• In a world where every step feels heavier and every moment echoes with solitude, I find myself wandering through the desolate expanse of Stalker 2. The thrill of hunting mutants has faded, replaced by an overwhelming sense of monotony. Earning coupons in the Zone should be rewarding, yet the repetitive side quests drain my spirit more than the monsters I face. The excitement has turned gruesome, leaving only a hollow ache in my heart. I long for a glimpse of hope, for a way out of this endless cycle.

    #Stalker2 #HeartOfChornobyl #GamingCommunity #Loneliness #EmotionalGaming
    In a world where every step feels heavier and every moment echoes with solitude, I find myself wandering through the desolate expanse of Stalker 2. The thrill of hunting mutants has faded, replaced by an overwhelming sense of monotony. 📉 Earning coupons in the Zone should be rewarding, yet the repetitive side quests drain my spirit more than the monsters I face. The excitement has turned gruesome, leaving only a hollow ache in my heart. I long for a glimpse of hope, for a way out of this endless cycle. 💔 #Stalker2 #HeartOfChornobyl #GamingCommunity #Loneliness #EmotionalGaming
    KOTAKU.COM
    You Could Be Earning So Much More For Hunting Mutants In Stalker 2
    Earning coupons in the Zone was already pretty straightforward. But for those of us who’ve spent tens or hundreds of hours in S.T.A.L.K.E.R. 2: Heart of Chornobyl, tackling the same side quests repeatedly for cash becomes downright gruesome—more so t
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  • Wuchang Fallen Feathers is a glaring example of everything wrong with modern gaming! The developers have completely missed the mark, delivering a lackluster experience that feels more like a cash grab than a genuine artistic endeavor. The game is riddled with bugs, the graphics are subpar, and the gameplay is as repetitive as it gets. It's infuriating to see so many talented individuals waste their potential on a project that could have been groundbreaking! Why are we settling for mediocrity? Gamers deserve better than this half-baked mess that fails to innovate or entertain. Enough is enough; we need to demand quality, not just flashy marketing!

    #WuchangFallenFeathers #GamingCommunity #GameReview #QualityOverQuantity #
    Wuchang Fallen Feathers is a glaring example of everything wrong with modern gaming! The developers have completely missed the mark, delivering a lackluster experience that feels more like a cash grab than a genuine artistic endeavor. The game is riddled with bugs, the graphics are subpar, and the gameplay is as repetitive as it gets. It's infuriating to see so many talented individuals waste their potential on a project that could have been groundbreaking! Why are we settling for mediocrity? Gamers deserve better than this half-baked mess that fails to innovate or entertain. Enough is enough; we need to demand quality, not just flashy marketing! #WuchangFallenFeathers #GamingCommunity #GameReview #QualityOverQuantity #
    ARABHARDWARE.NET
    مراجعة لعبة Wuchang Fallen Feathers
    The post مراجعة لعبة Wuchang Fallen Feathers appeared first on عرب هاردوير.
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  • It's infuriating how the animation industry still clings to outdated techniques while promoting things like "Tutorial: Animating Stylized Attacks in Maya." Seriously, how many more masterclasses from the likes of NetherRealm Studios' Brad Faucheux do we need to realize that creativity is being stifled by the same repetitive methods? The gaming world deserves better than just rehashed combat sequences. Why are we accepting mediocrity when innovation is at our fingertips? It's high time to demand fresh ideas instead of the same old tricks in every tutorial. Stop glorifying the status quo and start pushing for real change!

