“What does it feel like to be high?”
I can’t put my finger on the energy of this gif but it’s Powerful
google: are Anthony Mackie and Sebastian Stan friends
Anthony: *talks about seb’s couch for one minute straight in great detail*
WHEN WILL YOU ALL LEARN THAT HARRY DIDN’T STEAL NEVILLE’S LOLLIPOP, IT GOT STUCK TO HIS INVISIBILITY CLOAK AS HE WALKED PAST.
IF HE STOLE IT
A) WE WOULD SEE HIS HAND STICKING OUT TO GRAB IT
B) IF HARRY WAS EATING IT, IT WOULD BE INVISIBLE SINCE ANYTHING UNDER THE CLOAK BECOMES INVISIBLE
With all this talk about how Super Mario Odyssey’s mechanics are great, but its world designs are cliché, I’ve gotta wonder: what’s left? Like, how do you design themed platformer worlds without falling into cliché if you’re not allowed to have:
a world set in a forest, in a desert, at the beach, amid the clouds or on the Moon;
a world themed after fire, ice, water, castles, food, flowers or ghosts;
a world characterised by ancient ruins, modern cities, or giant machines
… and so forth? The game goes so far as to have you fight a damn Dark Souls boss at one point, and even that’s been described as predictable tonal break.
I think we’re reaching a point where we’re going to have to stop expecting novelty for novelty’s sake in open-world platformer design, simply because nearly every reasonable world theme has already been done by someone, somewhere.
You can literally make anything and anyone problematic if you try hard enough seriously give me people and things and I’ll make them all “problematic” right now.
Stuff I like that I reblog, and stuff that I post .... Luke
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