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my friend playing patho 2 for the first time in a couple minutes here
here she is on twitch
โWhen I was 26, I went to Indonesia and the Philippines to do research for my first book, No Logo. I had a simple goal: to meet the workers making the clothes and electronics that my friends and I purchased. And I did. I spent evenings on concrete floors in squalid dorm rooms where teenage girlsโsweet and gigglyโspent their scarce nonworking hours. Eight or even 10 to a room. They told me stories about not being able to leave their machines to pee. About bosses who hit. About not having enough money to buy dried fish to go with their rice.
They knew they were being badly exploitedโthat the garments they were making were being sold for more than they would make in a month. One 17-year-old said to me: โWe make computers, but we donโt know how to use them.โ
So one thing I found slightly jarring was that some of these same workers wore clothing festooned with knockoff trademarks of the very multinationals that were responsible for these conditions: Disney characters or Nike check marks. At one point, I asked a local labor organizer about this. Wasnโt it strangeโa contradiction?
It took a very long time for him to understand the question. When he finally did, he looked at me like I was nuts. You see, for him and his colleagues, individual consumption wasnโt considered to be in the realm of politics at all. Power rested not in what you did as one person, but what you did as many people, as one part of a large, organized, and focused movement. For him, this meant organizing workers to go on strike for better conditions, and eventually it meant winning the right to unionize. What you ate for lunch or happened to be wearing was of absolutely no concern whatsoever.
This was striking to me, because it was the mirror opposite of my culture back home in Canada. Where I came from, you expressed your political beliefsโfirstly and very often lastlyโthrough personal lifestyle choices. By loudly proclaiming your vegetarianism. By shopping fair trade and local and boycotting big, evil brands.
These very different understandings of social change came up again and again a couple of years later, once my book came out. I would give talks about the need for international protections for the right to unionize. About the need to change our global trading system so it didnโt encourage a race to the bottom. And yet at the end of those talks, the first question from the audience was: โWhat kind of sneakers are OK to buy?โ โWhat brands are ethical?โ โWhere do you buy your clothes?โ โWhat can I do, as an individual, to change the world?โ
Fifteen years after I published No Logo, I still find myself facing very similar questions. These days, I give talks about how the same economic model that superpowered multinationals to seek out cheap labor in Indonesia and China also supercharged global greenhouse-gas emissions. And, invariably, the hand goes up: โTell me what I can do as an individual.โ Or maybe โas a business owner.โ
The hard truth is that the answer to the question โWhat can I, as an individual, do to stop climate change?โ is: nothing. You canโt do anything. In fact, the very idea that weโas atomized individuals, even lots of atomized individualsโcould play a significant part in stabilizing the planetโs climate system, or changing the global economy, is objectively nuts. We can only meet this tremendous challenge together. As part of a massive and organized global movement.
The irony is that people with relatively little power tend to understand this far better than those with a great deal more power. The workers I met in Indonesia and the Philippines knew all too well that governments and corporations did not value their voice or even their lives as individuals. And because of this, they were driven to act not only together, but to act on a rather large political canvas. To try to change the policies in factories that employ thousands of workers, or in export zones that employ tens of thousands. Or the labor laws in an entire country of millions. Their sense of individual powerlessness pushed them to be politically ambitious, to demand structural changes.
In contrast, here in wealthy countries, we are told how powerful we are as individuals all the time. As consumers. Even individual activists. And the result is that, despite our power and privilege, we often end up acting on canvases that are unnecessarily smallโthe canvas of our own lifestyle, or maybe our neighborhood or town. Meanwhile, we abandon the structural changesโthe policy and legal workโ to others.โ
- Naomi Klein
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Not a day goes by where I don't think about the beach dream scene so there's a comic based entirely on the in-game script...top 3 favourite moments in disco elysium. to me
what i love about disco elysium is how much it can make you not want to kill yourself right after making you want to kill yourself
Lloyd from The Bad Death
While I am a little personally disappointed in Tron Legacy for not reflecting contemporary computer technology the way the original Tron did, I do think it has an interesting thematic reflection about the state of the tech industry, somwhat similar to what I've previously written about the original being an allegory for the move away from centralized computing. I'm not sure if it's intentional, but I think Tron Legacy can be seen as an allegory for modern tech "gurus" and other big names in the industry (white dudes, mostly) suffering from the classic "engineer's disease", that is, thinking "I'm good at programming computers, therefore I must be good at everything else", wanting to apply their tech knowledge to fields such as philosophy and politics. "Creating the perfect system", if you will. Not to mention how this seems to have lead to many of these people embracing right-wing, reactionary, or even fascist ideas.
