Friday, October 9, 2020

Nocturnal Animals (2016)

 

The story is about ex-lovers, who cant evolve past the past. In one end is the airhead, Susan, who is never satisfied in her life, whatever she chooses or does. She is a drifter. She broke up with the other end, the weakling Edward, who cannot go on with his life after 20 years and still holds a grudge against Susan.

Edward sends a thriller novel to Susan, which practically is a manifestation about feelings/process he went through when Susan broke up with him and she made abortion of his child. The novel is a very serious story and is absolutely great. It is brilliant how the story intertwines together the fictional novel and the reality.

What bothers me the most is the ending, which does not feel immersive. Questions: Was Edward really that weak, that he had to write the novel to express himself and to prove Susan his writing skills? And after 20 years he is still a mess? Was the revenge, leaving Susan at the restaurant, the best possible retribution? He made her love him again, but was that a sufficient punishment?

Both characters are overly immature. I know people in the real world, who are actually this level childish and bitter, who cannot mature enough to let go. From basic psychological understanding, I would have laughed my butts of the bench if somebody tried to pull this on me, like sending an emotional manifestation and then leaving me at a restaurant. Wow, what a comeback, and very forceful revenge.

For movie stand point, the story should have gone beyond the current revenge barrier, maybe more brutal, tragic and violent, maybe going into the horror genre. Maybe some corpses or more psychological torment. I know Susan was not worth it, but neither was Edward. Dumb people (characters), but excellent movie. Well written and masterfully constructed. This was a very pleasant surprise. I liked the cop most, who was more real than anything.

Saturday, September 19, 2020

Game Industry



My passion is games, not only video-games, but all sorts of games. I observe the world through game mechanics, and one can say that life is a game, a kind of brutal action adventure rpg, where there is only one death and zero respaws. It could be a limitation of our perspective in life, that what happens past death is up to the imagination of individuals to have hope for continuity after death. Primary consensus is that death is final and the identity is shredded so new life has an opportunity to change the playground with fresh ideas.

Video-games are the thriving form of interactive entertainment, which has been upcoming and developed rapidly since the 70s. Corporations can have over 100 developers in a team while the 2k era is trending indie development.

I have always wanted to make video-games, but not only some games, but my designs. My passion does not lie on corporate structure, although i dont care what structure is behind a development as far as the project is healthy and developing. I have tried to do games in varied projects and in my solo projects, so far all failed. In a team i have found that if the team has no fertile synergy, or some part of the machine is malfunctioning, the project is in grave danger to fail. That is why i wont ever again take part to a development where i am not in the lead. I need a team of developers under my design and command to make my dreams true. It might sound toxic, but of course team can function normally in their pits, and i wouldnt hold people back, as long as the direction is right. Yes, i want to be a director. I have experience from lots of games and i know what game designs are boring and impotent. I even know pretty fast how to develop ideas further from existing ideas.

Case example could be making new 3d fps in Mega Man X universe using almost the same gameplay elements from Doom Eternal. With the right team and direction, the result would be glorious, and finally the Mega Man X franchise would rise from ashes in a new refreshing package. This is a primary example of professional game designing in a nutshell.

I have tried to make my own games in a solo project using high-end engine like Unreal Engine. What problems i have found is that the project wont develop fast enough, because of the need to maintain some quality. When the development is staggering, motivation is diving and development stalling. It does not make sense to make a project if it cant reach the certain quality pillars in my mind, and it is not even considered to lower standards, because that would definitely hurt my pride and unmotivate further. I would rather not to do any games if the visuals or gameplay implementations are unreachable by myself. This is why i want a team. A team is key to success and i dont want to make a game which looks like a one man job. But i dont want a team consisting unpassionate workers or some corporate climbers, and least some suit producers who have no vision whatsoever and i have to answer these people.

In short, i am not passionate enough to make a game alone. I am also allergic to people who doesnt earn my respect. Why waste life making a game alone when it would never reach certain qualities/standards. I cant program or use tools efficiently, because i guess i lack intelligence. I am also fed up with shovel working in graphics, because i have done it a lot and someone who likes to do it should do it instead of me, so i could focus on drawing horizons and big lines. Why search development team, when all resources are behind suits and corporate bureaucracy, which are irrelevant to game development. How to tell a suit about visions if he probably dont know what i am talking about. In other hand, if there is a suit in game industry who knows lots about games, why would he spare time for me, when he has rush to do his own projects.

Indie development has lots of versatility to offer to make a project, and maybe scouring the Internet would help finding right people. Am i really interested to have that much trouble to dig a bottomless pit when all the greatness that indie game development has offered is in the form of Minecraft. Do i really want to be that muppet? All i can think of is that either u go big with a professional team or stay on the sidelines playing video-games and enjoying life in its simplicity.