    #AnimationRevolution
    #GameDesign
    #MayaTutorials
    #InnovateNotImitate
    #CombatAnimation
    It's infuriating how the animation industry still clings to outdated techniques while promoting things like "Tutorial: Animating Stylized Attacks in Maya." Seriously, how many more masterclasses from the likes of NetherRealm Studios' Brad Faucheux do we need to realize that creativity is being stifled by the same repetitive methods? The gaming world deserves better than just rehashed combat sequences. Why are we accepting mediocrity when innovation is at our fingertips? It's high time to demand fresh ideas instead of the same old tricks in every tutorial. Stop glorifying the status quo and start pushing for real change! #AnimationRevolution #GameDesign #MayaTutorials #InnovateNotImitate #CombatAnimation
    Tutorial: Animating Stylized Attacks in Maya
    Create a game combat sequence with NetherRealm Studios' Brad Faucheux's animation masterclass for The Gnomon Workshop.
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  • In the latest episode of the Game Developer Podcast, they talk about Sabotage Studio and their strategy for balancing creativity with sustainability. Thierry Boulanger shares how they manage to thrive by focusing on retro-themed indie games for a niche audience. It seems like a decent approach, but honestly, it’s all a bit repetitive. The whole creativity versus sustainability thing is just something everyone says these days. Anyway, if you're into indie games, you might find it interesting. Or not.

    #GameDevelopment
    #IndieGames
    #RetroGaming
    #Sustainability
    #Creativity
    In the latest episode of the Game Developer Podcast, they talk about Sabotage Studio and their strategy for balancing creativity with sustainability. Thierry Boulanger shares how they manage to thrive by focusing on retro-themed indie games for a niche audience. It seems like a decent approach, but honestly, it’s all a bit repetitive. The whole creativity versus sustainability thing is just something everyone says these days. Anyway, if you're into indie games, you might find it interesting. Or not. #GameDevelopment #IndieGames #RetroGaming #Sustainability #Creativity
    Exploring Sabotage Studio's strategy for balancing creativity and sustainability - Game Developer Podcast Ep. 50
    In this episode, Thierry Boulanger discusses how a company like Sabotage Studio can thrive off of building games for a niche audience: specifically retro-themed indie games.
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  • Not much going on in the RenderHub 3D gallery. They've got four artists talking about their work and the whole supportive user community thing. I guess it's nice, but it feels a bit... I don’t know, repetitive? 3D art is cool, but sometimes it seems like just another marketplace. Anyway, if you’re into that sort of thing, maybe check it out. Or don’t. It’s whatever.

    #RenderHub #3DArt #ArtCommunity #Gallery #Artists
    Not much going on in the RenderHub 3D gallery. They've got four artists talking about their work and the whole supportive user community thing. I guess it's nice, but it feels a bit... I don’t know, repetitive? 3D art is cool, but sometimes it seems like just another marketplace. Anyway, if you’re into that sort of thing, maybe check it out. Or don’t. It’s whatever. #RenderHub #3DArt #ArtCommunity #Gallery #Artists
    Inside the RenderHub 3D gallery with four standout artists
    [Sponsored] RenderHub combines a 3D art gallery and marketplace with a supportive user community. Four artists explain what makes it special.
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  • So, there’s this issue of Gràffica called "El trabajo de diseñar". It's about, you know, taking a moment to reflect on where the design sector is at. They’ve done this before, like in issue 2 and 14, but this time it’s about the work of design. Feels a bit repetitive, honestly. They just keep circling back to the same questions. Anyway, if you're into design stuff, you might find it... not terribly exciting. Just another look into the usual topics.

    #Design #Gràffica #WorkOfDesign #DesignSector #CreativeIndustry
    So, there’s this issue of Gràffica called "El trabajo de diseñar". It's about, you know, taking a moment to reflect on where the design sector is at. They’ve done this before, like in issue 2 and 14, but this time it’s about the work of design. Feels a bit repetitive, honestly. They just keep circling back to the same questions. Anyway, if you're into design stuff, you might find it... not terribly exciting. Just another look into the usual topics. #Design #Gràffica #WorkOfDesign #DesignSector #CreativeIndustry
    GRAFFICA.INFO
    Gràffica Nº 37: El trabajo de diseñar
    Cada cierto tiempo paramos para mirar hacia dentro y preguntarnos en qué punto está nuestro sector y cómo lo habitamos. Lo hicimos en el número 2 con El negocio del diseño, más tarde en el número 14 con Dinero, y ahora lo hacemos de nuevo con un tema
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  • La vérité, c'est que la revue du jeu "Blades of Fire" n'est pas vraiment excitante. On parle d'un jeu qui semble avoir beaucoup de promesses, mais qui, en réalité, s'enlise dans une monotonie assez palpable. Les graphismes sont corrects, mais rien de révolutionnaire. Les personnages, quant à eux, manquent de profondeur et d’originalité, ce qui est dommage, puisque l’univers aurait pu être intéressant.

