we're not kids anymore.

tannertan36

Love Begins
PUT YOUR BEARD IN MY MOUTH
Xuebing Du

祝日 / Permanent Vacation

#extradirty
Aqua Utopia|海の底で記憶を紡ぐ

★

ellievsbear
$LAYYYTER

Discoholic 🪩
taylor price
Today's Document

shark vs the universe

Origami Around
almost home

Kaledo Art
Claire Keane
2025 on Tumblr: Trends That Defined the Year

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@breadknight-likes-things
Pragmata is crazy, because it feels so entirely like a PS2 game with absurd detailed graphics and systems, things the PS2 could never handle. Every time I boot it up I feel like I’m playing some lost entry in the “Capcom 5”.
Here's To You Sanzaru Games, I'll Miss You.
There was a time in my life, that I like to pretend wasn’t 13 or so years ago, where Sanzaru games was damn near the most important company in the world to me. They'd had just developed the excellent Sly Cooper HD collection, a game that I had played a metric ton of at the time in some real "Remember when I was a kid?" nostalgia. In that collection it was revealed that they were making a fourth Sly Cooper game, at that point only really known on screen as “Sly 4 ?(The question mark was prominent). We’d later learn that the collection of Sly ports was something of a tryout for them after they’d pitched Sony on a Sly 4 to begin with, but just seeing the very early trailer (that was obviously just a four or second clip over top of some completed level geometry) was massive for me. So the news recently that they’ve been shut down sucks. Of course it sucks on numerous levels, people have lost their jobs, games have likely been canned, and potential for future projects has just vanished in the aether. It’s hard to express in a way that makes much sense but when the Sly Cooper HD collection dropped, 18-year-old me felt extremely vindicated in my love of the franchise. It’s hilarious to think of how short the gap between them and Thieves In time actually was in retrospect, but the original three Sly Cooper games felt like gargantuan markers in my love of video games. It had felt like it’d been a lifetime since we had gotten a Sly Cooper game (in actuality it was about 6 years, which these days is nothing in waiting for a sequel), so I was over the moon to have three of my nostalgic childhood favorites back in my hands and looking better than ever. When I later found out that the game contained a secret trailer for Sly 4, I lost my mind. It’s all I would talk about for weeks. I’d post about it anywhere people would listen. I'm sure I was deeply annoying, but I didn’t notice or care because I was 18. Back in these days, I was an avid poster on the unhinged Polygon forums (yes, Polygon had forums. In fact I was a mod, so you have to believe me about the unhinged part). I’m 100% sure most of my posting history at the time was just telling people Sly 4 existed. It felt like a far-off dream of mine had been granted, and I was finally being given everything I wanted. This was, of course, all thanks to Sanzaru Games. As I said, we didn’t really know it at the time, but now it’s fairly common knowledge that Sly 4 was the result of them making an internal pitch to Sony, being hired for the remasters, and getting the green light to make the fourth game off the quality job they did on them. Hell, they did such a quality job, and they sold so well, that they essentially spawned an entire sub-genre of the HD remaster in the 7th gen of consoles. Sony’s tended to be the best examples. Both the Jak and Ratchet trilogy remasters were of a similar high quality. I know Sly 4 itself is seen as a…,contentious, spot in the Sly Cooper fandom but this post isn't really about that. Regardless of how you feel about the final quality of the game, this post exists in appreciation of all the people that worked so hard on it. There simply wasn't going to be another Sly Cooper game before they made that pitch. There probably wouldn't even have been the HD collection to begin with. No matter how you feel about the original game they made, Sanzaru brought more people to Sly Cooper, and I personally feel they did a good job with it. They deserve the laurels just based on that, and I'm going to miss them. So here’s to you, Sanzaru. I’m sorry that this happened, and frankly, I’m sorry I haven’t played many of your games post-Sly 4 (which I personally quite liked!). We’ll always have the memories though, so thanks again.
I Was At Pax East Last Week!
For the first time in my life I took some time out from work and went to PAX East with my partner! I only just started going to PAX again last year with PAX West 2025, so the turnaround was quick, but I'm glad I did it! I've been to PAX a total of five times now, and while the new show is certainly a smaller scale of opulence and bombastic booths than the ones I had gone to pre-covid, I'm surprised at the amount of doom posting about the show I keep seeing surrounding the few socials I have left. Both the show in Seattle last year and the one in Boston just this last week (fantastic city to visit, by the by, had a total blast with my time there and of course you know my nerd-ass did the Freedom Trail) were fantastic shows that match the excitement and fun that I remember. I can understand people with fond memories of being drowned in promo T-Shirts and the opulence of all three major console makers showing up with like five games each minimum that the shows pre-covid held, but those times are over and that's okay. Hell, that game industry doesn't even exist anymore, so why would I expect that PAX to exist in the same way? The show that is there still features all the stuff that formed such formative memories in my young, con-loving, brain. Indie games eager to show off their stuff to an audience. Great merch and fun free giveaways (if mine and my partners raffle luck holds, we stand to inherit a National Treasure style fortune sealed by a mysterious key the next time we go to one these things), and even plenty of still opulent booths setting up ridiculous facades to get me to try out the Halloween game.