Kevin Flynn seems to be what we'd like to think these "techbros" should be, a laid-back, idealistic genius wanting to use technology to create a utopia. Meanwhile, Clu is his dark reflection, the flaws in his ideals and problematic aspects of his supposed utopia taken to an extreme. Or, in other words, what "techbros" have actually turned out to be. Of course, if the film had been *really* daring, it would have made Flynn the actual villain, but I guess they didn't want to tarnish the image of the hero from the original film too much. Still, making the villain look exactly like him, and be a reflection of his flaws, is pretty interesting.
As I said, I'm not sure if this theme was intentional, mainly because I'm unsure when people seriously started questioning the intentions of the Sillicon Valley geniuses. But that might be because I personally wasn't following those kinds of discussions at the time. The first film I remember where I was actually thinking "okay, they're clearly making the villain Mark Zuckeberg" was Batman v Superman.
In any case, it would be fun if the upcoming third Tron film continued with this theme now that more people have become aware of it (what with Musk embarrasing himself almost daily). But I'm not expecting Disney allowing it to be too radical, at best the filmmakers might manage to sneak some aspects of it in to be picked up by those looking close enough. Who knows, maybe that was what the creators of Tron Legacy did.
Well, it helps to know that โ Iโm going to be a broken record with this โ the human brain evolved in a very specific environment, and that environment was outside. And thatโs how our forebears spent their time for hundreds of thousands of years. Itโs a fairly recent development that we spend all this time, more than 90 percent of our time, inside buildings and inside cars and even when weโre outside in sort of urban, highly built up urban settings.
And the thing about the outdoors and the way that the human species evolved in the outdoors, all the information that we encounter, the sensory information that we encounter in nature, is processed really easily and effortlessly and efficiently by the brain. Our sensory faculties are kind of tuned to the kind of information and stimuli that we encounter in nature. And so this is, again, this is the scientific reason behind what everybody knows, which is that you feel more relaxed and more at ease when you take a walk outside and when you spend time in nature.
But what that has to do with attention is that that kind of diffuse attention that weโre able to spend in nature, where weโre not focusing very intently on anything but weโre just kind of allowing the gentle movements and the sort of soft contours of the things that we see outside just entertain our attention but in this very diffuse way, and the phrase psychologists use that I like is called soft fascination. Itโs not a hard edged concentration. Itโs a kind of soft fascination that you might experience when youโre looking at leaves rustling in the wind or watching waves on the ocean.
That state restores our attention. It kind of refills the tank in a sense. And so then we can return to our desk and we can return to that hard edged kind of concentration that we have to do to complete our studies or do our work. So I would say in your example that if you need to concentrate but youโre feeling frazzled, even a brief look out the window can have this kind of restorative effect. But ideally, a longer walk in nature would be good.
-ย Annie Murphy Paul, from Ezra Klein interviews Annie Murphy Paul

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family portrait
stories of people suffering for a long time and then healing in their 30s or 40s or 60s or something are the most importanttt thignn in theworld and thingking about them is like wrapping my heart in a warm sheet
people who are still blogging about magnus archives will be like "sad martin blackwood headcannon" and then describe something I thought was just like a totally normal thing I do. what the fuck man
I've been sitting down with my little sister while she plays pathologic 2 and she thinks it's very funny to kill as many people as she possibly can. The game is designed to disincentivize her from doing this except she's very good at videogames and is not a normal person.
They didn't have to attack her first, she walked up to the guys harassing the kin lady in the warehouse district on day one and punched them until they both died. Since then she's killed every character the game will let her. She's on day two and still kicking. No ragrets
the thing is that I know there's game mechanics for if you want to Be Evil but it never occurred to me that that was actually a possible route??? But she's already killed a bunch of people in multiple districts so it's just the game for her now. Like actually she's killed enough guys that she's got lots of lockpicks and has been taking enough from ransacking people's houses to keep herself armed & fed, and I know that there's the organ guy later on once she has enough space in her inventory to really go after hearts etc.....
The mechanics Exist, I just never thought about it. I might have to go back and do an Evil Artemy playthrough myself
I've been sitting down with my little sister while she plays pathologic 2 and she thinks it's very funny to kill as many people as she possibly can. The game is designed to disincentivize her from doing this except she's very good at videogames and is not a normal person.
They didn't have to attack her first, she walked up to the guys harassing the kin lady in the warehouse district on day one and punched them until they both died. Since then she's killed every character the game will let her. She's on day two and still kicking. No ragrets

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pit bulls :)
orphans will really see a serial killer and become attached to him immediately