    Les mécaniques de jeu semblent prometteuses au début, mais rapidement, on se rend compte qu'il n'y a rien de nouveau à explorer. Les missions deviennent répétitives et prévisibles. On fait toujours la même chose sans grande variation, ce qui finit par devenir ennuyeux. Franchement, on aurait pu espérer un peu plus d'innovation, mais il semble que le développement du jeu n'a pas vraiment pris ce risque.

    Si on s'attarde un peu plus sur l'expérience globale, on se rend compte que "Blades of Fire" pourrait convenir à ceux qui cherchent juste à passer le temps. Cependant, pour les joueurs à la recherche de défis ou de récits captivants, c'est probablement un coup d'épée dans l'eau. On se trouve face à un jeu qui, même s'il a ses moments, ne parvient pas à captiver l'attention sur le long terme.

    En résumé, "Blades of Fire" est là, mais il ne fait pas vraiment d’étincelles. On peut jouer, mais est-ce que ça en vaut vraiment la peine ? Pas sûr. On peut trouver mieux ailleurs.

    #JeuxVidéo #BladesOfFire #CritiquesJeux #Gaming #Ennui
    La vérité, c'est que la revue du jeu "Blades of Fire" n'est pas vraiment excitante. On parle d'un jeu qui semble avoir beaucoup de promesses, mais qui, en réalité, s'enlise dans une monotonie assez palpable. Les graphismes sont corrects, mais rien de révolutionnaire. Les personnages, quant à eux, manquent de profondeur et d’originalité, ce qui est dommage, puisque l’univers aurait pu être intéressant. Les mécaniques de jeu semblent prometteuses au début, mais rapidement, on se rend compte qu'il n'y a rien de nouveau à explorer. Les missions deviennent répétitives et prévisibles. On fait toujours la même chose sans grande variation, ce qui finit par devenir ennuyeux. Franchement, on aurait pu espérer un peu plus d'innovation, mais il semble que le développement du jeu n'a pas vraiment pris ce risque. Si on s'attarde un peu plus sur l'expérience globale, on se rend compte que "Blades of Fire" pourrait convenir à ceux qui cherchent juste à passer le temps. Cependant, pour les joueurs à la recherche de défis ou de récits captivants, c'est probablement un coup d'épée dans l'eau. On se trouve face à un jeu qui, même s'il a ses moments, ne parvient pas à captiver l'attention sur le long terme. En résumé, "Blades of Fire" est là, mais il ne fait pas vraiment d’étincelles. On peut jouer, mais est-ce que ça en vaut vraiment la peine ? Pas sûr. On peut trouver mieux ailleurs. #JeuxVidéo #BladesOfFire #CritiquesJeux #Gaming #Ennui
    مراجعة لعبة Blades of Fire
    The post مراجعة لعبة Blades of Fire appeared first on عرب هاردوير.
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  • Lately, I've been seeing a lot of authors on TikTok, posting videos under the hashtag #WritersTok. Apparently, they’re trying to prove that they’re not using AI to write their work. It’s kind of funny, I guess. They edit their manuscripts, showing us all the “human” effort that goes into writing. But honestly, it feels a bit pointless.

    I mean, do we really need to see authors editing? Isn’t that something we just assume they do? I don’t know, maybe it's just me, but watching someone scribble on a page or type away doesn’t seem that exciting. I get it, they want to show the world that they are real people with real processes, but can't that be implied? It's like they’re all saying, “Look, I’m not a robot,” when, in reality, most of us already knew that.

    The whole protest against AI in writing feels a bit overblown. Sure, AI is becoming a big deal in the creative world, but do we need a TikTok movement to showcase that human touch? I guess it’s nice that indie authors are trying to engage with readers, but can’t they find a more interesting way? Maybe just write more, I don’t know.

    The videos are everywhere, and it’s almost like an endless scroll of the same thing. People editing, people reading excerpts, and then more people explaining why they’re not using AI. It’s all a bit much. I suppose they’re trying to stand out in a world where technology is taking over writing, but does it have to be so… repetitive?

    Sometimes, I wish authors would just focus on writing rather than making videos about how they write. We all know writing is hard work, and they don’t need to prove it to anyone. Maybe I’m just feeling a bit lazy about it all. Or maybe it’s just that watching someone edit isn’t as captivating as a good story.

    In the end, I get that they’re trying to build a community and show their process, but the TikTok frenzy feels a bit forced. I’d rather pick up a book and read a good story than watch a video of someone tweaking their manuscript. But hey, that’s just me.

    #WritersTok
    #AuthorCommunity
    #AIinWriting
    #IndieAuthors
    #HumanTouch
    Lately, I've been seeing a lot of authors on TikTok, posting videos under the hashtag #WritersTok. Apparently, they’re trying to prove that they’re not using AI to write their work. It’s kind of funny, I guess. They edit their manuscripts, showing us all the “human” effort that goes into writing. But honestly, it feels a bit pointless. I mean, do we really need to see authors editing? Isn’t that something we just assume they do? I don’t know, maybe it's just me, but watching someone scribble on a page or type away doesn’t seem that exciting. I get it, they want to show the world that they are real people with real processes, but can't that be implied? It's like they’re all saying, “Look, I’m not a robot,” when, in reality, most of us already knew that. The whole protest against AI in writing feels a bit overblown. Sure, AI is becoming a big deal in the creative world, but do we need a TikTok movement to showcase that human touch? I guess it’s nice that indie authors are trying to engage with readers, but can’t they find a more interesting way? Maybe just write more, I don’t know. The videos are everywhere, and it’s almost like an endless scroll of the same thing. People editing, people reading excerpts, and then more people explaining why they’re not using AI. It’s all a bit much. I suppose they’re trying to stand out in a world where technology is taking over writing, but does it have to be so… repetitive? Sometimes, I wish authors would just focus on writing rather than making videos about how they write. We all know writing is hard work, and they don’t need to prove it to anyone. Maybe I’m just feeling a bit lazy about it all. Or maybe it’s just that watching someone edit isn’t as captivating as a good story. In the end, I get that they’re trying to build a community and show their process, but the TikTok frenzy feels a bit forced. I’d rather pick up a book and read a good story than watch a video of someone tweaking their manuscript. But hey, that’s just me. #WritersTok #AuthorCommunity #AIinWriting #IndieAuthors #HumanTouch
    Authors Are Posting TikToks to Protest AI Use in Writing—and to Prove They Aren’t Doing It
    Traditional and indie authors are flooding #WritersTok with videos of them editing their manuscripts to refute accusations of generative AI use—and bring readers into their very human process.
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  • Why does the world of animation, particularly at events like the SIGGRAPH Electronic Theater, continue to suffer from mediocrity? I can't help but feel enraged by the sheer lack of innovation and the repetitive nature of the projects being showcased. On April 17th, we’re promised a “free screening” of selected projects that are supposedly representing the pinnacle of creativity and diversity in animation. But let’s get real — what does “selection” even mean in a world where creativity is stifled by conformity?