All this to say, I had a great time. The community is still big and welcoming, the games are still great to see. The show floor is still overwhelming in a fun way. The free play rooms still hold silly gems like me getting to sit down and play 24 The Game and run amuck as digital Jack Bauer. The concerts still feature great music, all included (I was confused to see her there, but am I going to pass up an MXMToon show? Of course not!). I do have one piece of constructive criticism of course, I'm only human. Boston, if you could figure out some way to be less cold, this coastal California boy would really appreciate it. It shouldn't be 28* when the sun is out, is all I'm saying. Oh and I confirmed that Dan Ryckert is a real person:
How it feels to walk around Silvermoon as a Warlock main.
Sometimes work is slow.
Other times you find a laminated Skeletor tarot card in a book and you know the day peaked early.
(I have that stupid CKY skit in my head now)
WoW Midnight Is Ticking All The Right Boxes So Far.
We’re on a new World of Warcraft expansion! Always my favorite time of that vague amount of time that serves to fill as the gap between expansions. We have fresh new zones, new characters to interact with, new music, new mechanics, and we also have nicely updated ways of playing the game at all! Midnight, so far, which is to say not very far at all given it only just launched this month, has been fantastic, if a bit disjointed. The main bulk of the new content centering around the beautifully updated Silvermoon and Eversong Woods zones is nothing short of stunning. Zul’Aman has been wonderfully expanded into its own proper area that reminds me of the best parts of Stranglethorn Vale and The Azure Span combined into one perfect forest troll vibe. Harandar is a bit of an outlier, but an interesting one of those (even if it’s fairly obvious to me that this zone was meant to be in The War Within; even the zone’s story sounds like it vaguely answers some questions that were left abandoned by the last expansion). Finally, Voidstorm is far more interesting than I thought it would be, not as much visually but in the strength of the fun new characters it introduces. I was worried Voidstorm would just be a re-run of Ka'Resh, but thankfully it carves out a personality of it's own with the same basic set of visual elements. While certainly controversial among players l, I think I can also be counted among the fans for the skill and spell purge that led into Midnight, at least for the most part. Some of the classes I like to play got the raw end of the stick if I'm being honest, Beast Mastery Hunter, for example was stripped down to a near comical degree. But others got crucial updates that have left them feeling fresher and more fun to play than they’ve really felt in years. Affliction Warlock hasn’t felt this true to the spirit of the DoT-based DPS character in years; I finally feel like I’m doing the coolest version of casting a time spell and waiting for the bad guy to die again. I’ll likely dive more specifically into the zones and other aspects of the expansion later on, but as of right now I’m of the mind that Midnight is off to an extremely impressive start. I think a lot of us guessed that War Within was something of a last-minute switch to be the first part of the World Soul Saga. Midnight, I think, proves us largely right in that question, but does so via providing an excellent, cohesive, and thrilling new chapter of World of Warcraft so we need not sit around feeling pleased about our guesses; we can just enjoy the great new game in front of us. A new WoW expansion is always a happy time; I’m just glad we all get to experience it yet again, and hey, here’s to Last Titan, am I right?
Revisiting Red Dead Redemption Has Been A Delight:
Hard to believe it's been near fifteen years since Red Dead Redemption released. I haven't played it personally since a couple years after it came out. Back when I had the kind of near infinite free time that would allow me to just drop into an already played large open world game like it was nothing. That said, while I'm at least a couple years late, I've been putting some time into the recent PC Port re-release and it's happily shown me a game thats aged very well, and memories that are more than worth revisiting. I vividly remember the lead-up to Red Dead Redemption, for me, it was monumental. Rockstar by this point had cemented their place in gamings pantheon as a top tier developer, and this was years before GTAV would cement them as damn near literal kings of the industry. To hear them announce that their next game following GTA4, itself a huge hit and impressive game, was a revisit to the Red Dead series with the stylings of GTA set in an old west open world was astounding. It was especially strange to hear the name "Red Dead" at all, Rockstar had published the original game, rescued from cancellation after a backing out from Capcom, in 2004, but Red Dead Revolver by this point had felt largely left behind and forgotten about by most of the gaming community. So imagine my surprise at the announcement, as a fan of westerns, then triple that when the game itself came out and was fantastic. Add on a little extra surprise over the last few days when I've booted it up and found the game has held up really well! It does honestly take a little bit of playing to un-train you brain from some of the more intricate details Rockstar would later add into Red Dead Redemption 2. There's no detailed horse care, no way of interacting with every NPC in the game world, and the general level of detail is far more simplistic. The game has less points of friction in its entire game than RDR2 has in casually riding across the game map (which to be clear, was something I loved). The game world itself so far has held up stunningly well. Environments, though far simpler with the processing power that was available