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stealthnachos

@stealthnachos.bsky.social
30K followers 440 following 6.6K posts

he/him || commissions: commiss.io/stealthnachos || art and tutorials: stealthnachos.itch.io || patreon: www.patreon.com/stealthnachos || icon by @cubesona.com

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stealthnachos @stealthnachos.bsky.social · 1h
old bat oc of mine
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stealthnachos @stealthnachos.bsky.social · 2h
if i'm being honest it does sort of have that ai generated look a bit especially at a glance, but it's also a look amanita has been doing for a very long time now. if they didn't have any history i might be inclined to agree but it just looks like everything else they made to me
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stealthnachos @stealthnachos.bsky.social · 2h
it would lose all of it's tactility. visuals and sound and a lot of things are important to selling that hit, but it's the players actions that create the real impact
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stealthnachos @stealthnachos.bsky.social · 2h
great sword the part that's compelling, or is it the threat of missing and the confirmed success of your actions up to that point? the hit is really just a fireworks show, like a big congratulations for such great positioning and prediction. if you were guaranteed to hit like that new god of war-
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stealthnachos @stealthnachos.bsky.social · 2h
to squeeze everything it can out of it's mechanics. to make something feel tactile in a way that isn't superficial i think it has to mean something very direct to the players success or failure. you mentioned monster hunter so it's like this: is getting the big juicy hit on a monster with the-
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stealthnachos @stealthnachos.bsky.social · 2h
difficulty as a focus doesn't make sense since it's also just a product of design that comes from trying to squeeze everything you can out of it (which i agree is what dark souls produced a lot of) but high difficulty in my opinion is inseparable from good design because a good design does try-
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stealthnachos @stealthnachos.bsky.social · 4h
hmmm i don't think i agree with that but i certainly see where you're coming from. final fight is more dynamic than both to me but that's kind of comparing apples and oranges and spikeout takes the cake but of course that has an additional axis as well
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stealthnachos @stealthnachos.bsky.social · 4h
machinarium 2. i personally don't think it is using it but it's reasonable to be skeptical
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stealthnachos @stealthnachos.bsky.social · 4h
that's a very good point too, something i should've said in the post i think. reactivity is definitely less compelling than having the option to be proactive
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stealthnachos @stealthnachos.bsky.social · 4h
and yeah, i agree
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stealthnachos @stealthnachos.bsky.social · 4h
i loved silksong but something i noticed is that as i got new upgrades that allowed me to focus less and less on spacing it became less compelling. luckily it never stops being about spacing completely but i wish the diagonal pogo was the only pogo and the tools weren't so easy to abuse
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stealthnachos @stealthnachos.bsky.social · 4h
but choosing when to move in a stealth game is very much a timing thing even though it's literally repositioning and is a very direct interaction with an obstacle so i should consider it more. i've been wanting to try to play thief again, maybe i'll give it some real effort to get through this time
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stealthnachos @stealthnachos.bsky.social · 4h
while those are compelling i think i am only talking about the direct interaction between the player and the obstacles. you bring up a good point though, i haven't played much of dw or immersive sims and stealth games are very boring to me. if a guy is the obstacle i just want to fight him lol
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stealthnachos @stealthnachos.bsky.social · 4h
put another way, game feel is a product of explaining the system to the player and good game feel is figuring out where the most important things happen and visualizing them based on priority. so it's just a thing that sits on top of the game, it should never be a focus
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stealthnachos @stealthnachos.bsky.social · 4h
game feel is important but very secondary to how a game plays, so while i also like mh (up to world) i'd rather see a focus on difficulty even if it's artificial because that tends to drive the quality of design up. the harder a game is the tighter the pieces have to fit together for it to work
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stealthnachos @stealthnachos.bsky.social · 5h