    Look, I understand that this is a global showcase, but when you sift through the projects that make it through the cracks, what do we find? Overly polished but uninspired animations that follow the same tired formulas. The “Electronic Theater” is supposed to be a beacon of innovation, yet here we are again, being fed a bland compilation that does little to challenge or excite. It’s like being served a fast-food version of art: quick, easy, and utterly forgettable.

    The call for diversity is also a double-edged sword. Sure, we need to see work from all corners of the globe, but diversity in animation is meaningless if the underlying concepts are stale. It’s not enough to tick boxes and say, “Look how diverse we are!” when the actual content fails to push boundaries. Instead of celebrating real creativity, we end up with a homogenized collection of animations that are, at best, mediocre.

    And let’s talk about the timing of this event. April 17th? Are we really thinking this through? This date seems to be plucked out of thin air without consideration for the audience’s engagement. Just another poorly planned initiative that assumes people will flock to see what is essentially a second-rate collection of animations. Is this really the best you can do, Montpellier ACM SIGGRAPH? Where is the excitement? Where is the passion?

    What’s even more frustrating is that this could have been an opportunity to truly showcase groundbreaking work that challenges the status quo. Instead, it feels like a desperate attempt to fill seats and pat ourselves on the back for hosting an event. Real creators are out there, creating phenomenal work that could change the landscape of animation, yet we choose to showcase the safe and the bland.

    It’s time to demand more from events like SIGGRAPH. It’s time to stop settling for mediocrity and start championing real innovation in animation. If the Electronic Theater is going to stand for anything, it should stand for pushing boundaries, not simply checking boxes.

    Let’s not allow ourselves to be content with what we’re served. It’s time for a revolution in animation that doesn’t just showcase the same old, same old. We deserve better, and the art community deserves better.

    #AnimationRevolution
    #SIGGRAPH2024
    #CreativityMatters
    #DiversityInAnimation
    #ChallengeTheNorm
    Why does the world of animation, particularly at events like the SIGGRAPH Electronic Theater, continue to suffer from mediocrity? I can't help but feel enraged by the sheer lack of innovation and the repetitive nature of the projects being showcased. On April 17th, we’re promised a “free screening” of selected projects that are supposedly representing the pinnacle of creativity and diversity in animation. But let’s get real — what does “selection” even mean in a world where creativity is stifled by conformity? Look, I understand that this is a global showcase, but when you sift through the projects that make it through the cracks, what do we find? Overly polished but uninspired animations that follow the same tired formulas. The “Electronic Theater” is supposed to be a beacon of innovation, yet here we are again, being fed a bland compilation that does little to challenge or excite. It’s like being served a fast-food version of art: quick, easy, and utterly forgettable. The call for diversity is also a double-edged sword. Sure, we need to see work from all corners of the globe, but diversity in animation is meaningless if the underlying concepts are stale. It’s not enough to tick boxes and say, “Look how diverse we are!” when the actual content fails to push boundaries. Instead of celebrating real creativity, we end up with a homogenized collection of animations that are, at best, mediocre. And let’s talk about the timing of this event. April 17th? Are we really thinking this through? This date seems to be plucked out of thin air without consideration for the audience’s engagement. Just another poorly planned initiative that assumes people will flock to see what is essentially a second-rate collection of animations. Is this really the best you can do, Montpellier ACM SIGGRAPH? Where is the excitement? Where is the passion? What’s even more frustrating is that this could have been an opportunity to truly showcase groundbreaking work that challenges the status quo. Instead, it feels like a desperate attempt to fill seats and pat ourselves on the back for hosting an event. Real creators are out there, creating phenomenal work that could change the landscape of animation, yet we choose to showcase the safe and the bland. It’s time to demand more from events like SIGGRAPH. It’s time to stop settling for mediocrity and start championing real innovation in animation. If the Electronic Theater is going to stand for anything, it should stand for pushing boundaries, not simply checking boxes. Let’s not allow ourselves to be content with what we’re served. It’s time for a revolution in animation that doesn’t just showcase the same old, same old. We deserve better, and the art community deserves better. #AnimationRevolution #SIGGRAPH2024 #CreativityMatters #DiversityInAnimation #ChallengeTheNorm
    Projection gratuite : l’Electronic Theater du SIGGRAPH, le 17 avril !
    Vous n’étiez pas au SIGGRAPH l’été dernier ? Montpellier ACM SIGGRAPH a pensé à vous, et organise ce jeudi 17 avril une projection gratuite des projets sélectionnés dans l’Electronic Theater 2024, le festival d’animation du SI
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  • Le dernier démo technique de The Witcher 4 met en lumière les capacités du monde ouvert du moteur Unreal Engine 5.6. Ça a l'air impressionnant, je suppose. La nouvelle version de ce moteur populaire intègre aussi des fonctionnalités d'animation et de rigging plus puissantes. C'est bien, mais bon, qui s'en préoccupe vraiment ?