Tuesday, February 25, 2020

Copulation vs fist

Is "sex with a woman and cumming" really worth it? My primary directive is to avoid actual sex to avoid having any children. Since there is no 100% protection, the prevention will fail eventually, like condoms and pills. Twisting tits, rubbing nipples and shoving a meat piston in a hole doesnt give that amazing sensation u wouldnt get from a good porn. To replace meat and bones with a video material requires good imagination to get into that setting presented in the picture. Good imagination requires good, immersive and believable porn: Good looking people, realistic dicks and tits for example in a french porn. Boring porn contains some steroid bulls bonking rubber tits.

To score usually takes way too much time and effort. Slowest way is actually have a meaningful relationship with somebody, which means that u have to listen some jabbering in daily basis and really pay attention to somebody. I usually dont have any interest to listen some mundane piffle from any girl, because i get extremely bored. If the girl is not even externally pleasant, why even bother?

Fastest way is to go to a bar or a club, or just get a hooker, but that means those places have some disgusting diseases everywhere, or the risk is too high to get some infections. This is why porn exist: U can choose fine chicks from effective catalogue, not having to pay any inconvenience for anybody and settings are perfect for one man adventure in disease free environment, not to mention avoiding risk to get some cherry pregnant.

Some say there is nothing like real deal flesh, but i can say from an experience, which i partially regret, there is nothing so amazing features in sex which cannot be simulated in a mind. It requires good imagination, ability to focus and get absorbed to what is before eyes. U will save time, money and health when investing to a good material, which lasts entire life without any commitments, and u will have a rich collection to choose from.

Saturday, October 19, 2019

Ejaculation Meter

Best looking women in the world at their prime.

This list presents entries in the ejaculation scale and with a ranking, concentrating to faces. Ranking X means to be determined later. Point of the list is to show that modern day standard of beauty is ill looking, for example film stars big bulky (bug-eyed) eyes, facial structures squeezed to small area of the face without any direction of classical beauty. Or some celebrities looking dull, mean or immature.


1. Jennifer Connelly

She has the most exquisite bonestructure in her face, completed with perfect finish of flesh and skin. Her features are precisely in absolute and astoundingly perfect positions, giving her warm and compelling appearance, were she smiling or not. She does not look evil or bitchy, but kind and welcoming. Pure perfection.

As a sidenote, she is the only one ever in the entire human population who i could consider dating or having children with, partially just because i assume she has a good personality.

Proof: Career Opportunities (1991).
Ejaculation meter: 10.
Ranking: Definitive and only no. 1.


X. Tuesday Weld

She has foxy facial features, in the sense of absolute cuteness and warmth.

Proof: 60s and 70s.
Ejaculation meter: 10.
Ranking: X.


X. Grace Kelly

She looks always happy and beaming. Facial features in perfect positions.

Proof: Rear Window (1954).
Ejaculation meter: 10.
Ranking: X.


X. Julianne Moore

Eternal beauty.

Proof: Boogie Nights (1997).
Ejaculation meter: 10.
Ranking: X.


X. Mary Elizabeth Winstead

-

Proof: The Thing (2011).
Ejaculation meter: 10.
Ranking: X.


X. Monica Bellucci

-

Proof: Dobermann (1997).
Ejaculation meter: 10.
Ranking: X.


X. Lois Chiles

-

Proof: Creepshow 2 (1987).
Ejaculation meter: 9.
Ranking: X.


X. Sharon Stone

-

Proof: Total Recall (1990).
Ejaculation meter: 9.
Ranking: X.


X. Linda Kozlowski

Tempting and mature looking face.

Proof: Crocodile Dundee (1986).
Ejaculation meter: 9.
Ranking: X.


X. Kathleen Turner

Beauty of the 80s. Shen can look mean and dominating, but also switch to sweetheart.

Proof: Romancing the Stone (1984).
Ejaculation meter: 9.
Ranking: X.


X. Rachel Weisz

Her smile.

Proof: The Mummy (1999).
Ejaculation meter: 9.
Ranking: X.


X. Sherilyn Fenn

-

Twin Peaks (TV Series).
Ejaculation meter: 8.
Ranking: X

X. Debbie Harry

-

60s.
Ejaculation meter: 8.
Ranking: X.


X. Janet Leigh

Burning icy stare.

Proof: Psycho (1960).
Ejaculation meter: 8.
Ranking: X.


X. Kate Beckinsale


-

Proof: Pearl Harbor (2001).
Ejaculation meter: 8.
Ranking: X.


X. Jessica Alba


-

Proof: Machete (2010).
Ejaculation meter: 8.
Ranking: X.


X. Kristanna Loken


-

Proof: Terminator 3: Rise of the Machines (2003).
Ejaculation meter: 8.
Ranking: X.


