to an extent, but also what brings us joy. And I think the early games really tapped into that and then added that little bit of fantasy and excitement and hopefully oh wait, were not announcing that yet. Okay, so Im not going to say that. Sorry. And so we get to continue that journey. I think Will Wright and his team definitely set the stage to do that and to tell stories from diverse perspectives as well. And so being able to have queer characters, being able to date and see whoever you want was really important. And we are just now more intentional about it these days. And so we got to see the audience really react to that looking from outside. And then now with The Sims 4 we get to continue to expand on a lot of those systems. And I think that maybe wasnt the original intention, but its where the audience was asking us to go and to continue these multiple perspectives.How have you experienced seeing the culture and massive impact of The Sims both personally and throughout the video game industry?Ill start with the industry perspective. Cause I think how its also affected me is, and I alluded to this earlier, is I think it taught the industry that there are other types of games out there that could be quite successful these more creative, story-driven perspectives about the day-to-day from different types of people. So you see a lot of especially indie games a lot of these contain simulated experiences on very human topics. But before, games were more platformers and shooters and stealth and adventure. The Sims really opened up the door for I think something that was just a lot more human and close in connection. And then as a developer, knowing that I can make a game like that, I think, is really exciting. And for people like me who want to create more of these creative storytelling games, there is that opportunity. And now theres more throughout their industry, which I think is really important to have that capability to be able to pursue a career that also brings yourself joy and happiness to be able to tell these types of stories.I can make a game like this that represents me. I think people can play a game that also represents them. I would say the biggest impact is that player that is still exploring who they are or maybe are not getting positive reinforcement of who they are. They can see that positivity in the game. They can create themselves however they want. They can experiment with that, and hopefully feel accepted. Were not a game that judges you for who you are, how you play. And that has had a profound impact on the way people just see themselves right now. Not everyone grows up in an environment that is accepting. And so to be able to have that safe space is extremely important. Also, a creative outlet that is at home and accessible is incredibly important. People just tell stories also outside of themselves and that helps them explore. And Ive seen players say, Im going to research this culture or this perspective and then try to emulate that here. And seeing players are doing research and to help their stories, thats really cool to me. They care about other people and they want to know what their life is like and then they try to play that out in The Sims.Electronic Arts and Maxis have released a ton of Sims content over the past 25 years. Is there pressure to keep iterating? How do you decide what comes next? Im curious, too, if you look back at the older games to pull from, or if its more of a constant look forward?Yeah, its everything. So our players are kind of the ones that tell us that we should be making more. And so that is first and foremost is, we get signals that show, Hey, players want more of this area of the game or just overall they want more Sims. And so that keeps us alive and going, is definitely players gravitating towards this game year over year. And then how we choose and what we study is, we study all of it. So we talk to players to see what it is that theyre looking for first and foremost, and thats what stories do you want to tell? And whats missing, too as a game designer, you also look at the systems from a design perspective, and are they settled? Do they need more? Does something feel like its not, its missing? Or can we augment this to create something more interesting? And then from what we call our back catalog, both in The Sims 4 and past games, we absolutely look at what have we done well and what can we do better? We know what was successful about those past features that have come online for past games. And so sometimes its about like, hey, this game just deserves to have that. Its a no-brainer, but what can we do differently and how can we make it work within this engine that we have? And as you probably noticed, a lot of it is about going deeper.You can go deeper on a werewolf and its a lot more expansive than perhaps past werewolves. And then yeah, theres always inspiration from life is definitely a huge one. What is it about life that were missing those stories that players can tell?What are you most proud of achieving with The Sims?I would say the way we talk about features, and I spent a lot of my time so far thinking about the human experience and coaching the team and how do we bring that in? And I think our relationship with our player has gotten incredibly deep the past couple of years. Weve always talked to the players, but were kind of hitting this new phase, especially with user-generated content and this world of influencers, which wasnt as big 10 years ago, and its huge now. And so part of it is we have more tools to talk to players, and a lot of my work is working with our teams to bring that in. And how do we translate that into our roadmap, and how do we translate that also to the human experience? And so my first, I feel like real bout with this was with growing together and taking this very day-to-day storytelling of having a child and raising them, but how do we make it beyond that and whats the experience across multiple age groups and how they interact together within a family, and what does that dynamic look like?That really came from talking to players about why they care about family dynamics. Why do they keep talking about generational gameplay? Why do players why are they really interested? Family and generational play come up a lot. And then digging even deeper into like, well, why does that matter? And so we connected with players for that pack, I think got a lot of valuable insights that really changed I think what we were going to end up doing. And we just really focused on the family and those connections and also the drama of those interactions. And then what is the psychology behind that? And so looking at human development, psychology, and relationship psychology between family members and the team did an excellent job at just taking that and then turning that into systems and mechanics that the players could tell stories with.Has anything surprising come out of your conversations and research with players?I think theres also a couple ways for me to answer this. From when I first joined, the surprising things were how much choice these our players wanted. In games that Ive worked on, it was more about a very specific way of playing. And in this game its like, theres just a lot of choice that players want. And as a designer, how do you design for that? That could be endless. So that surprised me. I think professionally, just as someone who was new to the team, and I would say as of lately, I think its the continued, yes, we want the exciting fantasy gameplay, but what we really want to talk about are relationships between Sims and family and friends and drama. And that I think time over time that just doesnt go away. And so its fun to see because its consistent, but I dont know why. Im always surprised by that. I always feel like, oh, players really want this high fantasy vision for the world and to go into these crazy spaces and theyre like, no, I want laundry day.I was just going to say, theres literally nothing that makes me happier than putting clutter or mundane things in my Sims houses.Laundry Day players will always want the stuff that they have around them, which is really cool to see. And its not surprising. We know what players are motivated by, but its still like, oh yeah, thats what they like.
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  • The best horror to watch on Netflix this February
    www.polygon.com
    Winter may be slowly coming to an end, but the cold and dark months havent quite closed out just yet. To help you pass the time indoors, Netflix has got a nice little selection of horror movies at the moment, to keep things creepy and cozy. This month, we handpicked a few of the best horror movies on Netflix that fit the current season. Weve got a recent zombie movie classic, a terrifying movie about the dangers of hiking in a haunted Scandinavian forest, and a complex and under-seen gem about the horrors of the British immigration system. Editors pick: Train to BusanDirector: Yeon Sang-hoCast: Gong Yoo, Ma Dong-seok, Yung Yu-miFew horror movies in recent memory have hit cultural as hard and quickly as Train to Busan. The premise is obviously dynamite, following a group of passengers on a train across South Korea just as a zombie outbreak begins, but its the execution that really made this film a classic. Its undoubtedly a horror movie, but by way of some of the most impressive action filmmaking of the 2010s, and an incredible physical performance from Korean action legend Ma Dong-seok who spends half the movie punching zombies off the train. All of this makes for not just one of the best zombies movies in recent memory but also one of the most fun and unique horror movies of any subgenre. Austen Goslin The Ritual Director: David BrucknerCast: Rafe Spall, Arsher Ali, Robert James-CollierGrief is a funny thing. It can just as surely bring people together as it can tear them apart. Such is the case in The Ritual; both figuratively and literally. Following the tragic death of their friend, four college pals reunite to embark on an excursion through the Scandinavian wilderness in honor of their memory. Tensions mount as the group find themselves beset by supernatural forces beyond their comprehension, tearing open old wounds and setting them against one another as some greater malevolent force ensnares them in its inscrutable designs. The Ritual is a terrific Euro-horror thriller with striking visuals and an absolutely barn-burner of an ending. Whats in the forest? Only what you take with you. Toussaint EganHis HouseDirector: Remi WeekesCast: Wunmi Mosaku, Sope Dirisu, Matt SmithGangs of Londons Sope Dirisu and Lovecraft Countrys Wunmi Mosaku star in this supernatural horror thriller as Bol and Rial, a Sudanese couple seeking asylum in Britain. After being placed in housing, the pair grow to suspect that their new home is haunted. Hounded by the unspoken sins of their past and daunted by the callousness of an immigration system aligned against them, Rial attempts to make amends while her husband sinks ever deeper into desperation and madness. If youre looking for a thoughtful, complex horror film with emotionally captivating performances, this is the one to watch this month. Toussaint Egan
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