Video games/Movies/Comics/Wrestling Dead by daylight Player, Diva stans are lemons

United States
The person has a Palestine watermelon and is gay You would be executed the instant you stepped into there land
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The same people who post this are the same ones who didn’t go watch Brave New World and let the movie bomb in theaters It’s clear nobody gives af about Sam as Captain America they loved him better as Falcon
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This is why Ralph breaks the internet is the 3rd worst Disney movie ever made The ONE rule from the first is don’t leave your game which was called “going Turbo” But in this, vannelope goes turbo and gets rewarded for it? And leaves? She’s the fucking leader of sugar rush and she straight up said fuck you guys I’m leaving?!?!
Vanellope wants to become part of Slaughter Race. But that should be impossible if you think about it. Slaughter Race is an online game that’s actively being maintained, the developers are gonna delete her when they find her, because she’s not suppose to be there. Also-
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Michael Matthew’s retweeted
Just found the most hardest pro wrestling theme song edit to a non pro wrestling fandom
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Pussy couldn’t even counter my point and blocks like a little faggot lol
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Michael Matthew’s retweeted
25 years ago, on October 22, 2001, Grand Theft Auto III was released. This is the team that made it. (I'm second from the right) Here's what I remember about making it. For most of development, GTA3 was in a sorry state. It crashed frequently, the frame rate was terrible and the map was full of holes. Only in the last six months did everything come together. For the longest time, it looked like the frame rate was going to be 20 fps. Only in the final months did we manage to hit 30. In 1999, DMA Design, based in Dundee, Scotland, was going through some changes. The company had recently been bought by Take-Two Interactive, and a satellite office had opened in Edinburgh. Space Station Silicon Valley for the N64 had been finished in 1998, but there was no new project lined up. Leslie Benzies and Aaron Garbut started working on GTA3. Unprompted. Meanwhile, the original GTA1 and GTA2 team had started work on GTA2.5, set in Miami. It was called 2.5 because it used the 2.5D (isometric) perspective. In March 2000, the Dundee office was closed and GTA2.5 was cancelled. Take-Two/Rockstar gave GTA3 the green light. Everything was written from scratch. Only two people worked on both GTA2 and GTA3, and no code or art from GTA2 was reused. The way we worked was organic. People would come up with ideas for missions and we'd just try them. If they were fun, they were in. The story was secondary. In fact, the opening plot involving Catalina trying to kill Claude was added well into development. Leslie Benzies (the producer) plastered a wall in the boardroom with Post-it notes. They were yellow, green and pink, representing missions, contacts and locations. Missions were moved around all the time, often handed from one contact to another. Only once the voice acting was recorded were these things set in stone. You sometimes come across locations on the map that are more detailed than you'd expect. Chances are there used to be a mission contact there that got moved elsewhere. Working on GTA3 was a lot of fun. Every day there was something new going in. A new mission, radio station, car, pedestrian, building or whatever. The game was growing at an incredible rate. Other than the multiplayer mode we did some work on, I can’t remember a lot of wastage. Although everybody worked hard, I don't remember many people doing crazy hours. On the rare occasions I was in over the weekend, there were usually only one or two others. Even during crunch time, most people left the office around 9 or 10 in the evening. I always thought it was better to work eight focused hours than spend your life in the office. Although we liked the game, it wasn't at all clear that it would be a hit. GTA3 had a disappointing showing at E3 in May 2001. Most people weren't interested, and those who were thought it was too violent. It had an OK launch, but sales never tapered off. Our office was in Leith, Edinburgh. It was a fairly run-down neighbourhood at the time. Just a couple of years before we arrived, J.K. Rowling had been writing the first Harry Potter in that very same neighbourhood. The thing I remember most is the camaraderie. In a small team, everybody relies on each other and everybody has a lot of input. Most of us were young and had only recently moved to Edinburgh. We went to the pub together. It felt like a group of friends who happened to be working on a project together. x.com/ObbeVermeij/status/178… x.com/ObbeVermeij/status/175… x.com/ObbeVermeij/status/187… x.com/ObbeVermeij/status/182… x.com/ObbeVermeij/status/179…
For gta3, Vice and SA; Memory on the ps2 was tight. We had to limit the number of used vehicle models to 8. My code would occasionally pick a car model to be phased out. Once there were none left on the map, this model would be removed and a new model could be loaded. The code would pick a model that was appropriate for the area (sports cars in business district, old cars in run-down areas etc). Most of the time this worked fine. A few things could throw a spanner in the works: If the player had gone up the wanted levels, some of the 8 slots would be taken up by police cars, FIB and swat vans and the police heli. Level designers would sometimes load specific car models for missions. Often these were not appropriate to be used for ambient traffic. Ambulance and firetrucks could be needed if there was an accident. If the player travelled to a different area of the map; some of the loaded cars would look out of place and could not be used. It would take a while for replacement models to be loaded. The game would keep the last player driven car, as it would be jarring if the player went back and it wasn’t there. At times there would only be 1 or 2 cars models available for ambient traffic. This lack of variation was particularly noticeable if the player was driving the one car that had to be used. To alleviate the problem, garages remove cars inside of them once the door has closed. This way the model could be removed. When the player opened the door, the cars were re-created in the same spot. Npc models were loaded/removed the same way. It just wasn’t as noticeable if variety was lacking. For each game we picked a generic looking character model that looked appropriate in each area of the map. This model was never removed and always ready to fill in. Screenshot from this vid: youtube.com/watch?v=KWhjv4J6…
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Why?
