Call me old school but "modern" cars are way too overkill.
My car (a used 2010 Honda accord) was totalled and I'm currently renting a 2018 Ford edge from my insurance company while I find a new vehicle.
Now driving this thing feels like driving a damn spaceship or the DeLorean from Back to the Future. There's just so many damn buttons, dials, lights, and just fluff in the dash and center console it's straight up hard to drive. On closer inspection, at least 5 buttons control the light above the driver and passenger's head.
Like what is all this??? Why do we need this many buttons???
And the stick for changing gears? It's that little dial in the second photo. You swivel it to change whether you're in park, reverse, drive, etc. I feel like it's gonna just randomly pop into a different gear while I'm driving!
And why the touch screen?? We don't need a massive ipad embedded in the console! Touch screens are not safe to drive with! I almost got in another accident trying to turn down the AC because I have no tactile feedback in the controls!
By old car was built like this:
Most of those buttons were for the radio. Dials for the AC and how to direct it, and those dials clicked when you moved them so you could tell how far they'd moved. The stick shift clunked when you moved it so you could tell how many times it had been moved and you felt it lock into place. Only a couple buttons on the steering wheel, three for cruise control, three for the audio system. And even this was the most buttons I had to learn ever! I'd argue some of the 'features' in that car were kinda useless and needless to have and just took up space!
Maybe I'm just crotchety and old (I'm 24 lol) but we don't need all this shit in cars! It's straight up distracting and unnecessary. It's a car. It gets you from point A to point B. I don't think you'd ever catch my driving a car any newer than like 2014.
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Fav 70s Bands
In my opinion, not in order
Doors, Beatles, Deep Purple, Wings, Led Zeppelin, Pink Floyd, Supertramp, The Who, Moody Blues, Ziggy + Spiders from Mars, Jethro Tull, The Move (suggestion- 'Shazam' album), Ian Gillan Band
Also- T Rex, Queen, Kinks, Talking Heads
No mk III and IV DP...
What are yours? Why are the comments broken? (< fixed) Has a stroke...
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Call me old school but "modern" cars are way too overkill.
My car (a used 2010 Honda accord) was totalled and I'm currently renting a 2018 Ford edge from my insurance company while I find a new vehicle.
Now driving this thing feels like driving a damn spaceship or the DeLorean from Back to the Future. There's just so many damn buttons, dials, lights, and just fluff in the dash and center console it's straight up hard to drive. On closer inspection, at least 5 buttons control the light above the driver and passenger's head.
Like what is all this??? Why do we need this many buttons???
And the stick for changing gears? It's that little dial in the second photo. You swivel it to change whether you're in park, reverse, drive, etc. I feel like it's gonna just randomly pop into a different gear while I'm driving!
And why the touch screen?? We don't need a massive ipad embedded in the console! Touch screens are not safe to drive with! I almost got in another accident trying to turn down the AC because I have no tactile feedback in the controls!
By old car was built like this:
Most of those buttons were for the radio. Dials for the AC and how to direct it, and those dials clicked when you moved them so you could tell how far they'd moved. The stick shift clunked when you moved it so you could tell how many times it had been moved and you felt it lock into place. Only a couple buttons on the steering wheel, three for cruise control, three for the audio system. And even this was the most buttons I had to learn ever! I'd argue some of the 'features' in that car were kinda useless and needless to have and just took up space!
Maybe I'm just crotchety and old (I'm 24 lol) but we don't need all this shit in cars! It's straight up distracting and unnecessary. It's a car. It gets you from point A to point B. I don't think you'd ever catch my driving a car any newer than like 2014.
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Hidetaka Miyazaki Talks Why Bloodborne Is Special To Him And How It Led To Elden Ring
New Post has been published on https://thedigitalinsider.com/hidetaka-miyazaki-talks-why-bloodborne-is-special-to-him-and-how-it-led-to-elden-ring/
Hidetaka Miyazaki Talks Why Bloodborne Is Special To Him And How It Led To Elden Ring
Bloodborne arrived on PS4 in 2015 and immediately became one of the best games of the year, earning a 9.75 out of 10 from Game Informer and even taking home our award for Best PlayStation Exclusive. But something about that game has stuck with players. In addition to resonating with a wider audience than many of From Software’s most iconic titles to that point, Bloodborne delivered an engrossing world full of mystery and challenge, causing it to remain top-of-mind for many Soulslike fans even today. In the lead-up to the launch of Elden Ring: Shadow of the Erdtree, I sat down with the creator of Elden Ring, Dark Souls, Sekiro: Shadows Die Twice, Demon’s Souls, and Bloodborne to learn why the 2015 PS4 exclusive holds as special a place in his heart as it does the game’s many fans.
