Also, I can’t stand anything JJ Abram’s touches. I know a lot of people say that now post StarWars disaster, but I remember being very disappointed when I heard he was directing the first sequel and people were acting like I was crazy. I absolutely hate his “mystery box” story telling because I either never cared about “item A” or I know the payoff for discovering what “item A” actually is I’d going to be lame.
Part of the problem is that Abrams has no idea what's in the box. Basically his entire career was writing the first act of a story with some mystery to solve, handing it off to someone else to finish, then, when they ask what's in the box, he tells them, "I dunno, figure something out."
Something to keep in mind when watching stuff that old is that we were still trying to figure out how acting for a camera was different than acting for a live audience. Star Wars was at the tail end of that, but skip back ten years to the original Star Trek and it's really noticeable. A lot of the acting feels bad now, and a decent amount probably did then, but part of that is just what acting was at the time.
However, Lucas did know that his ability to write dialogue was pretty poor, even calling himself the king of wooden dialogue at one point, and was fine with actors coming up with better lines. Unfortunately, Lucas also wasn't very good at communicating that and only a line or two in the entire series was adjusted by an actor.
Yes to the first part, but the second part is just how businesses work? If your gross income is lower than your expenses you're operating at a loss and it's not sustainable. Wages should absolutely be higher, though. Quick back-of-the-napkin math shows that last year Walmart made a net profit of over 11 billion dollars and employed just over 2 million people. They could boost every single employee's pay by $5000 annually and still make a billion dollars in profit.
They might be referring to the brightly colored structural pieces. I got a batmobile, for example, that has a lot of vibrant colors for internal pieces even though the exterior is entirely black and grey. The bright colors are so the instructions are more legible (you can see what was added more readily) and can be surprising when you first open a set, but they're fully covered in the final build and you would only know they were there if you built it yourself. The giant Imperial Star Destroyer is a great example of a model with a lot of internal color.
Back to the Future 2 had 16:9 flat screen TVs that were wall mounted. It's one of only two things it got right about the future, the other being that Japan would still be using fax.
I used to live a couple blocks from a Safeway that decided to put the canned beans and canned chili in the wine aisle, with no sign to direct you there. Is throwing random shit in the wine aisle just a Safeway tradition?
Lots of things about our elections were designed with the assumption that it would take ages for people to get anywhere, hence the delay. Not really relevant anymore, though.
The Haruhi fandom forums back when season 2 premiered were a shitshow, even before Endless Eight. I tend to avoid anime fans on the internet after that. However, when the new Spice & Wolf season was airing, I ventured into some fan spaces and was surprised at how pleasant it was. Probably helps that the books and show are both pretty wholesome. Didn't even see much lusting after Holo. So it might just depend on the show.
Cyberpunk 2077 used the static levels on launch, but changed to almost everything leveling with you in 2.0. I think the change actually worked better for the game, but it's also done differently than every other game I've seen use that approach. Enemies gain stats much slower than V does, so a level 20 V still feels much more powerful than a level 1 V, but you also have the freedom to explore rather than having arbitrary beef gates making it nigh impossible to go to certain parts of the city before you're supposed to.
On the other hand, I also love Morrowind's painstakingly hand-crafted world with static enemies and hand-placed loot. In most games done that way, however, returning to lower level areas is typically a complete waste of time.
Ultimately, I think both systems can work if they're done well, but everything leveling up is almost always done poorly, or at least worse than the average game with static levels.
A system I have thought of before is a hybrid where enemies have a target level and then their actual level is the average of your level and the target level. For instance, if an enemy's target level is 20 and you're level 1, they'll be level 10. You probably won't be able to do much to them. But when you get to level 10, they'll be level 15, which you might be able to deal with if you're good. You'll eventually out-level them, but they'll still be interesting to fight because when you're at level 40 they'll be at level 30. I only make the occasional mod, though, so I've never gotten to test if this actually is fun.
Even if you notice that your brush techniques an inventory screens don't look complete, it really does feel like the end. Then when they do look complete and you're sure you've finally finished it, there's one more region and some upgrades.
Drag does both, as demonstrated in this very thread.