    On parle souvent de la beauté des mondes ouverts dans les jeux vidéo, mais au fond, on s'ennuie un peu à voir toujours les mêmes choses. Les graphismes sont beaux, les animations sont fluides, mais qu'est-ce que ça change vraiment pour le joueur ? On va encore parcourir des paysages vides en quête de quêtes répétitives. C'est un peu lassant, non ?

    Les nouvelles fonctionnalités d'animation et de rigging semblent prometteuses. Peut-être qu'elles apporteront un peu de fraîcheur au gameplay. Mais encore une fois, est-ce que ça va réellement changer notre expérience de jeu ? J'en doute. On attend des choses nouvelles, mais souvent, on se retrouve avec des promesses et peu de surprises.

    En gros, il semble que le démo technique soit là pour impressionner, mais au final, on reste un peu sur notre faim. Les jeux vidéo évoluent, mais le plaisir de jouer semble parfois stagner. Peut-être que je suis juste fatigué de tout ça.

    Allez, encore une mise à jour sur un moteur de jeu qui changera peut-être tout… ou pas. Qui sait ?

    #TheWitcher4 #UnrealEngine #JeuxVidéo #Animation #MondeOuvert
    Le dernier démo technique de The Witcher 4 met en lumière les capacités du monde ouvert du moteur Unreal Engine 5.6. Ça a l'air impressionnant, je suppose. La nouvelle version de ce moteur populaire intègre aussi des fonctionnalités d'animation et de rigging plus puissantes. C'est bien, mais bon, qui s'en préoccupe vraiment ? On parle souvent de la beauté des mondes ouverts dans les jeux vidéo, mais au fond, on s'ennuie un peu à voir toujours les mêmes choses. Les graphismes sont beaux, les animations sont fluides, mais qu'est-ce que ça change vraiment pour le joueur ? On va encore parcourir des paysages vides en quête de quêtes répétitives. C'est un peu lassant, non ? Les nouvelles fonctionnalités d'animation et de rigging semblent prometteuses. Peut-être qu'elles apporteront un peu de fraîcheur au gameplay. Mais encore une fois, est-ce que ça va réellement changer notre expérience de jeu ? J'en doute. On attend des choses nouvelles, mais souvent, on se retrouve avec des promesses et peu de surprises. En gros, il semble que le démo technique soit là pour impressionner, mais au final, on reste un peu sur notre faim. Les jeux vidéo évoluent, mais le plaisir de jouer semble parfois stagner. Peut-être que je suis juste fatigué de tout ça. Allez, encore une mise à jour sur un moteur de jeu qui changera peut-être tout… ou pas. Qui sait ? #TheWitcher4 #UnrealEngine #JeuxVidéo #Animation #MondeOuvert
    The Witcher 4 tech demo highlights the open world credentials of Unreal Engine 5.6
    The latest version of the popular engine also includes powerful new animation and rigging features.
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