"You cannot be in relation to something that is already acting as the sign for an ideal, and it is not fair to ask anyone to justify their existence."
@nochshorn.bsky.social checks in on babies in Paradise's apocalypse:
You cannot be in relation to something that is already acting as the sign for an ideal, and it is not fair to ask anyone to justify their existence.
"There’s no clear point in the game where one region ends and another begins. The land instead adjusts in part and parcel."
Justin Reeve explores the environment of Red Dead Redemption:
Do not demand that my apocalypse toddler stand for a better future!
ICYMI: "You cannot be in relation to something that is already acting as the sign for an ideal, and it is not fair to ask anyone to justify their existence."
@nochshorn.bsky.social checks in on babies in Paradise's apocalypse:
Twilight on in the background and just remembered that Bella Swan might be one of the most manipulative characters in fiction.
I wrote about the series years ago for @unwinnable.com
unwinnable.com/2018/08/27/h...
You cannot be in relation to something that is already acting as the sign for an ideal, and it is not fair to ask anyone to justify their existence.
ICYMI: "Gone is the engaging combat, atmospheric and immersive stages, or any semblance of the design philosophy that defined the original game[.]"
Vincent Dilworth explains why Devil May Cry 2 fell flat and how it changed its series' trajectory:
"You cannot be in relation to something that is already acting as the sign for an ideal, and it is not fair to ask anyone to justify their existence."
@nochshorn.bsky.social checks in on babies in Paradise's apocalypse:
Twilight at its core, is barely functional as a romance, but deeply fascinating as a tragedy where two distinct cultures interact and implode around each other.
ICYMI: "PAX promised a plethora of playable pastimes, and I partook."
@rubeck.bsky.social tries out a few games at PAX East 2026:
"Gone is the engaging combat, atmospheric and immersive stages, or any semblance of the design philosophy that defined the original game[.]"
Vincent Dilworth explains why Devil May Cry 2 fell flat and how it changed its series' trajectory:
"PAX promised a plethora of playable pastimes, and I partook."
@rubeck.bsky.social tries out a few games at PAX East 2026:
There’s no clear point in the game where one region ends and another begins. The land instead adjusts in part and parcel.
You cannot be in relation to something that is already acting as the sign for an ideal, and it is not fair to ask anyone to justify their existence.
unwinnable.com
ICYMI: "The fact that Final Fantasy VII continues to resonate with so many people gives me hope that there’s a possibility for concrete and effective community action[.]"
@kathrynthehuman.bsky.social explains what Barret Wallace got right -- and wrong -- about stochastic violence: