Michał Majkowski @majk.bsky.social · 24/09/2026I had zero expectations, and it was cool getting a fresh, different Resident Evil compared to how serious people usually think it's supposed to be. :) 010
Michał Majkowski @majk.bsky.social · 24/09/2026I had an absolute blast with this movie. There were great moments (especially the first half!), funny moments, fan-service moments for game fans, dumb action, and an idiotic ending. 120
Michał Majkowski @majk.bsky.social · 24/09/2026Oppressive hallways and claustrophobic spaces? Sure! Mindless carnage with hordes of zombies in the city? Absolutely! Weird mutants, monsters and jacked commandos? Come on, that's RE for you! All of it at once? No? Doesn't matter? A bit,yeah,because there's no single golden formula for Raccoon City. 110
Michał Majkowski @majk.bsky.social · 24/09/2026Just finished watching #ResidentEvil a little thread: I have no problem with the games—I know what I want from the series. But the movies? I have zero clue what actually makes a "good" Resident Evil. I don't think I even want to set those expectations. 120
Michał Majkowski @majk.bsky.social · 24/09/2026Half-started Silent Hill: Townfall, barely touched Control, logged a few hours into Graveyard Keeper 2, just took a small bite out of Trails in the Sky 2nd Chapter. This September is ABSOLUTELY STACKED for games this year. Can't complain about this kind of overload! :) 010
Michał Majkowski @majk.bsky.social · 18/09/2026First thought was that the answers look strikingly similar -which is odd- but then again, maybe they’re like that in every interview. Have a great day sir, and sorry to bother you! 000
Reposted by Michał MajkowskiChris Totten - Little Nemo and the Nightmare Fiends @totter87.bsky.social · 21/02/2026The manuscript for An Architectural Approach to Level Design 3rd Edition is finally complete and has been submitted to the publisher 1171
Michał Majkowski @majk.bsky.social · 18/02/2026Started bouldering and quickly realized it’s more than just a sport, but it’s a humbling lesson in human anatomy. It's been a fascinating time exploring the capabilities and limits of my own body. Between analyzing every movement and learning how to care for tissues I didn't even know existed. 061
Michał Majkowski @majk.bsky.social · 13/12/2025Finally :) #DeathStranding2 @hideokojima.bsky.kojimaproductions.jp @hideokojimaen.bsky.kojimaproductions.jp 010
Reposted by Michał Majkowskimartyfive @martyfive.bsky.social · 05/11/2025today is my 28th birthday! as we all know, sharing artists’ work makes them very happy. thank you for all your continuing support and newfound friendships this year, it means the world to me. 28733225
Michał Majkowski @majk.bsky.social · 02/10/2025Jeśli znajdę siłę to wstanę na start chociaż. Jeśli nie to mam wykupiony BeaconTV i odpalę rewatch do pracy od 7 :D 030
Michał Majkowski @majk.bsky.social · 02/10/2025Wyprasowałem CRową koszulkę, kostki poukładane przed monitorem, świeczki i oświetlenie także gotowe :D 130
Michał Majkowski @majk.bsky.social · 24/09/2025Eyes on design, pacing, story, and sound. Im hoping for dread by context, not cheap jumps. Lets gooo "It’s Okay... It's Just A Dream..."? #silenthillf 060
Michał Majkowski @majk.bsky.social · 17/09/2025Jedynym plusem jest próba rozdzielenia skali od jakości: mówienie o zakresie produkcji, a nie o 'dobrości' gry czy 'niezależności' studia. :D 000
Michał Majkowski @majk.bsky.social · 17/09/2025Strasznie ludzie chcą gmatwać skale ocen i 'opisy' produkcji 😅 Credits =/= realny nakład, Wielkość GB =/= rozmach produkcji, Steam =/= cały rynek (Nintendo firstparty, mobilki, konsolowe exclusivy wypadają z próbki), Kei i Midi brzmią słabo i nie przyjmą się w 99% 100
Michał Majkowski @majk.bsky.social · 10/09/2025And games with no "bar" just moral gray guided by your own compass: The Witcher 3, Disco Elysium, Papers, Please, Spec Ops: The Line. Without a meter, attention shifts to narrative consequences, not to chasing a score. 5/5 000
Michał Majkowski @majk.bsky.social · 10/09/2025Less “bar,” more effects: Red Dead Redemption 2: honor affects prices/NPC reactions and i think most people play their way because the feedback is diegetic. Tyranny: Favor/Fear both "good" (heheh) depending on style. It rewards consistency, not just niceness. 4/5 100
Michał Majkowski @majk.bsky.social · 10/09/2025…that can turn choices into “points”: Jade Empire: Open/Closed Fist =/= simple Good/Evil, and players tend to chase whatever pays off. KOTOR II: easy to optimize Light/Dark influence to unlock powers. 3/5 100
Michał Majkowski @majk.bsky.social · 10/09/2025In their example, if you want to gently steer players, you need to clearly show the consequences of decisions. Avoid a pure good/evil binary without context, otherwise players will min-max it or ignore it and just play their own way. Thinking of wellknown games... 2/5 100
Michał Majkowski @majk.bsky.social · 10/09/2025Oh, cool paper on "morality bars" in games. The authors built a small game and tested how a morality bar changes choices. When ratings are intuitive, players think about consequences; when they’re inverted, they treat the bar like a simple points counter. philarchive.org/archive/FORM... 1/5philarchive.org 110
