Richard Forster retweeted
既に公開されたので、少しだけ語ります。
人間は「分からないもの」を怖いと感じるものです。
「狭いコクピットに押し込められて飛び、ロールしたり、音速を超えたりする」――そんなことを人生で経験するとは思っていませんでした。
想像してみても、浮かんでくるのは『エースコンバット』のコクピット視点の画面くらい。
「実際にやったら、心身はどうなってしまうんだろう?」
そんな未知への恐怖がありました。
ただ、その一方で、30年間フライトゲームを創ってきた人間として、
「本物の戦闘機で飛ぶというのは、いったいどんな体験なんだろう?」
という強烈な好奇心もありました。
場所は、アメリカ・フロリダ州タンパ。
パイロットのチップ曰く、
「世界中でMiG-21に乗って音速を超えられるのは、ここだけ」
だそうです。
我々はフライトスーツに着替え、ヘルメットを抱えると、あっけないほど自然に、エプロンに駐機している準備万端のMiG-21へ向かいました。
「さあ、乗ってくれ!」
言われるままにラダーを上り、翼に足をかけ、コクピット後部座席へ。
狭い。
脚はラダーペダルを踏まないようにすると、膝を抱えるような格好になります。両腕と身体の左右にも、必要最低限のスペースしかありません。
前方は大量の計器で埋め尽くされ、通常の視界はほぼゼロ。
前を見るためにペリスコープが付いています。
ただでさえ狭いMiG-21を二人乗りにした機体。噂には聞いていましたが、まさに「空飛ぶ棺桶」という呼び名に違わない圧迫感です。
フットレストも、フラットシート機能もありません。
エコノミークラスのほうが、はるかに快適な空の旅です。
ごく簡単に、緊急時のコクピットの開け方、ハーネスの外し方、そして気持ち悪くなったときのエチケット袋(いわゆるゲロ袋)の説明を受けます。
そして、僕には何が起きているのかよく分からないまま、ものすごいエンジン音を響かせながら、機体はスルスルと動き始めました。
滑走路までの路面の凹凸をダイレクトに拾い、機体はガタゴト、ギシギシと嫌な音を立てます。
「そうか。僕と同じくらいの歳なんだよな。頑張ってるよな」
1970年代に生まれたこの機体に、ほんの少しシンパシーを感じている間に、機体は滑走路に正対し、離陸準備を終えました。
そして――
Richard Forster retweeted
アメリカでのあるエースコンバット8についてのインタビューで「実際に戦闘機に乗られたことはありますか?」と聞かれ、「残念ながらないです……」と僕が答えた瞬間、側にいたPRチームが『そうか……河野さん戦闘機に乗ったことがないのか、だったら乗せなきゃ!』と始まった企画でした。結果、音速を超えるとは思ってませんでしたよ!
ありがとうBNEAのPRチーム!人生で忘れられない経験になったよ!
Richard Forster retweeted
Take to the skies and earn your place among the elite. Intense aerial combat, high-stakes missions, and a squad that depends on you. 🛩️
We are giving away 3 deluxe game codes! Comment and share to enter, 3 winners, end October 9.
ACE COMBAT 8: Wings of Theve, running on ROG laptops.
@AceCombatGames @PROJECT_ACES
Richard Forster retweeted
Bloomberg: PlayStation ditched Kojima's 'PHYSINT' on budget concerns, missed deadlines
▪️Death Stranding 1 & 2 undersold Sony's revenue expectations
▪️PHYSINT reportedly missed deadlines, on track to be "well over budget"
▪️Sony reluctant to invest hundreds of millions of dollars in another game that wouldn't be permanently exclusive
➡️ bloomberg.com/news/articles/…
Richard Forster retweeted
Following the announcement of FINAL FANTASY VII REVELATION, we received many requests from fans and media for DLC, and decided to make it happen.
Rather than announcing it after launch, we wanted to share our plans before the release of the main game.
We’ll be telling the stories of Sephiroth and Vincent in greater depth. We hope you’re looking forward to it!