X. Mila Kunis


-

Proof: Black Swan (2010).
Ejaculation meter: 8.
Ranking: X.


X. Courteney Cox


-

Proof: Masters of the Universe (1987).
Ejaculation meter: 8.
Ranking: X.


X. Kelly Preston

-

Proof: Christine (1983).
Ejaculation meter: 7.
Ranking: X.


X. Andrea Anders

-

Proof: Joey (TV Series).
Ejaculation meter: 7.
Ranking: X.


X. Kirsten Dunst

-

Proof: Melancholia (2011).
Ejaculation meter: 7.
Ranking: X.


X. Olivia Newton-John

-

Proof: Grease (1978).
Ejaculation meter: 6.
Ranking: X.


X. Lauren Graham

-

Proof: Bad Santa (2003).
Ejaculation meter: 6.
Ranking: X.


X. Christina Applegate

-

Proof: Married with Children (TV Series).
Ejaculation meter: 6.
Ranking: X.


X. Ashley Laurence

-

Proof: Hellraiser (1987).
Ejaculation meter: 6.
Ranking: X.


X. Chloƫ Grace Moretz

Her lips are yummy

Proof: The Equalizer (2014).
Ejaculation meter: 6.
Ranking: X.


X. Tara Reid

The American Pie.

Proof: American Pie (1999).
Ejaculation meter: 5.
Ranking: X.


X. Lindsay Lohan

-

Proof: Mean Girls (2004).
Ejaculation meter: 5.
Ranking: X.


X. Rachel McAdams

-

Proof: Red Eye (2005).
Ejaculation meter: 4.
Ranking: X.


X. Lisa Eilbacher

-

Proof: 10 to Midnight (1983).
Ejaculation meter: 4.
Ranking: X.


X. Barbara Nedeljakova

-

Proof: Hostel (2005).
Ejaculation meter: 4.
Ranking: X.


X. Julie Delpy

-

Proof: Before Sunrise (1995).
Ejaculation meter: 1.
Ranking: X.

Wednesday, December 5, 2018

Conquest maps in multiplayer.

Usually when u are playing conquest maps in everybodys multiplayer FPS games, u often notice same problems with teams and players.




Here is a setting for a ongoing match, where red is dominating and blue is suffering. Entry points means team spawn points. In this sample is demonstrated how player minds works. When blue team is stuck and cannot expand to capture other points, they spawn to C1 and C2 and tries to face off the dominating red team. This does not make any sense, and this is what usually happens in the field.



There is an entire border for spawning at the bottom of the map. From there, squads could fast and efficiently distribute themselves to multiple areas at the same time. Ongoing map shows that there are only minority amount of players trying to maneuver themselves around the hot zone between area C and area B, while most of the players are stuck in frontal attack and are losing time. Even the stars shows the blue team squad leaders stuck in the middle of the jam. Squad leaders should be those who takes responsibility and look for the angle and flank the enemy forces. But of course nothing as this simple is possible for majority of players. Nobody cares and nobody learns.

What a waste of time and potential of great maps in conquest type of games. This game is called World War 3.

And btw why people want to play snipers in a multiplayer fps? Desperate for a kill, without skill?

Saturday, November 17, 2018

Video games in the year of 2018.

2018, what a great year in video game industry. I can remember disasters like fall of Commodore and rise of Sony Playstation and optical discs, but i cant remember any tight spot in history where multiple high profile game industry leaders have failed at the same time. EA-Dice tries to rip players from money with new releases, latest BFV, which was some kind of turd ball of SJW and actually being Bf 1.5. Blizzard usually has been a very trustworthy player which does not take big risks, but apparently Blizzard has lost its touch trying to pull a major franchise to mobile devices. Diablo was one of the icon of hardcore gaming, it apparently is not anymore. Mobile platform is going ever to be HC. The ruling platform for video games is simply PC, because it has most calculation power in CPU and GPU, and it has WASD. Even modern consoles are not hardcore, because twirling thumbs on a pad is just not equivalent to WASD. And u can forget motion and VR, so far they have failed the potential. Bethesdas Fallout 76 is a disaster, which is hard to believe from a company which brought us successful games like Oblivion and Skyrim. Ironically, appears that console game, Red Dead Redemption 2, is already a success.

Monday, February 26, 2018

A Batch of Chain-link fences in games

Here is an another batch of video games featuring chain-link fences.

Batman: Arkham Knight (2015):


Generally this game has so much details, objects, ui information and effects in the screen, that it clutters whole visual experience. For example roads are filled with junk, it is hard to even figure out where the actual road is when in a hurry. And top of that, there are the visual effects, like lighting effects and the rain effect. Unreal Engine has pretty good rendering engine, but there is a border when there is just too much of stuff on the screen. Quality of the chain-link fences are pretty good and shows how good graphics can be and how much graphical tricks can be presented in an open world experience with some tube run scenes.


