Inbred: chaorace’s family has been a bit too familiar. (Can be inherited)

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Cake day: June 10th, 2023

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  • chaorace@lemmy.sdf.orgtoLinguistics Humor@sh.itjust.worksscience
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    11 months ago

    Ah, yes of course…

    i before e,

    except after c,

    or when sounded as a,

    as in ‘neighbor’ and ‘weigh’,

    or when it appears in comparatives and superlatives like ‘fancier’,

    or when the c sounds as sh as in ‘glacier’,

    or when the vowel sounds like ee as in ‘seize’,

    or i as in ‘height’,

    or when it shows up in compound words such as ‘albeit’,

    or when it shows up in –ing inflections of verbs that end in e, like queueing,

    or occasionally in technical words that have a strong etymological link to their parent languages such as ‘cuneiform’ and ‘caffeine’,

    and in numerous other random exceptions such as ‘science’, ‘forfeit’, and ‘weird.’


  • A fellow Xbox gamepass User IT seems.

    Nope, I’m just someone who waits for sales and has a bit of an indie streak.

    This was after my First playthrough. Now, with George putting out his video, im back in. My god, its marvellous.

    I see we follow similar creators! I only just picked Pentiment up last week – Jacob Geller’s recent 2023 video is what originally put Pentiment on my radar and then George’s video gave me that final push into playing it for myself. I’m extremely glad for having done so because Pentiment has quickly become quite special to me. I already look forward to making subsequent playthroughs despite still working on the first.

    Hifi Rush was great, but felt too formulaic for me, so i abandoned it after the first or second Boss. Too much running arpund, No real banger music between Bosses.

    I can see where you’re coming from. From a macro perspective, the game’s essentially just a series of battle arenas stitched together by corridors and platforming challenges… nothing incredible there. What makes Hi-Fi Rush special for me is the novel fusion of rythm mechanics and spectacle fighter mechanics – they complement each other extremely well. (Forgive me for explaining at you like this. I just can’t help myself when it comes to talking about this game)

    Normally, I can’t stand DMC-likes because of the requisite rote memorization. HFR flips this dynamic on its head by making the memorization incidental – it happens naturally as you practice playing the combo on-rythm. Perhaps even more importantly; just as mastery of a combo string comes within reach, the underlying musical qualities all suddenly spring into focus and turn the sequence into a musical phrase. It clicks together in a very intrinsically satisfying way IMO. Naturally, this all compounds in on itself and gets double-fun once you start improvising your own “melodies” during real combat. You like Jazz? Because it’s like Jazz if Jazz killed people.

    Now, obviously this isn’t going to hit the same way for everyone (nor should it!)… but if you’ve not yet buckled down in training mode and truly mastered a string or two for yourself, then I would very emphatically encourage you to give the game a second try. I actually had to do the exact same thing myself before I really “got” the game and my mindset shifted. Hi-Fi Rush truly is the Dark Souls of 3rd-Person Action videogames


  • When it comes to Deep Rock/co-op I think my issues are more associated with the underlying gameloop design. I find it hard to perform well when the “tension” ramps up and these games are kind of tailor-made to create high-tension situations. When a round ends I’m left feeling tired/deflated rather than joyful. I had the same issue with Left 4 Dead, but oddly not so for Payday 2.

    In any case, I’m right there with you when it comes to TF2 community servers. I sorely wish that more games emphasized these sorts of digital “3rd places”. I have TF2 servers where I can go anytime and just… belong for as long as I please. Games should have more permanent places like that, where play and community come before any imposed win/lose dichotomy. People would be happier.



  • I had a really solid year, all things considered:

    • Hi-Fi Rush – Love it, hands down. This game’s like if Jet Set Radio, Scott Pilgrim, and DMC got into a fist fight and then that fist fight had a baby with Jack Black
    • Pentiment – I’m still playing through this one but I can already tell it’s a new favorite. Major Return of the Obra Dinn vibes
    • Against the Storm – This game innovates on the citybuilder genre so hard and I can’t get enough of it. If you love a challenge and hate the late-game, this is THE ONE
    • Psychonauts 2 – Fun and bursting with creativity… but I had to set it down after a certain point because I stopped enjoying the gameplay loop. Can’t put my finger on why…
    • Peglin – Yes, Peglin. The Peggle Roguelite. I like it and you would too if you gave it a chance. It’s not a forever roguelite, but I guarantee you’ll have a blast with it for 5-10 hours
    • Deep Rock Galactic – I bounced off of this one. The game has so much charm… but I just couldn’t click with it. I think co-op games just may not be for me

