Community MetaSteam | December 2025 - Cosmic Routine: Ninja Story from the Remastered Temple

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MARVEL Cosmic Invasion

After an unprecedented attack is launched across the galaxy, all life hangs in the balance. Nova, Spider-Man, Wolverine, Phyla-Vell, Captain America and many more heroes, both earth-born and cosmic, will join forces in a star-spanning brawling adventure against the deadly Annihilation Wave. From New York City to the depths of the Negative Zone, the future of the Universe will be fought for across the stars.​



SLEEP AWAKE

SLEEP AWAKE is an immersive first-person psychedelic horror narrative experience that explores the realm between sleep and death. From Blumhouse Games and led by Cory Davis (Spec Ops: The Line) and Robin Finck (Nine Inch Nails), SLEEP AWAKE blurs the boundaries between reality and imagination.

In a desperate attempt to remain awake, the denizens of the last known city on Earth are reaching a panic crisis of reckless experiments in their effort to avoid The HUSH, the inexplicable disappearance of those who sleep.

Playing as Katja, you must survive the devotees of various depraved death cults and try to stay awake. Solve the puzzles of this mysterious world to shatter the horrors of the past.

In a unique setting, where an unfathomable phenomenon means that humans are disappearing when they fall asleep. The result is a warring world where dogmatic factions insist they have the one true solution for staying awake.​



Effulgence RPG

Effulgence RPG is a party-based, turn-based RPG where enemies are more than obstacles – they're raw material. Defeat creatures to break them into particles, then feed those particles into a matter printer to create weapons, gadgets and mechanisms. All of this plays out in a world built from shimmering text symbols arranged in 3D space.

Explore a stylized ASCII 3D globe of locations. Fight as a small squad in turn-based, party-focused combat. Break enemies into particles and print gear mid-run. Watch the world shift as text symbols reconfigure into new shapes and animations.

It's easy to transmit a video signal when you're just the distance of a satellite away. Go beyond the solar system and it may take hours to send a regular image to Earth. But when the signal comes from a galaxy a million light-years away, only fragmented symbols make it to us. Sometimes, they can be decoded and assembled into an animation made from text characters. Effulgence RPG imagines what happens when that signal is interactive – when you can walk inside the shimmering sea of symbols, and the creatures made of text don't intend to stay static.

This Early Access build is a vertical slice that will grow over time. The overall target is a 3-5 hour campaign with room for experimentation and replay.​



OCTOPATH TRAVELER 0

Experience a story of restoration and retribution over the divine rings-an epic saga that unfolds across the realm of Orsterra. You are the protagonist of the story. Choose your appearance, voice, motions, and favorite dish with the new character creation feature! Restore your hometown through town building. Invite companions and allies to live in a town of your creation!​



FEROCIOUS

Stranded on a deadly island, survival is all that matters.
Every step challenges you with savage predators, treacherous terrain, and limited resources.
Explore carefully to uncover hidden paths, secrets, and essential gear. Turn the wild to your advantage: control dinosaurs to attack enemies, open paths, or infiltrate guarded areas.
Every encounter is an opportunity - or a threat.​



ROUTINE

ROUTINE is a First Person Sci-Fi Horror title set on an abandoned lunar base designed around an 80s vision of the future. Curious exploration turns into a need for survival when a lunar base goes completely quiet. Searching for answers puts you face to face with an enemy who is certain the main threat is you. Discoveries lead to deeper unknowns and the only way to go is forward.​



American Truck Simulator - Louisiana

Discover the subtropical climate of the state which has provided the magnificent brooding scenery of the coastal bayous, and the lush, dank vegetation. Truckers can look forward to the beautiful and iconic landscape of this southern state, historical cities like New Orleans and Baton Rouge, miles and miles of long stretching roads, and also the Mississippi River delta that has helped shape how the area looks today.​



Skate Story

You are a demon in the Underworld, made out of glass and pain. The Devil has given you a skateboard with a simple deal: Skate to the Moon and swallow it - and you shall be freed. Ollie, kickflip, and grind your way through the ash and smoke of The Emptylands as you take on a seemingly impossible quest. Learn to master your weight and motion to conquer the weeping concrete. Savour the ritualistic beauty as you set your feet to pop a perfect kickflip.

