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Cake day: July 18th, 2024

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  • Yeah, IDK, I don’t think it has enough replay value to be worth playing today. Tunic is good, probably a pretty close analogue of the overall feeling. Some games from the NES era hold up really surprisingly well (Contra, Life Force, Bionic Commando) but more what I was saying about Metal Gear was just that it was a pivotal part of the evolution of games and a fun game to play at the time (and has ten times more soul than whatever nonsense they’re slapping the label on in the modern day.)



  • You needed to play it as a little kid when it first came out.

    We were just getting used to inventories. Stealth in games simply didn’t exist. The whole concept of key cards as far as I know didn’t exist, and even that whole structure of parts of the game that were blocked off behind abilities you didn’t have yet, or ways you hadn’t realized you could use your existing abilities, was still pretty brand new.

    The thing I wish it had done, which Zelda 1 did very well but which very few games even up to the modern day have the balls / level design skill to do, is gate parts of the game behind combat that is just straight-up too hard for you yet. Almost always, the Metroidvania structure includes parts that are challenging, but everything you can reach is doable if you focus on it for a bit. And then, when you do them, you can unlock some more doable stuff. Zelda wasn’t like that. There were parts you could reach that would just outright murder you. You had whole parts of the game that were locked off behind enemies that were still too hard for you, for a long time, and so going into those areas felt like a for-real adventure. Once you got kitted up enough to be able to go hang out there, and explore it in detail and survive as long as you were alert, you feel super badass. It leads to this feeling of accomplishment that’s totally different from how it would feel if it was the exact same difficulty curve but all the stuff that was too hard for you gets locked away until you were ready for it.

    Anyway, Metal Gear wasn’t like that. The combat was honestly pretty much just bad, even for the time period. But it introduced stealth and a new approach to big sprawling worlds, where you can’t even really make sense of the map because it is so non-Euclidean and you’re wandering through this bizarre and hostile environment. It’s like a Metroidvania where at any given time, you can only find 3 different gates, and they’re all locked, and so you have to go back over all your previous stuff and try to figure out what you missed. How all the different trucks move, what you can and can’t use your items for, finding new information or new frequencies for your radio, it was just this really surprisingly complex game that was still while the whole industry was shaking off the Atari era and trying to do real games. It was a new take on Metroidvania, all cramped corridors and locked doors and rooms that insta-kill you instead of open sprawling maps and inviting ledges you can’t reach yet.

    It didn’t even have a plot, and it still had a massive coherent plot for the games of the time. It had a plot! I don’t know man. You can’t even really compare it to the “she breathes through her skin” era of Metal Gear because Metal Gear just defected from its original form into a totally different class of game, the Cinematic Bullshit-O-Rama With Occasional Gameplay At Times. It’s one of the modern AAA games industry’s favorite genres. But the old Metal Gear, for all its significant flaws, was a genuine and successful effort to move the medium forward.

    Plus I was a little kid and I enjoyed playing it. I saw this magazine ad for it that was just this massive list of all the different items you can get, and it just wasn’t like anything I’d seen before. And, they followed through; they didn’t just pad out the list with weirdness, they actually thought of something you could do with everything. What about these cigarettes? Surely that’s just a little joke, right? No. The cigarettes are useful. You need them at one point. Of course you do. The empty cardboard box is useful. Everything is useful.




  • No idea about tools although I hope you find something.

    Two related suggestions that will change your life:

    1. Grunt Fund if you are making decisions about equity
    2. Have people estimate the total time for a task, rigidly enforce that every man-hour spent on a project has to be allocated to one of those tasks (including the elusive but vital “oh shit we forgot” task), keep track of the coefficient between the two. It’ll be different for different people sometimes. When estimating a project, have people come up with estimates and then multiply by the coefficient. Be transparent with everyone about this system. It’ll revolutionize your project management life once people get used to it. I tried to find a blog post which explains more detail, but honestly, it’s not complicated, and Google is too shit now to find it.


  • They would also carry a little basket of hand grenades sometimes, and toss them out of the airplane to fall on any troops they saw down below.

    It was a fucking wild time lol. No radios, open cockpit, no artificial horizon. If you flew into a cloud you just lost your orientation and fell out of the sky and died. They just went up there.