Skip Navigation

Posts
8
Comments
140
Joined
2 yr. ago

  • Chinese, Korean, Vietnamese, and Japanese are totally unrelated languages. Chinese languages are sino-tibetan, Vietnamese is austro-asiatic, Japanese is japonic, and Korean is alone in its own family. Totally unrelated to each other as far as we can trace.

    Despite that, they all used to use the same writing system and, shockingly, they were mutually intelligible when written down. In Japanese this method of reading Chinese (without actually knowing Chinese) was called kundoku but I think that the other languages also had ways to read & write Chinese writing with very light translation. Even today, Chinese writing unites the different dialects/languages of China.

    My proposed lingua franca is the Chinese writing system. Everybody should keep their own writing systems, but they should also learn to transcribe into Chinese, the only extant written language in which this is really possible.

  • I stopped believing in toki pona when I heard somebody say that "watermelon" would be "kili telo" (fruit [of] water). It goes without saying that "kili telo" would not be understood as "watermelon" unless they had heard it in English before, or heard someone use the English-derived "kili telo".If you're going to use English-language ideas to form words, then English is a prerequisite language for speaking toki pona, and toki pona becomes useless.

    I think if toki pona is developed as you describe, it could be much more useful than it is today.

  • P3P uses the same combat system as Persona 4 and 5, while the original P3 and P3FES system was quite different.

    The actual changes are pretty subtle, but it makes the whole system feel totally different. The "1 More" mechanic did not activate on partial knockdowns with multi target moves, and being knocked down would result in skipped turn. Being hit while knocked down would also undo the knockdown.Basically, multi target moves were much more situational, type weaknesses were much more dangerous (for both player characters and enemies), and there was a lot of potential strategy in getting enemies to skip turns.I think it was a lot more interesting this way and P4/P3P/P5 simplified it to the point that P5 added a "play the game for me" button that autoselects the best move.

    I agree with the other commenter that both P3Re or P3FES would be mostly the same as what you've already experienced, but I think it's worth it for the epilogue, especially if you liked the characters in the base game.Between the two, I would personally recommend FES but I think most people would recommend Reload.

  • Surprised I didn't see anyone mention Persona 3 FES.

    The definitive version of Persona 3, before they simplified the combat system for 4, 5, and remakes of 3.

    The epilogue of the game, The Answer, has the best story in the series.

    Persona series is [almost] totally standalone; no need to play 1 or 2 first.

  • Settings>Homepage>Sponsored shortcuts

    I turned it off a long time ago, I don't think this is new.

  • YouTube killed mine recently ;-; what do you use?

  • What was the math? Doesn't salt increase the boiling point?

  • The Gregorian calendar is by far the most commonly used calendar in the world, certainly in the English speaking world, and while I don't particularly care to defend or attack your comment or the original comment, my point stands that the most obvious interpretation of what they said is in the context of the Gregorian calendar and to pretend they meant it outside of that context is silly.

  • It may be pronounced either way, and may also be spelled "broach", an alternate spelling which is very common although probably slightly less than this chart implies given multiple meanings of "broach".

    I'm not really informed on this history of this word, but I think it's possible that the "brooch" spelling increased in frequency along with the pronunciation that rhymes with "mooch" while people who pronounce it to rhyme with "roach" are more likely to spell it as "broach".

  • The obvious meaning of someone saying "year 0 doesn't exist" is that the Gregorian calendar does not have a year 0; the year before 1 AD is 1 BC. It's not a math thing, it's a protocol thing.

    Your point on consistency is just wrong. There is no reason that "believing years exist" would necessarily imply "believing all numbered years exist"

  • What dialect of English will we base the new spelling system on?

  • FLCL is probably my overall favorite and I think this scene demonstrates a lot of its different styles with more silly and serious cuts. For just the best of the character animation, I think this scene is one of the best.

    5 Centimeters Per Second is also one of my favorites and definitely my favorite of Shinkai Makoto's stuff. People talk about visuals where "you could pause it on any frame and have a beautiful image" and I think that's really true of this one. The honestly excessive use of really complex lighting gives it a really nice and unique vibe. The "ray racing on" of anime.

    Kizumonogatari uses 2D animation on top of 3D backgrounds. Feels very unique, and on top of that, it's just really tryhard good animation. Each of the three movies have their own strengths, too. 1 is the most aesthetically consistent, with the artstyle giving off a really specific and deliberate vibe. 2 is overall the best looking and includes the most diverse character animations. 3 has its iconic final fight and mixes up the artstyle for a really climactic moment.