Skate fast to destroy vicious demons, help a forgetful frog, and save other tortured souls on your journey from fragile beginner to hardened skater. Push through hell and discover The Devil's greatest weakness: humility, perseverance, and a disgustingly sweet backside tailslide.

Skate through nine layers of The Underworld. Cruise through streets and surreal landscapes full of waxed ledges, unholy gaps, and tortured demons.​



Yakuza 0 Director's Cut

Fight like hell through Tokyo and Osaka entertainment districts as yakuza Kazuma Kiryu and cabaret club manager Goro Majima in an epic crime drama of intertwined fates that created legends.

Kiryu and Majima each have three unique fighting styles to dynamically switch between to creatively crack skulls with your fists, makeshift weapons and more.

Fighting isn't the only way to kill time in 1988 Japan: from discos and darts to classic SEGA arcades and cabaret clubs, there's endless distractions to pursue in the immersive, neon-lit city.

Director's Cut content gives deeper insight into key incidents and character backstories with never-before-seen cutscenes.​



UNBEATABLE

UNBEATABLE is an anime-juiced rhythm adventure where you (figuratively) destroy on stage while you (literally) destroy on stage. During rhythm gameplay, you only need two buttons: a button for up and a button for down. The pink-haired girl is Beat, and she is you, and you have a lot of things to worry about. The cops are everywhere, and they are mad at you for what feels like no good reason. Though it doesn't help your case that you keep making friends with people that the cops are mad at for slightly better reasons. Talk to people, help them out (or don't, I'm not your mom!), play huge concerts, and punch cops. And then run away from the cops you punched. Also there are monsters or something. The music got you here. It'll get you through it. All of this culminates in massive setpieces where everything is at stake.​



The Temple of Elemental Evil

An evil demoness founded a cult dedicated to exploring evil in its most elemental forms. This cult was based in a temple just outside the village of Hommlet in a vile shire known as Nulb. Soon, this cult ruled the region with tyranny; times of chaos and violence ensued. Hard-fought battles were waged and the war was eventually won by the good armies of nearby lands. The temple was razed, the villains were imprisoned, and order was restored. The temple itself faded into distant memory...until now.

Recently, bandits have begun patrolling the roads outside Hommlett and wicked forces are rumored to be afoot, converging on the ruined temple at Nulb. Their purposes for such meetings are as yet unknown. The identity of these people are equally a mystery. Some claim they are bent on slaying monsters and maintaining order within the region, but no one can be sure.

It is an adventure that will lead to the source of a deep and abiding mystery, to the very core of evil itself.​



The Last Ninja Collection + Bonus Games

The Last Ninja Collection brings together seven iconic titles for the first time, celebrating the golden era of retro gaming and the preservation of pioneering games from the '80s & '90s. The Last Ninja series is known for its innovative gameplay, memorable graphics, atmospheric music, and groundbreaking reviews that captivated gamers worldwide, setting a new standard for action-adventure games.

This collection includes The Last Ninja, Last Ninja 2, Last Ninja 3, Ninja Remix, International Karate, IK+ and Bangkok Knights. These games were milestones in the gaming industry, pushing the boundaries of technology and making them available to play on Windows PC. The Last Ninja was developed and published by System 3 in 1987, navigating through beautifully hand-crafted environments, solving puzzles, and engaging in combat. It was a global commercial and critical success, earning numerous awards, including 'Game of the Year,' 'Best 8-Bit Graphics,' and 'Best Music Soundtrack.' Last Ninja 2, developed and published by System 3, follows Armakuni's quest for vengeance in modern-day New York against the evil Shogun Kunitoki, featuring atmospheric, isometric environments and challenging gameplay. Last Ninja 3 received a perfect 100% review score, marking an unprecedented achievement. Ninja Remix enhances the original experience with new soundtracks, updated graphics, and gameplay tweaks.

