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Cake day: July 4th, 2023

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  • So it’s actually a hard challenge you know, because they “lazy” and the “anti-coffee” elements frequently end up in conflict with each other. Like, the ultimate lazy coffee is putting a couple of spoonfuls of instant in a glass of water and shoving that baby into the microwave on full blast for a minute.

    But I would say the most anti-coffee stuff is Starbucks type “coffee drinks” where you use more milk, whipped cream and flavoured syrup than coffee. So that’s ultimately my suggestion, I think, even though it takes some effort. Loads of milk, caramel or vanilla syrup, whipped cream, maybe cocoa and sugar dusting on the whipped cream. Bonus points if you have a mug with “I ♥️ coffee” you can pour it in.


  • Lock the door, check the handle five times, walk five steps, walk back, check the handle five more times, walk out of the apartment building, make it a couple blocks, get a panic attack about whether you actually locked the door, run back to check the handle five more times…

    And I don’t even have OCD. I can’t imagine the hell people go through who have it bad enough for a diagnosis. I’ve seen it from a distance though at my psychologist’s clinic, and my heart aches for them.








  • He touches briefly in the video on the fact that horror games do get around some of the challenges of stealth games, seeing as there is still tension in hiding from a monster.

    But honestly, it’s all just a question of immersion, even that. Horror games get much less scary without stakes, and few games implement them well. That’s another good subject for a video essay. The alien in Alien: Isolation becomes much less scary once you realise it’s just a walking reload button. So what if it catches you? You can just try again. Same issue as with most stealth games, only with an added jump scare.

    That’s why I think games like Until Dawn have solved the issue of horror game stakes the best. In a regular horror game, the main character can never die before the game is over. That means failure just leads to reloading. In an ensemble game, your poor performance can get people killed and bad things happen, but the story trudges on. That keeps the tension high.

    Another way is with some sort of permadeath. Darkwood on hard mode with limited lives is fucking scary. Some sort of stakes is needed for the fear to set in, unless your game produces horror from a different angle (existential, cosmic, psychological, visual body horror etc).

    Anyway, I guess I got a bit sidetracked here 😅 I do agree that as far as AI behaviour goes, the alien in Alien: Isolation is an excellent guard!