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Cake day: May 30th, 2026

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  • Might give CULTIC a try, then. It’s essentially a Build engine game along the lines of Blood with large maps that typically allow for some degree of nonlinearity and exploration. You end up with quiet periods of sneaking around and exploring to break up the combat segments.

    Otherwise I’d say you can’t hardly beat the new Wolfenstein games. Varied gameplay, an actually decent plot, and when has shooting Nazis not been as American as apple pie? The first one hasn’t aged as well as the second on PC though. I get occasional frame drops and other oddities, but I suppose that could be an Intel drivers thing. Those idTech engines haven’t aged super great.


  • Yeah. Gabe Newell wasn’t wrong when he said he believed piracy was a service problem. Hell, I’d be giving Nintendo regular income if I could buy official ROMs for games I had legal copies of as a kid at a reasonable price and without needing to buy into the Switch ecosystem. I don’t know how you convince executives that they should change their tune, though.





  • Yeah, SC2 and RTS in general is - surprise surprise - about strategy way more than mechanical speed. You’ll see that with people taking a nostalgia trip in AOE2, too. You will eventually reach a point where lack of mechanical speed will hold you back in SC2 but that’s quite literally like the C and B tier professional bracket - you would already be at the point of being able to win a free dinner here and there in tournaments.





  • Difficulty doesn’t really have anything to do with story. Playing games on easy can even rob you of the enjoyment of the full gameplay mechanics. Noah Caldwell-Gervais’ recent video covering RE4R and RE9 is a good example, where some of their conclusions regarding gameplay design were only because they typically play on easier settings. Some of the things in question make more sense or have stronger legs when the game’s played on a reasonably challenging setting.




  • The overwhelming majority of competitive games, across any genre, are determined predominantly via knowledge and skill rather than raw mechanical speed until the very highest level of play. Players who dedicate themselves to laddering will not get filtered by lack of mechanical speed until they’re already among the very best in the game.

    Games that would be determined primarily by speed would become very boring to watch after the first few rounds. So developers generally don’t design games around it.


  • Twitch reaction time isn’t particularly important in most games. Quake and UT, sure, but even in those most twitchiest of shooters strategy will still carry you into the upper echelons of players.

    Counterstrike is almost entirely based on spray control and map knowledge. Twitch reactions have only a minor role to play.

    Even games like Starcraft are determined primarily by strategy and not mechanical speed. You could probably play at a professional level before a lack of speed compared to your peers would actually begin holding you back.

    Plus… you can train reaction time and multitasking. An actual physical impairment like RSI might stop you, though.

    The whole “ohhh I can’t do games because I have the olds” is such a nonsense cop-out. The rest of your post is pretty accurate, though.