International Karate (rebranded as World Championship Karate in the USA) was the first European game to top the Billboard charts on the C64, setting the standard for martial arts games. IK+ is a multi-award-winning sequel with improved graphics and gameplay, featuring a three-player mode. Bangkok Knights was the first fighting game to feature large, distinct characters, inspiring Street Fighter's development. These games represent a pioneering time for video games and for System 3, a games company founded in 1982 by Mark Cale. Preserving these games is crucial, not only for nostalgic reasons but also for understanding the roots of modern gaming and the legacy of System 3's contributions, including The Last Ninja series, which sold over 23 million copies across the trilogy and influenced action-adventure games for decades.​



BioMenace Remastered

Explore the original 3 episodes (36+ levels) plus a brand new 4th episode (15+ levels), spanning a range of diverse environments including cities, forests, underground caves, and secret high-tech labs. Rescue hostages and encounter a variety of dangerous enemies and hazards, putting your fighting and platforming skills to the test. Snake Logan is a top-secret operative for the CIA ordered to complete missions that others would regard as suicidal. One day, Snake is called into headquarters and briefed on a situation that has arisen in Metro City. It seems that thousands of monster-like creatures are on a rampage of destruction through the city. Many thousands have already died, and Metro has declared martial law just before losing all communications. Right before the city was overrun, authorities received a message from a man calling himself Dr. Mangle. He stated that Metro is to be an example of what will happen to the rest of the world unless all factions of government comply with his wishes. Snake is ordered to take a plane, fly recon over the city and then return. While circling over the area, he is suddenly attacked by some kind of laser weapon, and the plane loses engine power! He's forced to make an emergency landing and explore the ravaged city on foot. It's now up to Snake - and you! - to save any survivors, find the source of this destruction, and stop Dr. Mangle.​


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Larian promised Divinity will be deeper and larger than BG3. And BG3 was pretty much the most ridiculous rpg ever made in terms of depth n everything.

So its really not surprising they will use AI to help achieve something even more ambitious than BG3.

I don't think there is going back for them making some smaller title. Once you accomplish something so big...the bar is raised so high its gonna be AAA dev hell for them going forward. Everything will take longer to make etc. Even with AI help and early access...I don't expect Divinity until like 2028 at the earliest.
 

Under Vincke, Larian has been pushing hard on generative AI, although the CEO says the technology hasn’t led to big gains in efficiency. He says there won’t be any AI-generated content in Divinity — “everything is human actors; we’re writing everything ourselves” — but the creators often use AI tools to explore ideas, flesh out PowerPoint presentations, develop concept art and write placeholder text.

The use of generative AI has led to some pushback at Larian, “but I think at this point everyone at the company is more or less OK with the way we’re using it,” Vincke said.

Angry Project GIF
sigh

so fucking sick of all of this
 
I'll repeat what I wrote in the EGS thread
And since this whole discussion started with AI, well I don't know what to add to that. I don't "hate" AI like others, but as it currently stand AI made products just suck. AI art looks bad and samey, AI dubs make games like Chaos Wars feel like oscar winning performances, AI code maybe works but is also inefficient. You want to be cheap and use AI? Who am I to tell you off. But if you want to be cheap don't expect potential buyers to also not be cheap and buy something else if your product isn't up to snuff (example: Clair Obscur. It had AI art as "texture placeholders" at launch, but the game itself was still good)
Companies invested too much money on AI, just like they invested too much money on other "revolutionary" features in the past. And just like the other times they just want to recoup that money as soon as possible, even if the thing itself is still way in its infancy and basically impossible to use on that scale
Clair Obscur is a game that used AI during development (with "placeholders" getting in the final release before being patched out). It's also a game clearly made by human beings. The battle system is human made, the writing is human made, the level design, the dungeon art, the npcs, the music, the voice acting, the animations, all of those are human made and you can tell. There is obviously a serious discussion to be had about AI's energy consumption or job loss, but a game like CO can't be made by an AI alone because AI products very obviously suck
As soon as Divinity enters early access it will be obvious how much of it is AI vs how much of it will have humans behind it, and we also have 3 previous titles made by humans at Larian for comparison. I'm willing to give Larian the benefit of doubt after their previous works but Divinity must be up to BG3's level if they want to keep getting this benefit, and AI won't ever be at that level so in the end the final product must be made by human hands too
 
Honestly, I've started to get annoyed at the more extremist takes regarding "AI". Especially the way that some people act like using any form of it at any point during production somehow irredeemably "taints" the entire product -- but not if it's for code, that's totally fine. Software architecture is apparently not enough of a medium of expression to be worth anything at all, but a background texture, visualizing some potential concept during production, or some throwaway voice line are all the height of artistic expression with a completely irreplaceable human touch. To be clear, I'm not concerned about the use of generative AI in (game or other) software development (well, I am somewhat concerned, but for extremely different reasons). I do however think that people aren't going to do anyone any favors by taking extremist stances that aren't even consistent.

