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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)BR
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  • On a still picture taken in the right place, maybe. Bright, cartoony graphics also help. The Mario style is probably not the kind that's best to showcase graphic power.

    Anyway, animation, lighting and physics is where you can see the gap between Odyssey and Sunshine. Also richer, bigger environments, even though Sunshine used a lot of tricks and already looked rather impressive for the time on that front. Well, until framerate dropped into single-digit halfway through Noki Bay.

  • Mario games have done that for a few episodes after this too. And also for 2D games that baffling thing where you can only save after finishing a castle or fortress.

    Then Super Mario Odyssey just gets rid of lives completely, and nothing of value was lost.

  • Except the thing XBox tried to do required a permanent online connection to play your own games, which was what caused the most backlash.

    I certainly hope it's not the case for Switch (2) and you can still start your games offline, since, you know, it's supposed to be a handheld too.

    Also XBox tried to apply their DRM to physical media too, whereas this only changes how downloaded content works.

  • If we're talking about the same thing, DS game sharing (download play I think?) did not share whole games and was not used for many games. Something almost identical already existed on GBA (though using a cable instead of wifi).

    The idea was to upload a stripped version of the game to other DSs and let them join a limited multiplayer. Like, you could play Mario Kart, but players without the cartridge had only one character or you could only select certain tracks (on GBA at least). Sometimes game sharing was used for multiplayer minigames, while the main game was only playable with the cartridge.

    This sounds more like the new thing they've advertized with Switch 2 being able to share select multiplayer games with other Switches, not the virtual game cards stuff. Though I don't know whether those will be limited like GBA and DS did.

  • It could happen, but especially if the game has at least some popularity on a platform like Steam I expect someone more tech savvy than average would smell a rat and start looking, or ask around, and it'd be found out.

    I don't know exactly how those work, but I imagine on top of weird CPU usage it would make very suspicious network calls too. There's always a guy that sees stuff like that and goes "where the fuck are my cycles and packets going?"

  • Apparently so. Doesn't change that 1+2 still had only half of its content on its cartridge.

    Though they'd need a 32GB cart to put them on a single cartridge, and apparently those were used for like 12 games total. So maybe it would have been cheaper with 2 16GB. After all, the Wii U version of this pack had a physical disc for each game.

  • They certainly don't review code, but on those there must be at least a scan for the most obvious malicious stuff. I am not sure it'd detect something hidden like in the article though. After all even on the guy's PC it was only detected once it tried to actually download stuff.

    The good thing about workshop is visibility, if someone notices something shady it'll be known fast. Not perfect, but probably better than getting your mods from random sites nobody knows.

  • I used to buy physical as much as I could, but nowadays it doesn't mean anything, so I don't care as much about it.

    Flash memory cartridges die, even faster in cases of bad batches. Optical discs have disc rot (again, some worse than others). Many many games have updates, DLCs or patches that won't be on the physical medium. Plenty of games coming on discs have to be fully installed on the machine's drive anyway because disc drives are too slow.

    Most indie games, including some of the best experiences out there, never get physical versions, or only very limited ones.

    The only way to preserve is to duplicate and archive everything, even if it's not easy. Keeping original physical media as a souvenir is nice, but it doesn't achieve long term preservation.

  • I literally have a Rimworld mod that calls an external python script as a feature.

    It's a special case, of course said script is not part of the mod package, it has to be installed manually. What it does is allowing generating portraits for characters externally.

    I even rewrote the script to use local generation, but the one provided as an example calls an online API.

  • If you want extended mod support, you kinda need it though. Stuff like Minecraft and Rimworld come to mind.

    Rimworld has very good official mod support that lets you do quite a lot with completely safe XML configuration files. But as soon as you want to deviate a bit from what the vanilla game allows, you'd have to code that and embed it as a DLL in your mod.

    Almost all gameplay or UI mods are DLL mods or depend on one. Quick survey : I have about 250 DLLs from my active mod list.

  • This made me think, okay, this particular exploit uses malicious code in a mod that targets an old embedded chromium vulnerability, and can be fixed by updating the game's dependencies. This game started a dozen years ago, but it's still being worked on.

    How many retro games that are not still in development could have vulnerabilities like that? Especially moddable games.

  • Because of his "edgy", shitty provocative humour and how high profile he was, he's generally considered one of the horsemen of the adpocalypse.

    He did one too many nazi joke, articles were written, and suddenly all content creators had it a lot harder to get ad revenue, because announcers were all like "associating with youtube creators will ruin our brand".

    Pewdiepie may not be the only factor, but he was certainly a big one.

  • They weren't nearly so patient with Okami around that time. They barely communicated around it, killed the studio, then commissioned a port they...barely communicated around again, and then they complained the game was doomed to be a commercial failure because... I don't know.

    It's basically like one of the better classic Legend of Zelda games, only with a unique universe and charm and about twice the size of those.

    It was criminally overlooked on PS2, but they have zero excuse for not turning it into a major hit for the Wii. One of the best game on a console with an absurd install base and that had almost no competition for it at that point.

  • Infamously Dead or Alive did that with character hair colours. That is, not paying to unlock the option, not even paying to unlock individual colours to swap them when you want : you'd have to pay every time you wanted to change a character's hair.

  • Back in the 00s I strongly associated Havok with Oblivion, because... Well, it was in your face all the time, with clutter flying all over the place, physics-based traps, ragdoll bodies and skeletons exploding in a dozen pieces.

    And it was very, very broken, especially in crowded spaces. Still happened in Skyrim by the way. I used to joke about how "Havok" was a perfect name for that mess... But that's probably Bethesda doing Bethesda stuff with it.

    I was aware it still is in use, spotted it on many credits. The fact it's been used as a base (even with another custom physics system on top of it) in Tears of the Kingdom tells me the stuff must still be quite solid.