Not sure I follow Dante's logic

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Not sure I follow Dante's logic

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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"As soon as a baby is weaned, its poop starts to smell absolutely foul. Every time I smell that smell, I think, 'Oh, guess you're not an angel anymore. You're a human being now, and there's no turning back... Congratulations.'"
Thunder Force IV Reflections
As a kid in the nineties, my experience with a lot of Genesis games (and NES games before them) was that I'd find the difficulty so insurmountable that the thought of ever getting very far seemed completely futile, and I'd inevitably stop playing after getting maybe two Game Overs in a single session. In fact, I'd say this was the norm for me, until the PS1 era. I think this was pretty common for kids at large, too.
In this household we only play video james
Underrated troll moment.

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♪ We've been spending most our lives Tormented by our missing wives ♪
I know expository graffiti has fallen out of vogue, but how do you feel about NEON SIGNS
When you’re looking like class and he’s looking like trash.
Remember Remember Me.
2020 Recap - My Year in Gaming
2020. What a year for video games. I had big plans for last year, but in the end I did very little besides play video games, and I don’t think I’m alone there since we were all stuck at home looking for a way out of reality. I wanted to do a year-end recap as I’ve done sporadically in past years, but this one will be different than the typical “Games of the Year” format because despite all the games I played in 2020, almost none of them came out in 2020, and some of the things that defined my year in gaming weren't even games.

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Sekiro has one big similarity to Bionic Commando, and it's not what you think
Spoiler Warning: Sekiro, Bionic Commando (NES)
Progress in Sekiro is meted out through challenging boss fights and punctuated with scenic, relatively safe traversal sequences that enhance the sense that you’re on a textured journey that’s headed somewhere. Fairly early in the game, after you’ve found your initial footing and conquered a few lifebars bearing fancy names, the game pulls a fast one on you: As you’re scaling some cliffs to get to the next part of the game, a snake roughly the size of Godzilla glides into view—filling your view—and looks at you like you’re the last donut hole in Boston. What was supposed to be a rejuvenating slice of downtime is suddenly the most stressful situation Sekiro has placed you in so far. A harrowing stealth sequence ensues, where you must divide your time between hiding and madly dashing for the next hiding spot.
Man, I sure miss feeling like we had a general consensus about what you do with fascists.
Death Stranding wrote my essay
Apart from its striking relevance to current events, Death Stranding also holds a personal relevance for me that’s equally uncanny.
Last year, after three years of unrewarding freelance work, I moved to Brooklyn to study writing and reset my life’s trajectory. I joined a small, intensive writing workshop that sounded like an exciting way to develop my skill and connect with other writers in the New York scene. It would be the entry point to a new community that I so badly needed after three years of isolation.
Death Stranding (Kojima Productions, 2019)
Death Stranding predicted the pandemic, and it's here to help
Hiking: The Game
Okay, so Death Stranding is a walking simulator. You might be wondering, then, what makes it any fun, especially since I just likened it to the grueling haul to the laundromat of pre-COVID days.
There are lots of ways the game distinguishes itself from the banality of real-life errands—its almost comically generous doling of praise for completed tasks, the slick but plausible sci-fi mecha gadgets, the heavy implication of meaning to your actions, the pants-shitting grandeur of its ominous setpieces—but I submit that the walking itself is fun, in much the same way that hiking a nature trail is more fun than walking to the bank.
Indeed, hiking seems to be the primary inspiration for Death Stranding’s core gameplay loop. The significance of the terrain on player movement and the constant need to adjust your balance and speed give walking in Death Stranding an uncanny resemblance to the real-life feeling of hiking a rugged nature trail. Often when hiking in real life, I’ll come to a drop too steep to step down and have to scan the area for a more gradual, roundabout route so I don’t slip and fall. It’s an unremarkable reality of walking on the surface of the planet, but Death Stranding gamifies it quite brilliantly. All terrain in the game has metadata baked in representing its steepness, or in the case of water, depth. You can view this as visual feedback by pinging your Odradek Scanner at any time. You can also use tools like ladders, climbing ropes, and a variety of footwear to help tame the land, but you have to plan ahead and bring the right gear, or else rely on the contributions or discarded leftovers of travelers who came before you.
Speaking of which, ever gone hiking and come across a log bridge or makeshift steps left behind by other hikers? Or just a hand-made sign that came in handy or gave you a chuckle? Part of the magic of hiking is in feeling connected with those who have traveled the same path. Death Stranding is a game about capturing that magic. You’re bound to other players as you use the gear they’ve left behind, rest where they’ve rested (marked by cairns that grow as more players rest in the same spot), and pee where they’ve peed (which, albeit crude, feels like sharing in a joke). You can even leave signs for each other, offering motivation or helpful info to unknown friends. I’m sure this was novel when Death Stranding released last fall, but in this new age of cabin fever, the ability to connect with strangers in positive ways while exploring a vast wilderness is a two-fold anodyne.
A Game For Our Times
A loaded freelance schedule prevented me from starting Death Stranding until around February, and in retrospect I’m glad. It’s impossible now to separate the experience of Death Stranding from the experience of life under quarantine. A lot of video games deal in visions of the post-apocalypse, but none have ever forecasted it so accurately. To play the game now is inherently a VR experience, no helmet required.
Okay, so it’s not like humanity has been wiped out (yet) or there are black specters of death polluting the landscape (well, debatable), but consider the basic synopsis:
Following a cataclysmic event, American survivors take shelter from an invisible threat, relying on a remote data transfer network and self-sacrificing delivery workers for survival.
Mere months after the game’s release, we’re living it.
Hideo Kojima’s games often serve up their analogies with a heavy hand, but Death Stranding was the first to make overt reference to real-world events before they even happened. (I will revise this claim when Metal Gear happens.) If this game had come out next fall instead of last, we’d be criticizing its obviousness. As it stands, Death Stranding feels freakishly prescient, as well as necessary. Not just for the relevant themes or ultimately uplifting message; but also for the way it empowers you to help others in a time when it’s hard not to feel helpless. For the opportunity it affords you to meditate. This is a zone-out game you can play infinitely. The soundtrack has an almost instant soothing effect, true to its own in-game description (“sure to send soul-soothing oxytocin surging around your system”). The entire game feels deliberately designed to help you cope with the very scenario it predicted. It’s not just a game about the pandemic—it’s a game for the pandemic.
Part 3 of 3 coming very soon!

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Death Stranding is the only walking simulator
Before the pandemic, I relied on a local laundromat to clean my clothes. Once every week or two, I crammed as many articles from the hamper as would fit into an oblong laundry backpack that looked like it was meant for mountaineering. Then I loaded my laptop into a laptop bag so I could work on work while waiting for my clothes. I strapped on the backpack, slung the laptop diagonal over a shoulder, and took the three-liter jug of detergent in my right hand, leaving my left hand free to grab the house key and work the doorknob.
Wolverine