You can argue that most software development / coding in games isn't artistic, it's artisinal, just like most work in designing a skyscraper is engineering, not architectural art. And I'd certainly agree. But if you want me to take your concerns seriously, then you have to also admit that a ton of "art" in commercial games, especially large-scale ones, is also primarily artisinal.

But really, when it comes to reality rather than ideals, all of that is moot anyway.
Consumers of games didn't try particularly hard to stop DLC or lootboxes -- you know, things that actually directly affected the games they are playing. How divorced from reality do you have to be to imagine that a sufficient number of gamers will actually care about the internal production processes of how their games are made (that never surface to them in any noticeable way in the product delivered to them)?

Edit:
To add to this a bit, or maybe circle it back to a more important point: I think what pisses people off primarily about "AI" is that they once again see the ownership class benefiting from a technology at the cost of everyone else. And that is entirely understandable, and will probably be correct. But I think the way to counteract that is not with some moral grandstanding or attempt to put the genie back in the bottle: similar to the industrial revolution, what you actually need is collective bargaining and political action.
 
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Honestly, I've started to get annoyed at the more extremist takes regarding "AI". Especially the way that some people act like using any form of it at any point during production somehow irredeemably "taints" the entire product -- but not if it's for code, that's totally fine. Software architecture is apparently not enough of a medium of expression to be worth anything at all, but a background texture, visualizing some potential concept during production, or some throwaway voice line are all the height of artistic expression with a completely irreplaceable human touch. To be clear, I'm not concerned about the use of generative AI in (game or other) software development (well, I am somewhat concerned, but for extremely different reasons). I do however think that people aren't going to do anyone any favors by taking extremist stances that aren't even consistent.

You can argue that most software development / coding in games isn't artistic, it's artisinal, just like most work in building a skyscraper is engineering, not architectural art. And I'd certainly agree. But if you want me to take your concerns seriously, then you have to also admit that a ton of "art" in commercial games, especially large-scale ones, is also primarily artisinal.

But really, when it comes to reality rather than ideals, all of that is moot anyway.
Consumers of games didn't try particularly hard stop DLC or lootboxes -- you know, things that actually directly affected the games they are playing. How divorced from reality do you have to be to imagine that a sufficient number of gamers will actually care about the internal production processes of how their games are made (that never surface to them in any noticeable way in the product delivered to them)?
Can't say I disagree.

And ultimately, tools are only effective as the person using it.

Someone who knows what "good" looks like can make effective use of AI tools because they won't settle for a shitty output. Someone who doesn't know what "good" looks like won't, and this is where "slop" comes from. This applies to art, code, writing, and basically anything else a model can put together.

I think a lot of people's upset and anger with AI is that people who don't know how to make something good are using AI to basically "flood the channel" and put hardworking people out of a job. I get that too. If a developer I love is going to use AI, I want to see them using it carefully, considerately and responsibly to make something better or the same but faster. I'm not convinced I've seen that yet, but I am always open to the idea of that happening, especially, if it means people can do more interesting work instead of designing tree textures or whatever. It's the same reason we invented washing machines: there's no time in anyone's life to painstakingly scrub dirt out of clothes.

There's also the environmental impact, which can't be ignored, especially with centralised services. But that is as much an argument about over-centralising as it is about AI, and if anything's going to expose the anus of companies trying to centralise everything to slap a subscription on it, it'll be this technology.
 
Honestly, I've started to get annoyed at the more extremist takes regarding "AI". Especially the way that some people act like using any form of it at any point during production somehow irredeemably "taints" the entire product -- but not if it's for code, that's totally fine. Software architecture is apparently not enough of a medium of expression to be worth anything at all, but a background texture, visualizing some potential concept during production, or some throwaway voice line are all the height of artistic expression with a completely irreplaceable human touch. To be clear, I'm not concerned about the use of generative AI in (game or other) software development (well, I am somewhat concerned, but for extremely different reasons). I do however think that people aren't going to do anyone any favors by taking extremist stances that aren't even consistent.

