'No Rest For The Wicked' CEO Thomas Mahler Teaches Kotaku Senior Editor Alyssa Mercante How Making Video Games Works After She A...
Thomas Mahler, the CEO of Moon Studios, which is currently developing No Rest for the Wicked, gave Senior Editor Alyssa Mercante a quick lesson on how developing video games works after she attacked him as a "dickhead."
Dude gave her more time than her father ever did.
It was a valiant effort, but wasted, sadly.
It wasn't wasted effort. He didn't do it for her, he did it for many other people.
Whoa, hold up, did she just brag about working for those who wrote a hit piece on him directly at him?
She was attempting to remind him of his place by bringing up his "shame" that they uncovered and get him dogpiled by people for being a bad man.
Its a pretty common move for the cancel types, who think once they've "got you" they can just post it each time and they've won the argument.
It's women in general, not just cancelpigs. It's why you don't fall for that classic shit test and share your feelings with a woman.
While its a technique learned from women, anyone who believes in cancelling in general uses it now because of how effective it is.
Every sentence here says her job was not only useless filler, but something that is a noted failure in the industry. UX designers all collectively revealed after Elden Ring that they were useless, Xbox has been failing for a decade, and Dota Internaional has been a joke for years.
No wonder she had to attach Ori to it, it might be the one tangible thing she could theoretically put her name next to to get attention. Except oops, she was just researching what Xbox Users like vaguely and it was probably just one of dozens in the bin.
So its a literal loser diversity hire trying to throw her nonexistent clout around, and got called out by the literal Director for being a lying loser.
I had already been keeping an eye on this Wicked game, as everyone said it needed a lot more time in EA to become worth it, but props to him.
It needs a lot more time in EA. I grabbed it early because I wanted to support the based dev and I like the genre, but the game design needs a ton of work. Right now it’s a confused hodge podge of decent soulslike gameplay and mostly unnecessary crafting and survival mechanics. It also runs like shit and doesn’t have promised co-op yet. I’m really hoping they get there.
Yeah I heard the gameplay itself was super good, but the crafting elements were mobile level grind fests that dragged the game down super hard (and also the food mechanic trivialized healing).
Which are all things that can be fixed with tweaking considering the foundation its built on its good, so I'm holding out until I hear its better.
"I can't even keep a job at Kotaku/RPS/other failing journo rat holes."
The “she/her/they/them” already locked their account after getting repeatedly demolished.
damn...concise and to the point...damn...
Lmao. I saw the furry and assumed it was probably overhyped garbage like that dust game, maybe I'll have to actualy give Ori another look.
Ori was a Super Meat Boy precision platformer hidden inside of a Metroidvania.
If you like precision platformers, it's decent, but the story is nauseating saccharine "everybody in the forest learns to get along and it was all a big misunderstanding" syrup.
great holy armies shall be gathered and trained to fight all who embrace evil. in the name of the gods, ships shall be built to carry our warriors out amongst the stars, and we will spread origin to all the unbelievers. the power of the ori will be felt far and wide, and the wicked shall be vanquished.
Why do we assume she ever stopped?
Why do we assume she was ever actually good at it?
Unintentional setup....
Unintentional kill shot.
You know, because she doesn't know about leaving holes unfilled.
Every nasty Gawker-type doxxer hiding behind the title of "journalist" should be thrown in prison.