just trying to get better at writing my thoughts out for the blog, im still a baby designer so take all this with a grain of salt since my thoughts on it will change a lot by this time next year. i'm doing this for myself, it just helps to put my thoughts into words and sometimes get feedback
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stealthnachos @stealthnachos.bsky.social · 5h
do think spacing has way more room design wise than timing. a lot of timing design being based on how it can be obfuscated rather than how it can be clarified because when it's clarified (for instance the recent doom the dark ages or furi) it sometimes loses a lot of what's engaging about it
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stealthnachos @stealthnachos.bsky.social · 5h
in my opinion, spacing is the more compelling and engaging of the two but is both harder to design for and harder to interpret by most players. it takes time to get into spikeout but the souls series is instant pick up and play fun. i'm not saying one is better than the other, but like i said i-
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stealthnachos @stealthnachos.bsky.social · 5h
all games ask both, but usually focus on one more than the other. the souls series popular parry mechanic is timing and doesn't ask you to position yourself, final fight asks you to position yourself and while it does definitely ask for timing, spacing is the much more important thing usually
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stealthnachos @stealthnachos.bsky.social · 5h
i think in real time action game design you have 2 things you can ask of a player which is either precision in spacing or precision in timing, and meters and resource stuff that goes on top of the design are only asking you to be more or less precise with those 2 thing
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stealthnachos @stealthnachos.bsky.social · 8h
the jerker
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stealthnachos @stealthnachos.bsky.social · 9h
i try to get people to play this stuff, even just the classics people are probably familiar with the title of, but it’s hard when something that has no substance but a ton of flash comes out every other day. the appeal of classic games is not instant in many cases but silly stuff like wolverine is
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Reposted by stealthnachos
Drew Shields (commissions open) @gnarlyghost.bsky.social · 10h
Opening Commissions back up get in touch!
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stealthnachos @stealthnachos.bsky.social · 20h
i right click on you and compress you into a rar
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stealthnachos @stealthnachos.bsky.social · 08/10/2026
home depot
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stealthnachos @stealthnachos.bsky.social · 08/10/2026
yep you are 100% right, sf3 keeps winning i guess
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stealthnachos @stealthnachos.bsky.social · 08/10/2026
hmmm i think you might be right, let me double check. wouldn't surprise me, that game produced some of the best art sf has ever seen
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stealthnachos @stealthnachos.bsky.social · 08/10/2026
i love 3 too but i didn't feel like it was fair to bring out hugo since that game is from some other dimension
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stealthnachos @stealthnachos.bsky.social · 08/10/2026
sf7 ryan collates your data instead of throwing hadoukens
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stealthnachos @stealthnachos.bsky.social · 08/10/2026
even though the crop cut off the face and feet and is the worst possible crop that image could have what you can see still looks about 1 million times better than the thing on the left so it still works lol
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stealthnachos @stealthnachos.bsky.social · 08/10/2026
im pretty sure the one i posted is from the new movie, but to be clear this one also looks very bad compared to the concept art and the models from sf4 and is maybe even a better version to use for my argument
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stealthnachos @stealthnachos.bsky.social · 08/10/2026
left is like a fortnite skin for the ai generated game fortnite, right is a piece of beautiful art made by one of the concept artists at capcom that probably still works there and wishes they could make stuff like that again
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stealthnachos @stealthnachos.bsky.social · 08/10/2026
this is what it feels like to look at capcoms design now versus pre 2010
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stealthnachos @stealthnachos.bsky.social · 08/10/2026
that's awesome you're making you're own, i'll keep an eye out for it. i'm making my own too but it's gonna be a while lol
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stealthnachos @stealthnachos.bsky.social · 08/10/2026
mikami is at the shitty stellar blade company, kamiya is making okami 2 for capcom, itsuno is at tencent but im not sure what hes working on. these people made games because it was their life's calling, they aint gonna bail over anything but age. what does ono have to do with anything though?