    The iDOLM@STER Movie: Kagayaki no Mukougawa e! has amazing quantity and quality of character animation, but the emphasis is honestly on quantity. Skip to any random scene in the movie (even outside of the performances)and chances are there's an average of 4 moving characters on screen at any time. Really impressive, I kinda had my jaw dropped every time they do a wide cut of 20 characters, especially during the performances.

    Quick bonus round: Kanon for the unique wintery aesthetic, Gunbuster for strong imagery, Evangelion also for strong imagery, Kareshi Kanojo no Jijou for expressive animation, Omoide Poroporo for great style, Welcome to the NHK! for color design, You're Under Arrest for great action cuts, The Melancholy of Haruhi Suzumiya for being overall beautiful in so many ways, Nichijou & CITY for style and animation, Soul Eater for the fight scenes, and I could maybe go on all day 😢 there's so much good visuals in anime

    edited to include more animation links

  • About a year ago I got a high-speed (so-called "gaming") hard drive on sale for about 100 USD. It has 8TB, so I kinda stopped uninstalling games or worrying about file sizes.

    I don't really play any games that have more than 80GB file size anyway, but I imagine at around 90-100 is when I'd start being reluctant to download.

    As for what I prefer, I feel like smaller file sizes usually yield better games on average. If I find a game that has 100MB download, I'm already lookin like this: 😏I'm pretty happy with anything up to 10GB. If the original Dark Souls (my favorite game) is 8GB, surely that's within an order of magnitude of the maximum file size a game can reasonably be, for me at least.

  • I think E/F-3/4That way, you need to slide a tile before playing King's pawn (I assume this costs the turn), meaning at the start of the game, white has to choose to either go for a normal E4 opening or to functionally give up the first turn in order to get a tile available on E3 & E4.I don't know how this would affect Queen's pawn openings.I saw this comic yesterday and thought about it for a while though; I think the game would probably be likely to draw by repetition as you are capable of undoing your opponent's last slide, referenced by the alt text:

    The draw-by-repetition rule does a good job of keeping players from sliding a tile back and forth repeatedly, but the tiles definitely introduce some weird en passant and castling edge cases.

    It would be fun to try out though. You could also add some rules to balance if like "you can't slide a tile if a majority of pieces on it belong to the opponent" or something

  • I'm not saying you're wrong, but not being able to participate in name-based targeted consumerism is the worst reason I can possibly think of to argue against having a unique name.

  • I'm not complaining about the Ghosts 'n Goblins series though, Super Ghouls 'n Ghosts is one of the best games ever

  • I did find it more difficult than DS1 but, as in my metaphor, in a more artificial way. I'm thinking of the nerfed rolling frames (before you level ADP), more difficult parry timing, far more multi-opponent bosses, and especially the way that dying will reduce your max health. Any of these on their own would be totally unremarkable, but all together it feels like there was much more explicit focus on adding things to make it more difficult (which I believe was also reflected in the marketing of the games).

    I also think that the atmosphere and artstyle of DS1 was much more serious and unique, whereas DS2 has comparatively much more ghoulish cartoony vibes, which just made it feel incongruent. Eg: the undead are now green and less scrawny, making them seem more like generic goblins rather than how they were in DS1. I just feel like there was an overall shift in the focus to be less about the unique world and its story and more about a Ghosts 'n Goblins -esque rage game.

    I don't think Dark Souls 2 is the most difficult in the series but I think it's the first one where the difficulty started to feel unfair and like it was missing the point.

    Basically here's the vibes I get from each game:DS1: A somber and holy journeyDS2: Ghosts 'n Goblins but 3DDS3: Killing cool bosses is so coolER: All of the above

  • I agree with your critique of souls-likes, but there was something really special about the original Dark Souls that none of its successors really captured. This was before they decided that "ultra-hard" was a good selling point and the attack patterns were far more simple. The atmosphere and difficulty were still there, but they made sense and fit with the rest of the game and its ideas very cohesively.

    Not sure if anybody will understand this, but it's like the difference between spicy food that's spicy because it has peppers and spicy food that's spicy because they added a bunch of artificial stuff. Spicier usually means tastier, because it has more of the flavorful peppers. But in the case of, for example, Dark Souls 2 or Elden Ring, it's like they just added a bunch of capsaicin (difficulty) without including any more flavors of the peppers. The difficulty is beyond the degree to which it was artistically meaningful in the original Dark Souls.