Michał Majkowski @majk.bsky.social · 27/08/2025And I think I just realized I’m gonna buy more books and practice notebooks on calligraphy. Gotica bastard, here I come! 000
Reposted by Michał MajkowskiDani Donovan 👩🏻🎨 ADHD Comics @danidonovan.com · 12/08/2025the ADHD experience of telling a story to a group and realizing in the middle of a sentence that no one’s actually listening anymore so you slowly get quiet and die just a little inside 1929445
Reposted by Michał MajkowskiAndrew Crawshaw @andrewcrawshaw.bsky.social · 11/08/2025It's the 10th anniversary of Everybody's Gone to the Rapture. Here's a thread of images that very few people will have seen. Thanks to the opportunity that Sony Santa Monica gave us, we had the freedom to explore ideas, even if that meant we left a lot of amazing work on the cutting room floor... 2828376
Reposted by Michał Majkowskimevs 🍂 @littlemevs.bsky.social · 08/08/2025Psst kid, you wanna buy some drugs? 211417
Michał Majkowski @majk.bsky.social · 05/08/2025Są gry które opierają się na nieprzyjemności jako podstawie rozgrywki. I właśnie dlatego zostają w pamięci.(TWD, Patho2, Lisa) Zwiększają poczucie odpowiedzialności, bo to nie była "gra", tylko "moja decyzja". Takie gry często rozpamietujemy po ukończeniu, bo e m o t i o n s. 100
Michał Majkowski @majk.bsky.social · 05/08/2025No i w sumie przyszlo mi jeszcze na myśl, czy ta emocjonalna trudność jest >atrakcyjna< mimo nieprzyjemnych uczuć. Taki positive discomfort. I wydaje mi siee, ze tak, o ile gracz rozumie, że ta trudność ma sens. 120
Michał Majkowski @majk.bsky.social · 05/08/2025I skulminowanie go np. wlasnie w takim momencie. Zgadzam się:) 010
Michał Majkowski @majk.bsky.social · 05/08/2025SH 1/2 są genialne. Nie boisz się, że coś cię zaatakuje, a boisz się, że coś się stanie, a ty nawet nie wiesz co.I ta kamera, która łamie poczucia bezpieczeństwa. I to swoją drogą fajny przykład: Jumpscare działa przez 2 sekundy, a ddźwięk, kadr i niewiedza potrafią trzymać cię w napięciu godzinami 010
Michał Majkowski @majk.bsky.social · 05/08/2025Layers of Fear swietnie straszy. Fajnie jakby było więcej takich, gdzie masz atmosferę/napięcie, i wtedy przychodzi 'kop' -ale nie dlatego, że coś wrzeszczy, tylko że coś się wydarzyło, co łamie oczekiwania. Emocjonalny jumpscare zamiast dźwiękowego co wywraca całą narrację do góry nogami:) 010
Michał Majkowski @majk.bsky.social · 04/08/2025Today’s vinyl haul. Opposite vibes, both awesome.:) 070
Michał Majkowski @majk.bsky.social · 04/08/2025O, i pięknie wyciągnąłeś clue, za którym teżstoję- dobrze zaprojektowany horror powinien łączyć sensoryczne bodźce z napięciem narracyjnym, a nie polegać tylko na jumpscarach A dom lalek to najlepsza horrorowa lokacja RE8 imo:) 120
Michał Majkowski @majk.bsky.social · 04/08/2025Czytam sobie różne artykuły o grach i mam pytania, bo jestem ciekaw Waszych odp: Czy jumpscare to porażka designu, czy tylko narzędzie (zależnie od kontekstu)? Czy gracz może się bać, jeśli ma pełną kontrolę? Czy poziom trudności może być emocjonalny, a nie tylko mechaniczny? 630
Michał Majkowski @majk.bsky.social · 03/08/20252/2 4. Level design? Top-tier. 5. But key paths could be clearer 6. IMO Story’s a mess, hard to care? 7. Some bosses -> bad balance, not real challenge 8. Frame drops & audio bugs -> but devs patch fast 000
Michał Majkowski @majk.bsky.social · 03/08/2025Didn’t click at first, but #Wuchang grew on me. Thanks to combat and level design. Quick notes: 1. Skyborn Might is awesome-> super satisfying counters after dodges 2. Free respec -> constant build swapping 3. Inner Demon -> fighting your own setup after death - loooove it 1/2 110
Michał Majkowski @majk.bsky.social · 03/08/2025I guess #TitanQuest2 aimed to be different. No bloated systems, no economy juggling. If you're into deep ARPGs like Diablo or PoE, it might feel too simple. But as a TQ1/Grim Dawn fan? It's a must-buy. Classic, chill ARPG with no pressure, no mtx. :) 000
Michał Majkowski @majk.bsky.social · 03/08/2025For horror fans: a great article on why we enjoy fear, what makes horror elements scary, why empathy matters in horror, and how the genre can even be therapeutic. osf.io/preprints/ps...osf.ioOSF 000
Michał Majkowski @majk.bsky.social · 16/07/2025I really like this table, do you know of any other examples ? 010
Michał Majkowski @majk.bsky.social · 16/07/2025Probably you’ve heard this already since it’s been out a while, but I just read a cool breakdown of how Death Stranding turns solo delivery into a community affair. How caring for BBs, building bridges and sharing gear ties players together in a unique asynch co-op. Highly recommend!researchgate.net(PDF) Forging connections: the social dynamics of “Death Stranding” as a paradigm shift in gamingPDF | This paper explores the video game Death Stranding as a shift in digital interactive media, emphasizing altruism, collaboration, and social... | Find, read and cite all the research you need on ... 131
Michał Majkowski @majk.bsky.social · 08/07/2025Mostly thanks to Death Stranding 2, because ever since I heard the track “Ghosts” by Hania Rani, I’ve been completely captivated. I’ve already watched all of her live concerts, and her music is on repeat on Spotify. And this one is on a completely different level: www.youtube.com/watch?v=J5oZ...youtube.comHania Rani live at Invalides in Paris, France for CercleYouTube video by Cercle 080