Jordan Turner

@itsgotstealth.bsky.social

I take photos and write stories | Creator of Samurai Unicorn https://store.steampowered.com/app/2494020/Samurai_Unicorn/

A remake cannot be a definitive version of a game. Often they miss the point or sand off the personality, and are almost always made by a completely different team. They can be good, great even... But never definitive.

The canary in the coal mine for how bad indie funding has become was every serious conversation I had included gamepass as a major part of the publishing strategy. The rest of the time it was publishers with no money to fund hoping SamUni was like 90% done.

Even though I have enjoyed all the newer Ratchet and Clank games, in retrospect it is kinda off-putting to have all the edge shaved off that series in favour of the mostly twee vibes that slowly became more prominent after the PS2 era

As someone who has loved Lylat Wars (Star Fox 64) since the moment I laid eyes on it and played through countless times every year, can someone let me know if there is something new and interesting about the remake that would excite me?

Man, who are these even for... If you know the harm, why aren't you stopping it? I sincerely hope no consciences are being soothed by posting these, cause they sure af aren't for the people getting laid off.

Wario64@wario64.bsky.social · last mo.

Bungie announces "a reduction in force" "Following our final content update to Destiny 2, and with our future projects still in early incubation, we unfortunately could not continue operating at our previous size."

A really important question for would-be manager types. Is the procedures and check-ins actually helping productivity or does all the busy work just soothe your anxiety and need for trackable tasks?

Some of the SGF coverage and speculation around Xbox has become deeply embarrassing in the wake of the showcase. A CEO cannot save Xbox, they will only harm studios and the people who work there... It's not worth it to give them the benefit of the doubt.

A part of our cutscene workflow that I particularly enjoy is when I get all the storyboards (taken in-engine) and start assembling them into a sort of animatic with placeholder VO from the cast. Always reminds me how powerful editing is in this early stage where nothing is fully set in stone.

Screenshot of an adobe premiere timeline with multiple audio tracks and a still image from a WIP cutscene for Samurai Unicorn.

Rare on the N64 was so good that every now and then I do crave playing a bit of DK64. I never finish it or really get past the factory level, but there is something special about the studio's style in that console era.