You can argue that most software development / coding in games isn't artistic, it's artisinal, just like most work in designing a skyscraper is engineering, not architectural art. And I'd certainly agree. But if you want me to take your concerns seriously, then you have to also admit that a ton of "art" in commercial games, especially large-scale ones, is also primarily artisinal.

But really, when it comes to reality rather than ideals, all of that is moot anyway.
Consumers of games didn't try particularly hard stop DLC or lootboxes -- you know, things that actually directly affected the games they are playing. How divorced from reality do you have to be to imagine that a sufficient number of gamers will actually care about the internal production processes of how their games are made (that never surface to them in any noticeable way in the product delivered to them)?

Edit:
To add to this a bit, or maybe circle it back to a more important point: I think what pisses people off primarily about "AI" is that they once again see the ownership class benefiting from a technology at the cost of everyone else. And that is entirely understandable, and will probably be correct. But I think the way to counteract that is not with some moral grandstanding or attempt to put the genie back in the bottle: similar to the industrial revolution, what you actually need is collective bargaining and political action.

The thing about AI purity in art:
AI was a constant in graphic design and art creation for more than a decade.
  • Anything that automatically fills out graphics or smoothes transitions is using "AI"
  • Photoshop and any other graphical creation suite had AI-powered features for a decade already. For example, Adobe Sensei, started 2016.

Throw GenAI that creates anything from nothing just with prompts away, but the witch hunt about all AI use is laughable, especially when people used those Adobe features for a decade but do a witch hunt (either themselves or from internet warriors on their behalf) about AI use.
 
I use LLMs in coding quite a bit, its essentually replaced googling stuff and to do rubber ducking and for debugging. I know it only hurts my own learning but at the same time it helps me learn in a way where I would have given up before, Ive been trying to learn coding since I was a teenager and gave up every time
 
I think given component prices, targeting Steam Deck level hardware is not a stupid idea. People are going to want their devices to stretch further and further, at least until more people build out NAND manufacturing capacity.
 
Larian promised Divinity will be deeper and larger than BG3. And BG3 was pretty much the most ridiculous rpg ever made in terms of depth n everything.

So its really not surprising they will use AI to help achieve something even more ambitious than BG3.

I don't think there is going back for them making some smaller title. Once you accomplish something so big...the bar is raised so high its gonna be AAA dev hell for them going forward. Everything will take longer to make etc. Even with AI help and early access...I don't expect Divinity until like 2028 at the earliest.

Yeah Larian opened multiple studio locations and are much larger than they were in the Original Sin days. They might have some of their developers doing a smaller title or two but they need a big title that’s a big hit to keep paying everyone.
 
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I really hope when people normally talk about using AI for concept art they're talking about taking some sketch and having AI finalize the sketch, and not having the AI 'think of new concepts'.

You can literally perfectly turn a sketch into ANY design or photo for a mock up if you wish at this point, so that seems like the use case.
 
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Surprised how high that rate is, though there were some pretty strong games, like Clair Obscur, Silksong, Avowed, The Outer World 2 and many more coming out this year.
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I think the first year where it's under 30%, but I think the number of sessions is similar, so just played even more on desktop PC.

Here the big summary
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And as a comparison point, the numbers for 2024. So a slight decrease in number of sessions, but it's spread out over a few more, new games.


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Most of my playtime is off-Steam at this point tbh (Genshin, Star Rail, Zenless and other live service stuff I try like Where Winds Meet, etc), but I'm happy with this selection.
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In comparison:
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Playtime 2022: 94% Linux, 5% Steam Deck, 1% Windows
Playtime 2023: 64% Linux, 26% Windows, 10% Steam Deck
Playtime 2024: 63% Linux, 32% Windows, 4% Steam Deck
Playtime 2024: 91% Linux, 5% Steam Deck, 4% MacOS

