Had a similar experience; I’d recommend trying something like Prusa filament to start with as I’ve found it to be consistently high quality. From there if it looks good try for something economical
In this interview, Koshi Nakanishi (Director) and Masato Kumazawa (Producer) discuss Resident Evil Requiem, detailing its protagonist, setting, and gameplay (0:16).
Here's a breakdown of the key information:
• Protagonist and Story Start (0:42): The game introduces Grace, a new, vulnerable protagonist who is kidnapped and finds herself pursued by a monstrous creature. The initial demo at Gamescom emphasizes a strong horror focus. Grace starts helpless but will grow more capable and find weapons as the game progresses (4:19).
• Setting - Return to Raccoon City (2:12): While not directly continuing from Resident Evil Village, Requiem returns to the mainline story and Raccoon City. The developers reimagined the city in ruins, aiming for believability in its devastation while keeping iconic locations recognizable, such as the RPD gate, to evoke a sense of tragedy (2:52).
• Gameplay Evolution and Horror Focus (6:00):
• Requiem shifts back to a more "old-school" Resident Evil style, similar to Resident Evil 7 and the Resident Evil 2 remake, focusing on exploration, backtracking, combat, puzzle-solving, and resource management (6:12).
• The game features a dynamic pacing curve between tense horror sequences and moments of release (6:57). A new system aims to make the "wavelength" between tension and release bigger than ever, creating a rollercoaster experience (7:16).
• First-Person and Third-Person Perspectives (7:42):
• A significant new feature is the ability to switch between first-person and third-person perspectives. This decision was made to cater to a wider variety of players who prefer different viewpoints from recent Resident Evil titles (7:53).
• The developers acknowledged that first-person in Resident Evil 7 might have been "too scary" for some players, and the third-person option in Requiem offers a slightly less immersive, and therefore potentially easier to handle, horror experience (8:25).
• Implementing both perspectives presented design challenges, requiring specific tweaks and animations for each to ensure an optimal experience and convey emotions effectively (9:15).
• Release Information (10:26): Resident Evil Requiem is set to release on February 27, 2026, for PlayStation 5, Xbox Series X|S, and Steam.
Yep, for me my first printer was a Prusa MK3S+. At the time it was definitely the sort of experience you just described, and I jumped on the Prusa Enclosure upgrade to enable ABS. But there were some maintenance frustrations nevertheless that prompted me to get a backup printer.
I went with an Ender 3 V2, and my god that gave me the whole “literally doesn’t work out of the box, buy this mandatory set of aftermarket upgrades and enjoy your continuous maintenance trap” experience.
Never again. I sold that and grabbed an X1C which became my main printer with the Prusa as the backup.
I totally appreciate the value of open source; Linux built my career and I’ve lived and breathed it and the OSS community for the better part of two decades. I also totally appreciate and respect folks who take joy in tinkering with and maintaining their hardware. I’m just not that guy anymore and I’ve transitioned into the “wanting things to just work” phase for most things.
To me, if we can have both closed source options and open source options competing and each surviving — to me similar to say MacOS and Linux — then everyone can benefit; there’s a solution for everyone.
But really, we have over 4 billion women alive right now, and you asked ever. The subwoofer was patented in 1964. Worked up some estimates that there have been 9-10 billion distinct humans alive since 1964, so that’s 4.5-5 billion women.
If none of them ever did what you proposed I’ll eat my hat.
First thought from the article: “…it’s actually a little bit more complex than I expected. Recreating a shell isn’t going to be the tough part. It’s actually this: recreating the media itself with some PET film and a bunch of chemicals” — would.. anyone think the chassis is more challenging than the storage medium to create 😅
But I thought this was a genuinely awesome video. Loved the presentation and the diagnostics and iteration. “Now, if you’re one of the people who got chills looking at the data at the end of the video…” - guilty.
Everyone reacts to different media differently so I don’t have trouble seeing this as in earnest. MGS3 has very strong moments IMO. For me it’s the likes of FFX that gets me still 25 years later, and there are others to be sure. Oh boy, Undertale though.
“we found a way to make the same workload 3× faster, and it didn’t involve maxing out GPU utilization at all. That story’s for another post, but first, here’s the recipe that got us to near-100%.”
In case anyone is here specifically for that part of the post title.
For sure. And it wasn’t that simple during the rust shenanigans in February I’d say, but these personalities love to come up and cause trouble 😅. It’s really the nature of open source though; you’ll find similar in major open source projects. Hashicorp GitHub issues come to mind as an easy example.
Had a similar experience; I’d recommend trying something like Prusa filament to start with as I’ve found it to be consistently high quality. From there if it looks good try for something economical