Ann Arbor Michigander

  • 24 Posts
  • 516 Comments
Joined 2 years ago
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Cake day: September 14th, 2024

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  • The whole thing with the ending and K.E V.I.N. was a criticism of how formulaic/algorithmic things were with the MCU, especially with the 3rd act. The villain gets the same powers. The fights are a CGI mess. Corners get cut for budgetary reasons. Cameos and other characters are forcibly added to further the greater franchise at the cost of a more focused story.

    Part of She-Hulk’s schtick is that she breaks the 4th wall, so it felt appropriate to me.




  • But, what about accuracy? For GM’s purposes, Strauss says accuracy is not a huge concern at the design stage because finer details are ironed out later in the process. “When it really starts to matter is when we’re getting close to launching a vehicle, and the coefficient of drag is going to be used for our energy calculation, which eventually goes to the certification of our miles per gallon on the sticker.” At that stage, Strauss says, a physical model of the car will be put into a wind tunnel for an exact number.

    All in all, by drastically bringing down the time it takes to model the physics, large physics models enable engineers to explore a much greater range of possibilities before a final design is reached.

    So this is really just to help iterate on early designs without waiting 2 weeks each time to get feedback on if a design is problematic. This is actually a really great use of machine learning.











  • I think it depends on the spirit of the game. Bloodborne and Sekiro were upfront with how they wanted players to approach the gameplay vs DS (even poking fun at the use of shields). Overall the mechanics of the game matched the enemies that were faced.

    If the flow of combat is supposed to be fast, the player should have gameplay mechanics to match that speed. If it’s slower, it needs to have mechanics that keep things interesting. If there’re special cases where there’s an atypical boss, then there needs to be something we’re supposed to realistically exploit.

    ER was pretty good about this in the base game, but the DLC felt different, especially the final boss. It had such long attack chains and a large moveset that made it difficult to tease out what was needed just to get to phase 2. Then after getting to phase 2 I had to relearn phase. I’m debating if I preferred the Fume Knight to that fight.