Crysis 2 (2011):


Cryengine has a reputation to be a very complex engine, which means it exhausts resources of a machine back in 2011. Chain-link fence sample proves that graphics are really good, but that is it. The game itself is very boring


DARK (2013):


DARK represents cartoonish graphics, which is just an excuse to be stylish, lacking lots of texture quality as can be see from the chain-link fence sample. DARK is so mediocre game ovarall, that it just fades to the sun like a vampire.


Dead Rising (2006):


This is the oldest game in the batch, and it looks really old. For the time there was limitations to the graphics and chain-link fence sample shows how gigantic those chain-link frames are to save texture space. Graphics tries to be convincing, and they are enough detailed to be realistic.


Hard Reset (2011):


Hard Reset is a weird game. It has this gloomy and cold atmosphere from visuals and gameplay. Levels are screaming emptiness. There is not much of life in there, and when something moves, it usually is an enemy bringing death. This doesnt mean it is a scary game, but just cold like in future scenes in Terminator movies. Lack of humanity in the levels makes whole game strange. Textures are detailed, mostly because of levels are narrow tube runs.


Mafia 3 (2016):


Mafia 3 rendering engine brings absolutely beautiful graphics. Texture details suffers mostly because of it is an open world game where is lots of content. It is hard to say why the chain-link fence looks like it has double layers, but maybe it because both sides are represented?


Metal Gear Solid V: Ground Zeroes (2014):


This game has the most impressive chain-link fences from the batch. Texture sample in it has lots of resolution and the chain-links are deliciously intertwining together, which means the depth is gorgeous. Graphics in other hand are not that impressive, though the game contains a moderately big level.


Outlast (2013):


Outlast has very crispy graphics and they are generally pretty good. Chain-link fence sample though is very poor. Overall the visuals gives player brownish impression, mostly because the game tries to look dirty, gory and disgusting. Darkness is one major feature in the game, but it is represented as pitch black. Better and more aesthetic approach would have been to tint the black to a mild colour, like danger zone would have very dark red hue, cold place has dark blue and disqusting greenish darkness and neutral brownish darkness.


Quantum Break (2016):


Remedy is a finnish developer who made their name mostly from Max Payne. After that the tub has fallen from grace for a long time. Their major fetish is to bring some suspense Hollywood narrative to a video game, and that is their biggest problem. Max Payne worked very well, but Alan Wake and Quantum Break are just utterly boring experiences and story is way much at the foreground. If they want to make a video or movie, they should make a movie, not games with some corny stories. Of course consumers assumes that big boys knows what they are doing, and some players, especially finnish, pathetically are enjoying their failures, just because they are finnish game studio. Cocky people at Remedy should just focus to a more rich game concepts and mechanics, not stories. Their technology are not impressive anymore, barely holding small scale levels with poor quality textures and effects.


RAGE (2011):


RAGEs selling point was graphics and mostly huge texture catalogue. There is lots of details in textures, but lacking more game content. World feels empty and for open world game, there is way too little of game content. Graphics engine barely held on the speed of player, which appeared that texture drawing is always late when player changes the view. Chain-link fence shows that textures are not detailed in close distance.


Resident Evil 5 (2009):


Resident Evil 5 has very good and detailed graphics because of level designs are tight. There are couple variations of chain-link fences, and they look poor. They tried to push more details to the 3rd person characters and other aspects on levels, which is correct thinking in graphics design wisely.


Rise of the Tomb Raider (2016):


Tomb Raider has generally good graphics, mostly because of texture quality and resolution and open world experience is modest. Chain-link fence shows just extremely poor texture work with alpha.


Rising Storm 2: Vietnam (2017):


Chain-link fence sample is the worst from the batch. Quality is just very bad and maps are not even vast.


Sniper Elite 4 (2017):


This game has very beautiful graphics in overall and chain-link fence shows very bold texture work. Maps are open world and player can roam them freely. Texture quality in other textures are impressive and creates good impression of the rendering engine.


Watch_Dogs (2014):


Watch_Dogs is a game, where Ubisoft had to create a hacking game, without featuring hacking. Hacking means that player presses a key and technology magic happens. It is the most understatement for what hacking really means. Then it tries to feature vigilante violence in the streets, ending to be just another stealth shooter with a loose theme. Graphics are sharp, but something in the texture work shows deficiency. All the renderings gives impression of plasticity, like a world in some kind of ball pond.


Watch_Dogs 2 (2016):


Ubisoft tries to bring urban street culture to the state of the art hacking. Again, hacking is forgotten and Ubi brought good looking, athletic traceurs and graffitis to the world of technology. It is a very embarrasing composition. Graphics and textures are detailed, and lighting model is pretty good, but superficiality radiates from everywhere.