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stealthnachos @stealthnachos.bsky.social · 08/10/2026
i do agree that it just seems to be the landscape right now which blows chunks. i am hopeful too for some sort of revitalization in the future, for now though i'll stick to the indies and the oldies. there are still amazing things happening in the indie scene
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stealthnachos @stealthnachos.bsky.social · 08/10/2026
it's the reason im EXTREMELY CAUTIOUSLY optimistic for okami
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stealthnachos @stealthnachos.bsky.social · 08/10/2026
for the directors. when fujiwara came in for gngr he proved that capcom is still there somewhere. gngr's changes were subtle but they were definitely there and with a design that tight it's incredibly difficult to make even small changes, unless of course you got the man himself
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stealthnachos @stealthnachos.bsky.social · 08/10/2026
DmC wasn't made by capcom, it was just published and licensed by them and it honestly was on par with what modern capcom produces. lost planet was at least trying. IF they got fujiwara back, i'd love to see a new demon crest too. like they have all the people there to make very good stuff except-
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stealthnachos @stealthnachos.bsky.social · 08/10/2026
it's a sum negative on the process of creating something. maybe that's what they mean with the processing of data, but i don't think it is since efficiency is the stated goal
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stealthnachos @stealthnachos.bsky.social · 08/10/2026
it's a way to be more efficient in a process that lowers in quality as efficiency increases. understanding of art is built over time and ai has and will continue to destroy that no matter whether it's used a little or a lot. outside of it's ability to traverse data sets FOR HUMAN INTERPRETATION-
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stealthnachos @stealthnachos.bsky.social · 08/10/2026
a designer on one of these bloated modern games. if the designer is using data collated by an ai, even if the final images on the screen aren't literally ai generated the much more important part of the game is at least partly ai generated
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stealthnachos @stealthnachos.bsky.social · 08/10/2026
ai writing code is still generative ai but i get that the point is that they're trying to use it for it's actual intended function (as an llm) and not as a way to dodge more traditional creative problems. code is part of the creative process though and going through the data is like half the job of-
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stealthnachos @stealthnachos.bsky.social · 08/10/2026
they did at some point. they kept mikami despite him having to fight them to produce dmc. they kept them happy by spinning up clover and 'letting' them make amazing shit for them. imagine a studio producing viewtiful joe, okami and god hand and calling that a failure, i would leave too!!!
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stealthnachos @stealthnachos.bsky.social · 08/10/2026
like i know capcom had the money to make itsuno happy to stay, they just don't value what people like that offer anymore. or maybe i'm wrong, maybe they don't have the money. apparently he went to tencent, might be hard to compete with that in terms of cash
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stealthnachos @stealthnachos.bsky.social · 08/10/2026
if you can't see how far off course they are you're looking at different things than what people who say they see that are looking at. i am looking at their game design. ghost and goblins resurrection is the only thing of merit they've made since re6, maybe world
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stealthnachos @stealthnachos.bsky.social · 08/10/2026
2000s capcom i would want to see the whole thing because i would believe they would push it to it's limit, but they won't. they won't push it at all, modern capcom doesn't push things. i keep my upsetness isolated on them at the moment
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stealthnachos @stealthnachos.bsky.social · 08/10/2026
pragmata (just based on the demo, i'm not gonna buy that crap) is 2 bad games poorly stapled together in the hopes people will see depth where there isnt any. the bad third person shooter has to justify the existence of the bad pipe dreams clone. it's a very silly thing. if it was made in-
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stealthnachos @stealthnachos.bsky.social · 08/10/2026
the reason im upset about capcom is because it's relatively recent that they flushed their quality down the toilet and i was still holding out hope they'd turn it around until re9. it's a fresh annoyance, sega is old news. ea used to make good games at some point too! and ubisoft, and the rest
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stealthnachos @stealthnachos.bsky.social · 08/10/2026
whether people passively enjoy the new product is not a good metric for art, but it is the metric that’s being used to determine success and the reason the quality has gone to shit. i don’t even think kamiya can do anything of merit working with them, but i hope i’m proven wrong
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