Sony hate thread

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Anyone point this out in the thread yet?
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Joe Shuster was from Canada and Jerry Siegel was from (may Allah forgive me for saying this)...Cleveland
Yes, they're both 2nd gen immigrants. Their parents didnt come from Israel either, because obviously Israel didn't exist lmfao
 
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Are you implying Native Americans aren't cool?
Only the crying one and Turok are.
Sony Pictures was literally never good.
As good a time as ever to remind chat that Sony sold the Kpop Demon Hunters rights to Netflix because they thought it would bomb only for it to become a worldwide phenomena.

They literally hate success.
 
No, I've seen them complain that they can't get Blade or Armor Wars (War Machine film) off the ground, but they can get Nova off the ground

My brother in Christ, Keith David is the only Spawn you will ever need

The chief issue with Disney's Blade film never getting made was due to Disney wanting to straight up replace Blade with his daughter. To the point that it's been rumored Ironheart was created by Bendis to be said comic book version of Girl Blade but reworked to be a black girl version of Iron Man when Disney banned him from doing it, when word got leaked as to what he was planning.

And the Dakan death but is actually pretty scary because it's not just Dakan he chopped up, but also a bunch of innocent mutants Logan and Xforce were protecting after Krakoa fell to Orchis and the resurrection protocol was removed from play. And Sabertooth had just spent the entire Krakoa era in the pit, torturing every mutant sent there thanks to Doug "Architect and Leader of the Mutant Reich" Ramsey deciding Sabertooth shouldn't be in the pit for killing a couple dozen humans for Xavier and Magneto and made him in charge of torture mutants who Doug thought deserved to suffer for "ruining" Krakoa. So Sabertooth is extra evil at this point after finally getting out of the Pit when his victims there managed to escape, with Sabertooth giving chase when they failed to seal the exit on their way out to trap him.
 
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Now that Wolverine is out of the way, let's see what we have to look forward to from PlayStation studios :story:

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I genuinely think Sony is so retarded and arrogant that they can convince normie women to buy a console to play their ugly slop vs browsing tik toks and instagram reels all day….there is no other explanation for shilling the “badass female” trope so hard in so many of their games.
 
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Comic book companies do the same thing, and it's probably because the agreement Sony (in this instance) has with retailers means no backsies. They can't return unsold stock for any reason other than it being damaged or defective. This means that in their minds, if Sony shipped 50 million units, they sold 50 million units. It doesn't matter to them if retailers can't move 50 million units or those 50 million units end up in a landfill somewhere and not in the hands of consumers.
This is the type of cancer that infects any industry that's primarily a numbers based industry - whether it's books or records. This is why things never get judged on their merits and we kept getting spoonfed garbage.

As a professional musician who has worked with major labels before you see this constantly with records where "amount shipped = amount sold" and they don't allow returns from retailers. They count promo copies, review copies, radio station copies, bundles, compilations, etc. in the final numbers. Basically if it was shipped, it was sold, even if no money exchanged hands. Labels even include a percent for "breakage" even though physical copies rarely get shipped anymore so there's nothing to break in shipment. Like Hollywood accounting, if it's numbers based, in can and will be fudged.

Fender does this with their guitars - not only not taking returns, but forcing music stores to purchase a minimum amount to even be a Fender retailer. It's why a lot of the really small mom-and-pop music stores won't carry Fender guitars because Fender will dictate that they have to buy a minimum of $50k in guitars with no returns for unsold in order to sell Fender products when all they want to stock is a bass or two and maybe 3-4 guitars at a time.

Commodore computers notoriously did this with the C64 back in the 80s. Sega, also. It's why at the end of the Dreamcast's life, you had Radio Shacks blowing out Dreamcast consoles for $50 just to get them out of the store.
 
You know what probably wouldve been a good wolverine game idea?

A wolverine game where you follow the life of wolverine before Weapon X(Logan was a soldier) experience weapon X and after it leading up to his joining of X-men.

That idea introduces Wolverine to those interested and since we are tackling his life before Weapon X, developers can get creative when filling those lost years. Ending the game when he joins Xmen sets up a nice sequel hook for a future project.
 
You know what probably wouldve been a good wolverine game idea?

A wolverine game where you follow the life of wolverine before Weapon X(Logan was a soldier) experience weapon X and after it leading up to his joining of X-men.

That idea introduces Wolverine to those interested and since we are tackling his life before Weapon X, developers can get creative when filling those lost years. Ending the game when he joins Xmen sets up a nice sequel hook for a future project.
Or a proper Old Man Logan game where the tone is more serious rather than every single character including Wolverine himself being an annoying quirkchungus.
 
