RealmRPGer
RealmRPGer
RealmRPGer

It’s entirely possible that Sony changed the requirements for save data for the PS5. As somebody below pointed out, PS4 save files have issues with usernames. So requiring PS5 save files to reference users by ID instead of Username would be one such example — you can’t just carry over that save 1:1, it requires

This is silly. Sony didn’t think of something extremely obvious? Occum’s Razer tells us that, rather, it’s much more difficult for Sony to do this than for Microsoft. Similar to how it took forever for PS4 to get name changes where Xbox has had it for a long time, and why the One never got universal game suspend while

My guess is that the format between One and Series is essentially the same, making transfers non-trivial. And that saves on PS5 have changed in one form or another from PS4 — one would hope for the better — and as such each developer would need to create their own PS4-to-PS5 save converter.

Counterpoint: If no one had bought this game at launch, it wouldn’t have done well enough for the devs to be able to add this stuff!

Better solution: Require games to separate out their “confirm” and “cancel” buttons from other actions, and allow gamers to specify their preference within the PS5 settings.

But Genshin Impact is more than a Breath of the Wild clone. After spending the past few days messing around with it, I’ve found that Genshin Impact hasn’t scratched my Zelda itch at all.

Sake is probably the one form of alcohol that I could drink for pleasure. I enjoy the taste quite a lot, and it doesn’t require mixing for me to “stand” it.

The “protect the artists” argument doesn’t really work for me because 98% of the time it being the other way around would be better. If you’re producing/selling art for a company, you can pretty much guarantee that company is going to make you sign over the rights if they want them, so there’s no protection there. And

I don’t mind this change generally speaking, the only thing is that the new Parker looks almost ten years younger than the old one.

As an indie owner, I can attest to this being true (and that in other countries, such as Poland, it is the exact opposite, commissions are a transfer of copyright by default).

And here we come full circle. This isn’t a picture “of art,” it’s a picture of a person who has tattoos. I’d personally argue that the moment a tattoo is stamped it becomes transformative: You can no longer separate the art from the person, and any depiction of the tattoo must, by definition, also be an image of a

A buddy and I were discussing this the other day. Super Mario 64 was revolutionary for its time. Just all the things you can do as Mario. There’s the backflip, the long jump, the wall jump, the triple jump, the sideways jump, the dive. And those are just the types of jumps. It really was insane and miles ahead of the

I’m actually more directly equating it. In my example, I can do anything I want with the car that was built for me. I can take pictures of the car. I can sell those pictures. I can sell the car, I can break it into pieces and sell those pieces. I own the car, period. So I equated the tattoo with that car. (Or perhaps

I’m pretty sure you’re creating a false analogy. I asked for a car, not a blueprint. I asked for a tattoo, not a first draft.

In the US, a verbal agreement is a binding contract... And it’s impossible to request something without asking for it, so legally any commission is automatically binding.

Again, this is different. This isn’t art somebody already made. It’s art I requested. If I pay you to build me a car, do you own the car? No, I do.

Again, the major difference here is “commission.” In your example, the artist is essentially their own commissioner, so of course it makes sense they own the art. If I pay somebody to do work for me, I own the results of that labor. The one exception is art, for some reason.

Yeah, copyright law in the US is nuts. But this would be like paying somebody to make a game for you, and that person having all the rights to the game you paid them to make. That doesn’t make any sense, right? But for art, that’s how it works!

At this point those stages feel a bit regressive, however. Like it was the starting point for the challenge areas in Galaxy and Odyssey. Going back to them, because of Mario’s limited moveset and impercise control, it feels rather lacking. I certainly missed the ability to do longjump Hail Mary’s like in 64.

Super Mario 64, for all its merits, took something that sang in two dimensions and transposed it to three (to put it in the most reductive terms possible lol).