Joined October 2018
Replying to @BadHumans
@BadHumans is a niche X/Twitter account focused on Metal Gear Solid (MGS) series deep dives, especially obscure details, development history, cut content, glitches, and remaster insights. Content style: Shares screenshots, old articles, dev notes, and observations about MGS games (particularly MGS2, but also the broader series, Ghost Babel, etc.). Often engages with the MGS community on remasters, HD collections, and Kojima-era trivia. What They Post About shows a strong emphasis on MGS2 specifics: Cut content, multiplayer ideas, and historical context from old magazines or dev correspondence. They also appear in: YouTube videos and podcasts about MGS (e.g., "Metal Gear Movie Club" discussing films that influenced the series, canceled games) Speedrunning (older runs of Metal Gear: Ghost Babel). Collaborations with MGS fans, researchers, and modders. Other Presence: Has a YouTube channel (@BadHumans) with videos on MGS lore, canceled projects (like "Everybody's Metal Gear"), and related topics. Active in the dedicated MGS fan community (e.g., cited in DidYouKnowGaming videos on canceled MGS titles). In short, if you're into Metal Gear Solid trivia, datamining, or preservation of the series' development history,@BadHumansis a solid follow for that niche. Their posts are usually factual/observational rather than opinion-heavy.
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🧟 Highlights from a new interview with Shinji Mikami, creator of Resident Evil. • Resident Evil was originally planned as a supernatural horror game involving ghosts. Mikami spent about a month developing the initial concept before switching to zombies. He personally preferred supernatural horror but felt zombies offered a better balance between fear and combat. • Resident Evil began when Capcom wanted to make another horror game based on Sweet Home, which hadn't sold as well as expected. Mikami kept the idea of surviving with limited resources from that game. • • George A. Romero's Dawn of the Dead inspired Resident Evil. While watching the movie, Mikami imagined how he would survive in the same situation and realized that a video game could allow players to make their own decisions instead of following a predetermined story. • The original Resident Evil faced issues during the approval process because of its graphic violence. Sony allowed the game to be released with a warning sticker about its graphic scenes. • Resident Evil's live-action opening and ending were originally planned as CGI sequences. The decision to use real actors was made to reduce production costs. • Approximately 20 million yen was allocated for the live-action sequences, in-game CGI, much of the music, and English and Japanese voice recordings. Mikami recalled that the budget was far too small, forcing the team to make numerous cuts. • Capcom was facing serious financial difficulties before Resident Evil became a hit. According to Mikami, the game's success helped the company avoid collapse. • Despite Resident Evil's success, Mikami's monthly salary was reduced by 140,000 yen following changes to Capcom's producer system. His salary eventually increased after Resident Evil 2 and Resident Evil 3 became successful. • After Resident Evil 1, 2, 3, and CODE: Veronica, Mikami felt the series had become too repetitive and players were growing tired of the formula. He believed Resident Evil 4 needed significant changes. • Mikami gave the Resident Evil 4 team two years and three chances to try something different. But in the end, the team decided to play it safe and stick close to the old formula. That version didn't work out either, so Mikami took over as director. • Mikami removed traditional zombies from Resident Evil 4 because he had grown tired of them. He had always believed humans could be scarier than zombies. • Resident Evil 4 deliberately moved away from the main storyline because Mikami knew he would eventually step away from the franchise. He didn't want future developers to feel restricted by the story he had established. • Mikami wanted future developers to have a choice. If Resident Evil 4's new direction worked, they could stick with it. If it didn't, they could always bring back zombies and Umbrella, which he thought fans would be happy to see again. • Mikami said that when players see a dead body in a horror game, he wants them to feel scared. But instead, they immediately start pressing buttons to see if the body has any ammo. He said this has been a problem for him for decades. • Mikami believes making combat feel satisfying is much harder than balancing difficulty. Getting the aiming, shooting, enemy reactions, and weapon sounds right is one of the most challenging parts of development. • Resident Evil's worldwide success didn't fundamentally change Mikami's approach to game design. He believes the basic elements that make games enjoyable are largely universal, although cultural differences still need to be considered. • Mikami prefers experimenting with new ideas rather than repeatedly making similar games. He said he gets bored doing the same thing and enjoys taking creative risks, even when a familiar approach would be safer. (via: YT/culture-yabai)
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Replying to @Nitroid @BadHumans
I understand why some suspect that RE7 was inspired by P.T., but the truth is that a lot of the game's conceptual characteristics (such as the switch to a first-person view) were decided very early. Still, maybe P.T. inspired some things during development. Who knows?