I just imagine Reed and Sue be playing hide n seek where Sue is invisible and Reed has to look for her by just stretching his dick around the house.
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Michael Matthew’s retweeted
So Josh Wilding’s negative CLAYFACE review has now been removed from Rotten Tomatoes. And yeah, this is where things start getting really fucking weird. Josh saw the movie at a public UK screening. He paid for his ticket. He wasn’t under the press embargo. Rotten Tomatoes accepted the review, let it sit there, and now it’s gone. So who made the call? Because Fandango owns Rotten Tomatoes, and Warner Bros. holds a minority stake in Fandango. Am I saying Warner Bros. definitely called Rotten Tomatoes and told them to pull a negative CLAYFACE review? No. But if I were a betting man, I know where I’d put my money. And even if Warner had nothing to do with it, that still leaves Rotten Tomatoes looking terrible. They approved the review. Josh wasn’t bound by the embargo. Then after a bunch of DCU fans threw a collective shit-fit over a 2.5/5 review, suddenly it disappears? Come on. This is exactly why I put zero value into Rotten Tomatoes. If a review can vanish because of studio pressure, public pressure, internal panic, or some arbitrary embargo concern that didn’t even apply to the critic, then what exactly are we supposed to trust here? At this point the call feels like it’s coming from inside the house.
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GTA IV was always Woke!! Meanwhile:
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Michael Matthew’s retweeted
Just saw four people arguing:
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Michael Matthew’s retweeted
> literal torture-demon shows more compassion to a man than the average modern woman What did Clive Barker mean by this?
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Michael Matthew’s retweeted
Dropped “bomboclaat” in a conversation and I’m not even Jamaican
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Michael Matthew’s retweeted
Jason Zumwalt The Voice Actor For Roman Bellic In GTA IV Has Recently Returned To TikTok! “Niko Cousin Lets go bowling That was me”
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Michael Matthew’s retweeted
Mathieu Cote said the team took the criticism regarding the reveal of Art the Clown seriously. They sat down with the Art team, the Marketing team, and the License holder to discuss it. Mathieu assures that the next time the players see Art, they'll be happy with his design
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Just like that Debra Wilson has turned babyface I used to not like her cause she was used in EVERYTHING and it was always her used in these shitty leftist dei games BUT she’s right they shouldn’t just make the character look like her because what’s the point of voice acting and playing an animated character?? She played the houndmaster in dead by daylight and she looks great May not like the design and character personally but I never knew this was Debra Wilson Houndmaster shows she can play great characters when it’s not just making it look like her
Debra Wilson admitted that using her face for Callisto in "Wolverine" was a mistake But the decision is always up to the developers: "That choice is made by the game designers, not me. I like games where my face is not used." Debra herself believes that if the character is you, it only hinders the immersion into the role.
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Michael Matthew’s retweeted
Lanterns fans when you say the writing is not that good
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I was responding to this post about Deathstroke in the DCEU and WOW Cmon can they make it less obvious?!?!
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Michael Matthew’s retweeted
Today we're standing up XBOX LABS (labs.xbox.com). Here is the note that I sent to the team: Team, The first video games emerged some 75 years ago. In the time since, there have been booms and busts, but every year there are more great games to play, more devices to play them, and best of all, more people than ever playing. That growth helped make XBOX what it is today, and we've helped shape the industry in return, from bringing hard drives to consoles and online gaming through Xbox Live to Game Pass and cloud gaming, alongside franchises that have brought millions of people together. In recent weeks, we've seen games rapidly decompiled and rebuilt to run on hardware they were never originally designed to support. Windows PC builds have been translated to run on Apple Silicon or ported to run inside a browser through WebAssembly and WebGPU, the latter now approaching 90% global browser support. Perhaps more surprisingly, we've seen many of the biggest games in the world have been remixed into the source code of another. These experiments challenge long-held assumptions about our industry: the tether between software and hardware, the boundary between creation and play, and how people discover and experience games. While it is hard to predict the future of gaming, it is easy to see the possibilities in making great games easier to access, giving old games new life and allowing more players to become creators and co-creators. These are unmistakably good outcomes for players, even when (and sometimes because) they challenge our existing business models. To explore these possibilities, I’ve asked Scott to stand-up XBOX LABS, a small group of game makers, engineers and scientists whose job is to turn emerging ideas into things our players and developers can experience. We'll build in the open, learn from what people do, and measure success by whether more people are playing and creating. I think XBOX has an important role to play here. Coding became the first major workload for agents because they can write, run, and test software. Games share many of those same properties, and people spend more than 72 billion hours a year playing XBOX games, roughly five times the estimated time spent writing code worldwide. We've spent 25 years learning how to make great games, and I want our game makers to help shape what these new technologies make possible. As we learn, we’ll share the tools we build with developers across the industry, just as we always have. Our priorities aren't changing. We remain committed to the 4Cs, to making great games, to our hardware and to being responsible stewards of IP and the communities built around it. LABS gives us a way to explore new technology that is game design led without abandoning the work already underway. Asha
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R.i.p Holy fuck this is heartbreaking
RJ Mitte, who played Walter White Jr. on “Breaking Bad,” has died. He was 34. • A cause of death was not immediately disclosed by his representatives. • Like his “Breaking Bad” character Walt Jr., Mitte had cerebral palsy. Throughout his acting career, he was an advocate for disability representation in Hollywood. variety.com/2026/tv/news/rj-…
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