Number of games 2022: 169 on Linux, 73 on Steam Deck, 10 on Windows
Number of games 2023: 168 on Linux, 71 on Steam Deck, 20 on Windows
Number of games 2024: 172 on Linux, 65 on Steam Deck, 23 on Windows
Number of games 2024: 129 on Linux, 59 on Steam Deck, 26 on MacOS

Steam Deck 2022: 72 games, 306 sessions, 5% playtime
Steam Deck 2023: 67 games, 234 sessions, 10% playtime
Steam Deck 2024: 63 games, 192 sessions, 4% playtime
Steam Deck 2025: 57 games, 142 sessions, 5% playtime




Generally I played a bit less this year. Non-Steam-gaming is negligible... some WOW, some old DOS games, but generally I only play on Steam. And since I booted Windows off my computer, its overwhelmingly Linux. I pick up the Steam Deck mostly on holiday, load it with a whole bunch of games that I try out – and it shows in these stats. I also played some stuff on my Macbook Air M4, but its limited SSD means I dont install larger games there, even if they'd run okay-ish (Cyberpunk can technically be played, but its not too pleasant).

A thing to note is how Zachtronics Solitaire is a mainstay still :) And Cyberpunk – currently on another playthrough. Steam says I played 63 new games, but it feels less than that.
 
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Next year, that Windows percentage is going to be zero.
Is that from the Steam Replay? I don't get anything about devices at all. Maybe it doesn't show if you're close to 100% on 1 device; Linux, in my case. 🐧

That's probably the case: in 2022 and 2023 I did have that graph, and 70% on Linux both years. But I don't get the graph in 2024 or 2025, and I know I hardly touch Win at all these days. So it fits. Too bad. they're missing an opportunity to use a cute penguin mascot or something.

_____

Then again, the Replay does not seem to be an exact science. It tells me that my most played game by far, with 41% of my total play time, is Age of Empire II. No objection so far.
Then it also tells me this:
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Huh? AOE2 is 25 years old! But apparently it doesn't count, I assume, because the Definitive Edition, which I use, came out in 2019.
Unacceptable. I want a "Get-off-my-lawn!-old-games" category!

And then there is this beauty:
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...from which I deduce that Age of Empires is actually a Souls-like, possibly medieval, open-world RPG, and definitely not an RTS, as I wrongly assumed for nigh on three decades.
The more you know. Thanks, Steam!
 
Is that from the Steam Replay? I don't get anything about devices at all. Maybe it doesn't show if you're close to 100% on 1 device; Linux, in my case. 🐧

That's probably the case: in 2022 and 2023 I did have that graph, and 70% on Linux both years. But I don't get the graph in 2024 or 2025, and I know I hardly touch Win at all these days. So it fits. Too bad. they're missing an opportunity to use a cute penguin mascot or something.

Yeah Im pretty sure thats the case; if you only play on one system, it wont show you a graph.
It does the same with the controller graph; it only shows you that if you actually used a controller at some point (I guess it doesnt count the Steam Deck)
 
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Should have probably said it like this when first talking about it if at all so he doesn't have to minimize its usage after the fact. So is it an important or cool tool they can now rely on or is it something they might as well not be using because all the real work is artist work after all? What does it offer over just looking at other art/nature/reality via google or art books, or are they literally just asking for it to pull up art like that, maybe give it an instruction like hey combine this with that on the top left/background/wherever for the artist to visualize an idea before committing to it or what? Where is the limit in "work nobody wants to do", it's work, most people work to live, eventually it's not gonna be fun and games, you're gonna have to labor and be exhausted and do your job even when you aren't feeling so artsy and happy because of any number of reasons, is it ok to replace you with AI and send you home then? In the end any and all AI work is taking away man hours that would otherwise be needed in the game's production, you're outsourcing that work to a corporation that has AI staff instead of people, no? Hey when I dabbled in 3D modeling and gave up because of UV mapping shit I just couldn't bother with I'd have loved an AI tool for that, but where's the line in streamlining workflows and making tools better etc. vs taking work hours away from people that would otherwise do it because they kinda like making a living..?​
 
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455 Hours so far in Xenoverse 2 baby!

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Also, Gabe has spoken. Anime is family friendly confirmed :grinning-face-with-smiling-eyes: :grinning-face-with-smiling-eyes: :grinning-face-with-smiling-eyes:
 

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