    Honorable Mention: TF2 – Definitely not a “new” game to me, I own TF2, I bought it with money! Even so… this year marked my return after a looong hiatus. Coming back was a total revelation – I thought I’d grown to hate FPS games – as it turns out, what I’d actually grown to hate was the modern antisocial MMR grindset. Game developers: I beseech thee… abandon matchmaking and return to 2007. Return the slab or suffer my curse


  • I present for your consideration the case of September 3rd, 1967: the day Sweden switched from driving on the left side of the road to the right side. One would expect that the incredibly distracting process of overcoming a lifetime of learned habit would be a recipe for chaos, but in fact there were significantly fewer accidents than average on the day of the change [1].

    As it turns out, the danger of complacency outweighs the danger of distraction. It does not particularly matter where one directs their focus if they are not driving mindfully. In a more natural environment, we’re good enough at identifying dangerous situations to pay attention when it matters, but roads are not a natural environment. For every alert person briefly annoyed by an audio notification there will be at least as many pedal-pushers too relaxed to even form coherent memories, let alone engage in defensive driving.[2]


    1. The effect was not permanent, so I will be ignoring the alternative explanation that the new side was somehow massively superior to the extent required to explain the discrepancy. Ditto to the idea that fewer people were driving that one particular day, because the effect did last longer than a single day. ↩︎

    2. Of course, just because someone’s driving absent-mindedly doesn’t mean that they’re stupid. They’ll catch on if you just buzz their phone randomly because you think it’ll prevent crashes. The driver needs to believe that the danger is real which is something that the app has to earn by not being manipulative. ↩︎


  • I used my WF-1000XM4s daily for 2 years until the batteries gave out. They were already out of warranty, but Sony replaced them anyway. I still use mine daily and am quite happy with the performance. They’re great IEMs if you’re fine with the batteries croaking after a couple of years – not a big deal if you’re comfortable installing aftermarket cells.

    It’s not ideal, but I’ve had worse exeriences with other IEMs. My worst experience was actually with the GalaxyBuds, which unfortunately I developed an allergy to (Don’t roll your eyes – I’m not the only one! It was an issue with the rubberized coating in a few specific batches). Those assholes accepted my in-warranty RMA, but then never sent anything back. I literally only wanted a replacement, not even money back! Support completely stonewalled me even though I had the UPS receipt from their return slip 😤




  • Huskies are notorious for being attention hungry. It makes them relatively easy to train despite also being characteristically stubborn. If they seem to be getting anxious, try appeasing them with a little reinforcement training for a command they know (e.g.: sit, roll over, etc.). If your dog is particularly smart, you can treat it like a quiz game and try to mix them up.

    The key thing is just satisfying their desire to feel acknowledged, useful, and challenged (just like me fr fr). Checking those boxes once or twice a day generally gets you one chill pupper.



  • Hmm… I think we’re dogging on the author a bit much here. Don’t get me wrong, they’re clearly swimming in philosophical water that’s a bit too deep for themselves, but sometimes you’ve gotta be clumsy in order to explore topics at the edge of theory.

    Let’s dial things up a notch and bring Undertale (the Dark Souls of – nevermind) into the discussion. What does it have to say about branching pathways, tonal consistency, and savescum? It says: I was made for you, please enjoy me.

    The game adapts to the audience – you, that is. You are weird and hard to please, so the game needs to be flexible without feeling compromised. If you want to leave hidden depths unexplored, the game abides. If you want to vivisect every last detail, the game changes to fit your desire.

    It’s alchemy, of course; both magical and unobtainable, so the author isn’t strictly wrong to accuse Baldur’s Gate of falling short. It’s true: sometimes a gap in the curtains opens up and the illusion is spoilt. With that being said, I think what’s missing is the logical conclusion to the criticism: universality – despite being unobtainable – is still worth striving for. To be universal is to distill humanity itself, as great and terrible and impossible as that may be (and here you thought I was joking with that Dark Souls jab!).