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Replying to @BadHumans
Development for RE7 began in January 2014, and was built in Unity for a year until the RE Engine was stable enough for a conversion. VR was an early consideration, but wasn't being pursued until 2015. The Kitchen demo was built to test the viability of adding VR to the full game.
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We teamed up with @emannland and @othatsraspberry for these Meowtal Gear Solid inspired posters! They are special for CatCon so don't miss out. 📦CATCON DETAILS📦 ❗CatCon 10/10-10/11 ❗Pink Love Box, Barrel Box, Cat Accessories + Posters by @emannland + @othatsraspberry available for preorder during CatCon with @OKSGear ❗Meet @one_eared_uno from 2-3PM on 10/10 (Subject to change based on Uno's availability.)
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The weapon the Nova Skeletons drop (Terminus Est/Hrunting /フルンティング) may also be a sexual innuendo. (credit: twitch.tv/highgai)
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Below: Suspect in question.
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MGS4のオールド・スネークはTGS2005で初めて披露した後も、2006年には顔のモデルが変わったりして2007年の最終モデルまで何度か変わっていたんですよね。 CG WORLDの2008年8月号に掲載されたMGS4のメイキングでは「スネークの顔だけでも4回くらい変わっていますよ」と述べられていました。
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شكلها النسخة ذي
◤#コジプロ展 見どころ紹介◢ 2016年に試作品として制作された プロトタイプ版「DEATH STRANDING」を 会場にて初公開いたします👍 コジマプロダクションの10年、その原点の一つをお見逃しなく! #KojimaProductions #BeyondTheStrand
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Please please please let tune my guitar and retake again. This is one of the worst lazy work attitude to regret strongly lately. Such a great composition but damn guitar tuning. D'oh D'oh D'oh!
The Tragic Prince - Castlevania : Symphony of the Night (1997, PS1) Composer: Michiru Yamane Electric Guitar: Takayuki Fujii (@Tak_Fujii) Rhythm Arrange: Akira Yamaoka (@AkiraYamaoka) #SaturdayVGM
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As a lifelong Metal Gear Solid fan, it was a true honor to meet @Shirow / Shiro Mukaide at SNK. Shiro-san was one of the key people behind the scenes of the original MGS games, working on scripting, camera work, gameplay situations and level design across MGS1, MGS2 and MGS3, as well as serving as Assistant Director on Zone of the Enders. So many moments from these games have stayed with me for decades, and meeting someone who actually helped craft them was incredibly special. Thank you, Shiro-san! 🙏
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Fato curioso, vocês sabiam que essa música não é propriedade da Capcom? O timbre original dela é do David Torn e se chama The Burble & Pine! Inclusive já até apareceu em outros jogos, como Silent Hill Origins, no menu.
there will never be enough appreciation for RE4's save room track tbh
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Silent Hill Producer Says Konami Limits Access to Its Lore Bible So Developers Can Create Their Own Silent Hill Rather than requiring every new entry to reproduce the same setting,Konami appears willing to let individual teams determine what Silent Hill means for their project.
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In METAL GEAR ONLINE 2 if you get a three killstreak with Johnny he has a little "accident". It leaves a trail behind him that affects both enemies AND teammates resulting in "friendly fire". I think this is the hardest I've ever laughed on MGO2 😂
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Additional Scott Dolph dialogue when you enter and reenter the Holds x10.
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September 29, 1996: Super Mario 64 was released for the Nintendo 64 in North America.
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Despite being a heavily advertised feature in Castlevania: The Dracula X Chronicles for the PSP, you needed to jump through quite a few hoops to play Symphony of the Night. It's hidden in an alternate stage 3 after dropping into a pit in 2 and going through the sewers. #Gaming
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The METAL GEAR SOLID Δ team was recently interviewed. Here are a few excerpts: •The younger staff were given free rein to create the Snake model. •They decided which bugs to leave in and which to fix, prioritizing the game’s fun factor.* •They don’t feel the need to stick with Unreal Engine 5 or Unity.
KONAMIはいまハイエンドゲーム開発に本気。やる気があれば誰にでもチャンスあり!?『MGSΔ』開発陣が打ち明ける制作現場 automaton-media.com/articles…
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*"For example, we had an interesting experience with the implementation of the searchlights that appear in the stages. In the original, there was a bug in their behavior, and when we fixed it, it worked properly. However, we decided to leave the bug as it was because fixing it would make the game less fun ."
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