Hit me with them clocks if any of this has been posted before.
DSP manages to die in the first minutes of playing the game. They built this game with him in mind and he stills fucks it up, simply incredible.
If you try to make your game with fucking DSP in mind, and he still manages to find a way to fuck up in your game, you should be instantly blacklisted from the industry, no questions asked. Bet'cha Intergalactic or whatever the fuck it's called from Naughty Dog will double down even harder in the vain hopes he doesn't die in the first 3 hours of the game.
fucking called it, DSP is the true anti-retard proofing personified, he'd manage to fuck up a kinetic visual novel if you'd let him.
 
Yes, they're both 2nd gen immigrants. Their parents didnt come from Israel either, because obviously Israel didn't exist lmfao
And also because their parents came from Eastern Europe, like most Jews in America at that time
 
MGS2 is a practical joke that repeatedly calls the player a fat, shut-in loser who needs to touch grass.
???? what
A good chunk of the game is Raiden insisting that he's a badass because he played Solid Snake's iconic missions in VR, and Snake repeatedly telling him that playing a video game isn't the same as being him, it makes you kind of lame and gay.

Raiden is you, the player. You play as Raiden because the whiny, dorky Raiden who thinks video games are real is a fitting representative of the average MGS fan. You are denied the ability to play as Snake to drive home that you aren't Snake. You're a whiny twink.
Raiden is not the player he literally throws away your dotags at the end

also "a good chunk" as in one conversation at the beginning of the game about vr training and no it's about Raiden being a mind raped goyim niggercattle with a refurbished identity getting mk ultra'd by illuminati AI information control while snake has actual real experience in combat
 
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Diminishing returns. The realer something looks, the faker it looks.
that's not what diminishing returns means you retard and what the fuck does that contradiction definition mean anyway it's like some half assed uncanny valley

diminishing returns is about hogging more processing power for less graphical improvement like ray tracing being a resource hog for reflections that devs could do already
 
that's not what diminishing returns means you retard it's about hogging more processing power for less graphical improvement like ray tracing being a resource hog for reflections that devs could do
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Yes, and it's actually one of the cleaner real-world illustrations of the concept.


The economic sense of the term applies well


"Diminishing returns" properly describes a situation where each additional unit of input produces a smaller increment of output than the previous unit. Applied to graphics:


  • Input: computational power, development budget, artist-hours, engine sophistication
  • Output: perceived improvement in "realness" by an average player

The jump from 2D sprites (Pac-Man era) to early 3D polygons (PS1/N64 era) was a categorical leap — characters went from flat abstractions to objects occupying three-dimensional space. Then the jump from PS1 to PS2/Xbox-era graphics was still huge: textures, lighting, and character models became recognizably human rather than blocky approximations.


But compare that to more recent jumps — say, PS4 to PS5, or even mid-2010s to today. The technical achievement per generation has arguably grown (ray tracing, photogrammetry, physically-based rendering are enormously sophisticated), yet the average player's subjective sense of "wow, that looks real" grows much less per generation than it used to. You need much bigger technical investments now to move the needle on perceived realism by the same amount you could once move it with comparatively modest advances.


Why this happens — the underlying mechanism


A few factors explain why this is a legitimate diminishing-returns case rather than just a vague feeling:


  1. Perceptual ceiling effects: Human visual perception has limits on discriminating fidelity. Once a game clears a certain threshold of detail, lighting accuracy, and motion smoothness, further improvements become harder to consciously notice, even though they're measurable on a technical level.
  2. The uncanny valley plateau: As character models approach photorealism, small remaining imperfections (skin texture, eye movement, micro-expressions) become more noticeable and jarring relative to how close the model already is, requiring exponentially more effort to fix for comparatively small gains in acceptance.
  3. Baseline creep: Each generation resets the "impressive" baseline. Average players calibrate expectations to current-gen output, so a technically massive leap barely registers as a leap subjectively, because the starting point was already fairly convincing.
  4. Non-graphical factors capping perceived realism: Things like animation quality, physics, AI behavior, and audio increasingly gate how "real" something feels, rather than pixel/polygon fidelity alone. So pouring more resources purely into graphical rendering hits a ceiling imposed by other systems.

A caveat worth noting


The comparison is with respect to player-perceived realism, not technical capability, artistic quality, or the value of the investment overall. Studios don't get diminishing returns on things like art direction, world density, or performance stability from the same investment — those can still scale well. Also, stylized/non-photorealistic games sidestep this curve entirely since they aren't chasing realism in the first place.


So the term applies specifically and appropriately to the realism-chasing branch of graphical development, less so to graphics-as-craft in general.
 
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