in the 7th gen of consoles, still look great. The deliberate choice to present most of the game as dusty, trodden desert with breaks of grasslands and sparse woods (at least in the early stages) may have been done out of technical necessity, but it was done wonderfully. I still wonder if the intense focus on the natural world and having the towns be little bigger than a street, or small ranch, stemmed as a response to GTA4 having such a dense urban sprawl at the sacrifice of San Andreas’ countryside areas, but if that is the case then it getting us two great franchises instead of just the one was well worth it. I’m still very early into RDR, and I look forward to more doses of good memories attached to this game. I especially can’t wait to see if Tall Tree’s holds up as well as it does in my head. I’m mostly just happy to be back in the world of Red Dead, and to revisit such big game for me that I’ve not replayed for far longer than I thought. (I also remember this game starting slower but hey, video game pacing was different back then that’s for sure.)
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Legion Remix Is A Fel Of A Time.
Hot damn, has Legion Remix been a hell of a reminder as to the strength of World of Warcraft operating at its peak. Legion has long been considered by me to be one of the top points of World of Warcraft in general. It had a clear story that had a beginning, middle, and end that all made sense. It had some of the best zone design in the game. It featured new and exciting characters, new conceits, highly personal stories to your character being told, and tons and tons of great new stuff to collect, engage with, and just generally experience. Coming off Warlords of Draenor, it was a massive shot in the arm that revitalized WoW at the time. Remix is not only a great experience on its own, it’s been a great reminder that this is why World of Warcraft is a great video game in the first place. From the outset, we have four of the best-designed zones in the history of the game. Aszuna manages to fulfill the long-simmering High Elven ruins fantasy that WoW teased out from the very start of the game. Stormheim takes all the best parts of the rugged Viking aesthetic that Wrath of the Lich King started and concludes them all with flourish. Prior to us actually going to it, Val’Shara gave us a glimpse into what the Emerald Dream really looks and feels like. Highmountain gave us a zone with a level of true verticality that we hadn’t seen in years, towering over the rest of the Broken Isles in a very real and physical way. Finally, Suramar gave us one of the defining examples of Legion’s contributions to the game, something to do that isn’t raiding! I love to do some raids too, and Warlords, to its credit, did at least attempt to round out the game in a way that isn’t related to endless raiding. Legion thought up far more ways to keep us engaged with the game: World Quests, mythic dungeons, campaigns full of lore and dialogue. It was something that felt revolutionary at the time and still feels modern today! Remix has been a blast, not even to mention all its cool new features, just to experience World of Warcraft Legion once again. I assume WoW Classic will keep on trucking, and we’ll eventually round back to Legion in a concrete “What it was actually like to play at the time” sort of way. Until then, this is the best way to experience what may well be the peak of the game. I’m glad we all have this opportunity, and with 50 more days to go, I’m glad we can continue to go sicko mode grinding bronze for months. Those green mounts won’t get themselves.
Shinobi: Art Of Vengeance Is A Dynamite Action Throwback Y'all Should Be Playing.
I am truly devastated to inform all of you that I had no idea there even was a new Shinobi game coming out in the year 2025. As such, I also didn't know it would be one of the best games of the year. I knew of the odd coincidence that there were both a classic and modern-style Ninja Gaiden game releasing this year, but when it came to our old friend Joe Musashi (which remains one of the best character names in video games), I had no indicator. What I need to get across in this post, however, is that this game rips. It shreds. It slaps. It's one of the smoothest playing action games I've played in months, maybe even years. Blissfully free of modern action game trappings like punishing difficulty or souls-like RPG elements, Shinobi: Art of Vengeance is an action game’s action game. You largely move to the right of the screen, and you mess up the bad guys you find there.You'll use this game’s exceptionally smooth combat system to fight goblins, dudes with guns, other ninjas, killer neon-green slime, and other 90’s-tinged foes. While there aren't that many types of enemies to fight in general, the combinations the game employs keep you on your toes in ways that's thrilling but never as wildly unfair as many action games have become. Art of Vengeance employs a lot of modern style, places it over a classic structure, and from the two forms a game that never once feels like it runs out of steam, nor overstays its welcome. Shinobi is a throwback that's finding a meaningful way to keep itself fresh, despite an obvious desire to not simply superimpose current gaming sensibilities as a way to feel "modern". At this point when I see a new entry in an old franchise, my first thought is "in which way have they 'been influenced by Dark Souls'". This, however, is pure throwback action, and I cannot recommend it enough. Or as Joe Musashi may put it in one of his many monologues: "........"
Me trying to bypass facial recognition tech without having Death Stranding 2.
Hope this is how GTA6 opens.
Me logging into the Star Wars Fortnite season every day to check for the best Star Wars guy of all time.
Some of my wildest pie in the sky gaming dreams have been the idea of “official Elder Scrolls Oblivion Remake” so I assure y’all I am flying right now.
Back in Cyrodiil baby.