For Miyazaki, who has directed nearly every game in From Software’s legendary Souls catalog (including Elden Ring, Sekiro, and Bloodborne), the relationship between offense and defense started getting more fully fleshed out during the development of Bloodborne. “It’s become something much more fluid and active, I think, which was a very defining characteristic of Sekiro, and it’s something I’ve been thinking about since Bloodborne,” Miyazaki says. “Perhaps in Sekiro, it appears most obviously or its the clearest form that I think that philosophy can embody. And personally, I think there’s one more level we can crank it up to and sharpen that and hone in on that mechanic even more, but I think Sekiro was a big turning point.”
Sekiro: Shadows Die Twice
When I mention that Bloodborne was the first From Software game that clicked with me, Miyazaki smiles. “I’m very glad to hear that,” he exclaims. Bloodborne is a special game for me as well. I’m very, very happy to hear you say that.”
I then follow up, asking the director why the critically acclaimed title sticks out in the vast pool of his other beloved creations. “A couple of reasons,” he begins. “The first one being it was probably one of the most challenging development cycles we’ve had from a studio perspective. The second, perhaps bigger element is how personal it was for me in the sense that I’ve imparted a lot of my own ideas into this game, whether it be story, the world-building component, or even the game mechanics and game systems that are in place. It is perhaps the strongest reflection of my type of flavoring of a game that one can experience.”
However, Miyazaki’s influence is undeniable in the entire From Software catalog, which can likely be attributed to the fact that he has been heavily involved in the stage and level design from Demon’s Souls all the way up to Elden Ring. “My approach of making games as the game director, it’s like sandwiching from a very high, conceptual level and painting the final image of what we’re trying to achieve, as well as going really granular on some of the detailed elements of what the players experience,” he says. “By sandwiching the game development process, the middle almost has only one place to go which is completing that whole experience. Of course, the high-level conceptual stuff might be easy to imagine, but of the details that I pick and choose to oversee myself, the level design is one of them because I think that experience really creates and raises the floor of what players are going to feel and experience through the game design. This is true with Elden Ring and true with Dark Souls as well: I’ll look at what’s being done and say, ‘Alright, this, this, this, and this I’m going to oversee,’ because I know which points in that experience are going to be the most effective and sandwich the high-level vision plus the details that players see.”
Elden Ring
That influence and approach carried into Elden Ring, the latest critically acclaimed From Software title in the Soulslike subgenre. “In the case of Elden Ring, there was the very high-level conceptual vision, and then there were the details,” Miyazaki says. “The defining details for me throughout that game was artwork, the level design, the animation, as well as the text that you see on screen. I think that was the strongest supporting factor that helped elevate the entire experience for players. And because Elden Ring was such a massive experience to design certain levels, we did hand off to other level designers and game designers and I think that is what helps the company grow massively through this experience. Every game has a different set of details that need special attention and one of them that seemed appropriate to work collaboratively or hand off to other designers was the level design in this case. And that, again, I think helps elevate the company as a whole in terms of the talent we have.”
Though Bloodborne and Sekiro are tentpole moments in the evolution of the Soulslike subgenre, Elden Ring is the most successful game in the young category’s history. Not only does it carry an almost unheard-of 96 out of 100 on reviews aggregate site Metacritic (including a rare 10 out of 10 from Game Informer), but it also took home several Game of the Year Awards, including from Game Informer and The Game Awards.
Now, players have an excuse to jump back into that acclaimed 2022 title as From Software is poised to release Shadow of the Erdtree, the long-awaited DLC for Elden Ring. For more on Shadow of the Erdtree, be sure to check out our glowing review of the latest DLC right here.
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Today I was talking with my mom about why seeing an alligator is fundamental to my mental health. At first she laughed but I got her to listen and she gets it now. My psychiatrist and I call this the alligator litmus test, and it works really well for making decisions about my treatment. I bring this up because perhaps there is something in your life that you can use in a similar fashion.
I have severe major depressive disorder, and I treat this depression with medication. I've been on meds for about... seven years now, and sometimes we have to mess with them. But sometimes the emotional part of the depression is just super bad and there's something underneath that needs to be addressed. When we are figuring this out, my psychiatrist says to take one alligator and call her in the morning.
See, no matter how bad I'm feeling, seeing an alligator almost always cheers me up in the moment. (This works with other large crocodilians, too- they gotta be big, it doesn't work with caimans. I don't know why.) I can't look at their goofy toofers and beautiful eyes and bumpy hides and not be a little wowed by them. Millions of years of evolution have led to this amazing creature and they are completely unbothered by me. Almost all of the time, they make me feel happy. Or maybe I'll feel sad for some unspecified reason. Maybe I'll get worried about the ecosystem or something- but invariably, I will FEEL.
Unless, of course, it's my brain chemistry. If I can experience an alligator and not feel anything- not happy, not sad, just numb- there's something wrong and we should talk about adjusting my meds. Usually with a little tweaking I'm back to my very functional medicated baseline in quick order- instead of wasting time with coping skills and such alone when what I really need is brain chemicals, it's a much quicker way to communicate what's going on with me. At the same time, it also helps me know when the coping skills ARE likely to work without changing up my meds, or when there's something I need to work through with some help.
It's a pretty solid test. Might not work for anyone else on the planet, but it works great for me!
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