Edzio K.

@demiurge.bsky.social

Angularity and reactivity. Immersive Sim. Project Anarres developer. Internationalist. Anarchist. He / Him.

Ghost in the Shell (1995). Even more radiant on my last of countless viewings. The historicism of the opening establishes this time of transition and it's especially poignant and beautiful as in so perfect a genre work, we transcend genre and received categories of personhood and self. 📽️

Ceramic plates and polymer tendons glow spectral under the fluorescent light of a fabrication plant. The contours of a human form, yet unshelled and hanging from microactuators as though Noh masks.Against the glass and steel of the city, the silhouette of a woman sitting on bedding scarcely marked by use. She and all her apartment, negative space. 

Do you see lack and difference or nascency?The gray ablation of rain. Rectilinear concrete in juttings and recesses give way to impenetrable corporate forms as if armoured against surveillance. Schoolchildren holding yellow umbrellas skip and follow along the edge of a filling waterway.Little remains through years of dereliction and flooding. Stone endures and so lasting is the chiseled relief of the tree of life whose apex is hominis. Eclipsing an abandoned car is a walking tank, a pale spider more than its designers and engineers.

Ghost in the Shell (1995). Even more radiant on my last of countless viewings. The historicism of the opening establishes this time of transition and it's especially poignant and beautiful as in so perfect a genre work, we transcend genre and received categories of personhood and self. 📽️

Ceramic plates and polymer tendons glow spectral under the fluorescent light of a fabrication plant. The contours of a human form, yet unshelled and hanging from microactuators as though Noh masks.Against the glass and steel of the city, the silhouette of a woman sitting on bedding scarcely marked by use. She and all her apartment, negative space. 

Do you see lack and difference or nascency?The gray ablation of rain. Rectilinear concrete in juttings and recesses give way to impenetrable corporate forms as if armoured against surveillance. Schoolchildren holding yellow umbrellas skip and follow along the edge of a filling waterway.Little remains through years of dereliction and flooding. Stone endures and so lasting is the chiseled relief of the tree of life whose apex is hominis. Eclipsing an abandoned car is a walking tank, a pale spider more than its designers and engineers.

The intrinsic pleasures of the stealth genre have pollinated design across the medium. Positioning and planning, the exquisite tension and the thrill that follows. Yet few still are dedicated to stealth. Some remarkably talented people now endeavour to right this and I urge all to support them.

SeverLink - Wishlist NOW!@severlink.bsky.social · last wk.

SeverLink crowdfunding campaign is LIVE We have a playable prototype - just grab it at: www.backerkit.com/c/projects/c... If you long for early 2000s stealth revival and you like what you see in our build - GO FUND US and make it happen! #indiegame #indiedev #gamedev #lowpoly #y2k

S.T.A.L.K.E.R. 2: Cost of Hope (2026). Two years since I last entered the Zone and there's much celebrate despite still betraying an obviously arduous development. The expansion is a welcome distillation and refinement, as captivating as the best of what was released. Still early.

The splendor of the withdrawing sun whose gradient — auric to light azure — casts over inestimable leaves and grasses on a plain and falls on an extensively modified 7.62x54mm rifle. Guarantor to this reprieve.Transmission towers for lost power lines. Oxidation has enshelled the metal into black husks warping where the corrosion flaked and reformed in the years of dereliction and this yet enduring through a world as though the remnants of a crematoria.Equipped for a landscape of radiation and war, a woman caresses the petals of a sunflower among many that blossom in a cavern darkness. A betrayal of their own form is sensed and so familiar are they as to now be wholly alien and in masquerade of nature.Power lines dissect the clouds of night. Their terminus over concrete and sarcophagus glows in a pale and spectral light. This tomb is vast over the spillway in which these forms dwell in a mirror darkly.

On release into Early Access this already could claim to have some of the finest enemy behaviour, combat flow and environmental reactivity of any FPS. In my judgement the best that's been released since Half-Life 2 (2004). Somehow it's still continually improving and expanding.

Nexxtic (Selaco Lead Dev)@selaco.bsky.social · 2w ago

Selaco Chapter 2 is very close! It's massive and I strongly believe no other Early Access FPS has ever released a free update this large.

“Tony [Gilroy] finally turned to me, and he said, ‘Hey, you just got to stop pitching plot. Plot is bullshit. Plot is what happens when you get the behavior right. Pitch me a line of dialogue, pitch me atmosphere, pitch me something visual. Stop pitching stuff that happens.’” 1/2

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Is it naive to think if more people understood that ought implies can, online discussion about general advice wouldn't feel like two interlocutors trying to find each others kill-phrase?

Seven years ago: And he conveyed this through Harry Potter fan fiction? Me reassuring my friend yesterday: Look, there's nothing in principle that means RL can't make progressively more aligned models...

System Shock 2: 25th Anniversary Remaster (2025). One of the greatest games ever made receives a definitive remaster, meticulous and faithful to a level that is utterly remarkable. I can't recommend this more to existing devotees or those merely curious alike.

Imposed against the light-scar of the world in shadow, a lithe face of printed circuitry and metal. A green incandescence flows through the tributaries of these paths like painted lines signifying a deity on an ancient wall. Her face is hatred and superiority. Brutalist arches of concrete curve over to occlude a sky of orange clouds. An imperious banner reads "UNN" under supine hands — an entrance beneath. Neon signs turn and some garbage vehicle idles in the distance. An urban street never rebuilt but retrofitted to sclerosis.Angular and arching, the metal interior of a station in orbit. Filling the windows of this view is the majesty of the Earth, the thin and permeable atmosphere and its glowing displacement from the topology beneath; within clouds swirl across continents.A handgun is raised into the darkness. Individual lights produce archipelagoes of awareness and the glow of consoles and terminals sketch the borders of this shadowy reception area. No place is safe.

DOOM '98 Imagined what if id Software released an additional entry in the Doom series in 1998, using a technological mix between id Tech 2 and GoldSrc engine. Going for the blend of fantastical and grounded, which would be in vein of Half-Life and System Shock 2.

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