-
FF7 REVELATION発表後、メディアやファンの皆様からDLCを望む多くの声をいただき、制作を決定しました。
後出しの発表にならないよう、本編発売前のこのタイミングで皆様にお伝えしています。
セフィロスとヴィンセントの物語を丁寧に描いていきますので、こちらもご期待ください。
#FF7R
Richard Forster retweeted
I wrote a new Task Manager that runs natively on Windows, macOS, and Linux. You can get it now at tmog.org ... but why?
Well, it started as an argument over whether you could vibe code Microsoft Word today. I didn't think so. But I figured... maybe something simpler like Task Manager. But you can't just tell Claude, "Hey, write a task manager!" Well, you can, but it'll be hot garbage.
Then my kid blew out his appendix and needed surgery, so I had a couple of days in waiting rooms to tinker with the idea. I broke out my new M5 MacBook Air, and I put together a 107-page spec, like I was some caffeine-addled PM from the 90s. Everything you could ever want to know about a task manager, how it works, what it should do, and what it should look like.
By the time he was out of the hospital, I had a rough app working. But then he started bleeding internally, needed emergency surgery and a blood transfusion. Happy to say he's all better now - but suffice to say I had the rest of the week to tinker as he healed.
But why write a Task Manager? Because when I wrote the original in '95, it was on a P90 or something equally weak. Updating, scrolling, and painting without using more than a percent or two of the CPU was the modest goal.
Now that we have 5 GHz CPUs and GPUs to help, why not push the limits? Animate everything at 60Hz, instead of once a second. History mouse tracking, a summary page, and all the features I would have added then if the hardware had allowed it.
My autism leads me to embrace neon and high contrast in a way that's not to everyone's taste, so there's a saturation slider to control the color. But this one goes to 11.
You can also select from a bunch of DEC VT220-inspired themes like Green Phosphor, Amber, or White. And I added Blue to match my VSCode theme!
The code is fully native: Direct2D/DirectComposition on Windows, UIKit on Mac, and Qt on Linux. The UI communicates with a shared CPP core, which branches out to platform-specific helpers. There's NO electron, HTML, JSON, etc.
Thanks to David and Rutger for their help along the way, I couldn't have done it this quickly on three platforms without them!
If you've got some cycles to spare, give it a try and let me know if you run into any issues!
tmog.org
Richard Forster retweeted
Shoji Meguro drops a special video message ahead of the Metaphor: ReFantazio Orchestra World Tour! 🎻
We’ll bring the music of ATLUS around the globe with live orchestra, choir, vocalists & synced gameplay. Oct 2026–Jan 2027. Tickets: metaphorconcert.com ⚔️✨
#MetaphorReFantazio
Richard Forster retweeted
Hey, my game Trainwatch has been featured on IGN's GameTrailers YT channel!!! :) Please friends, give it a like so they'll consider covering the game in the future! youtu.be/V9k_IgD77jk
Richard Forster retweeted
What are you listening to? Me? Oh, nothing much. Just the leaked Duke Nukem Forever OST from the 2008 version of the game. A little birdie sent this to me. Give it a listen! m.youtube.com/watch?v=gEdWZQ…
Richard Forster retweeted
What an incredible honor, and DOOM is the only video game on the list! Congrats to DOOM devs, players, modders, and the entire games community. This one is for all of us. Thanks @GenePark @washingtonpost!
Richard Forster retweeted
Persona 3 was officially released 20 years ago today! 💙🎮 #P30th
Richard Forster retweeted
A message from id

ALT a statement with the following words: A Message from id Thank you all for the support this week. While our studio was impacted, those changes were spread across teams. We still have the crew we need to build the games and tech we're known for. The team today is about the same size we were when making Doom 2016. We have always had a flat studio where everyone is a maker, and we will remain true to that philosophy moving forward. We are focused on supporting each other and the team members impacted. We’re going to keep building the great games and tech that have defined us for the past 35 years, and we’re looking forward to seeing you at QuakeCon this August.
Richard Forster retweeted
If you're hiring, Andrew has put together a list of id people now on the market.
Richard Forster retweeted
Things will not calm down, @AmazonMGMStudio. They will, in fact, CALM UP. #SaveStargate











































