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PRINCE (@Princeley_) profile picture

⋮ Writer ⋮ Ranni simp 🌑 ⋮ Pfp/Header: @usernameiskouga ⋮ Read our manga 'PHANTASIA' (in Portuguese): https://xitter.gq/t.co/RIZq2nn1nq

The Grand Plateau
Joined February 2022
Photo by PRINCE (@Princeley_)Photo by PRINCE (@Princeley_)Photo by PRINCE (@Princeley_)Photo by PRINCE (@Princeley_)Photo by PRINCE (@Princeley_)Photo by PRINCE (@Princeley_)Photo by PRINCE (@Princeley_)Photo by PRINCE (@Princeley_)Photo by PRINCE (@Princeley_)Photo by PRINCE (@Princeley_)
"Phantasia" ends with the release of ch. 4. Although there's been ups and downs creating it, I 'm still happy I got to write something that many seemed to enjoy. I have learned a lot from this experience and look forward to creating even better works. Onto the next project!
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BREAKING: Hundreds of protesters break into a Microsoft data center site in Amsterdam.
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This is the greatest video ever created
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The next level of game piracy is coming yall
This is another AI problem for the gamedev industry. Soon anyone will be able to give AI a video clip, a wiki link, a screenshot of a game, along with maybe a brief description and have a nearly identical clone they can play or try and monetize themself.
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AI bros won't rest until it has infested movies and games despite not caring deeply about either medium, they're the real "tourists who ruin everything" that chuds have complained about for years
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The body is refusing to cooperate. I have offended it in some way. Awful. The flesh is pathetic and tyrannical
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Someone should draw Armin and Annie flirting with Mikasa in the middle like that
new favorite reaction image just dropped
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Amazing
読み切り漫画を描くために一ヶ月かけて3Dで田舎の町を作ってました。原稿はまだ1ページも出来てません!
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PRINCE retweeted
ICE has shot and killed yet another man, this time a 26-year-old Colombian in Maine who was not the target of their investigation. This comes after they killed a Mexican man, who was also not the target of their operation, in Houston last week. (cnn.com/2026/07/13/us/live-n…)
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I'm obsessed with both these movies
A double feature that’s both uncomfortable & funny
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Good Movie
'The Invite' holds a score of 96% on Rotten Tomatoes, based on 174 reviews.
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I think if authors are too poor to survive piracy and readers are too poor not to pirate then we need to have a really serious conversation about where all that money is and why it isn't circulating properly.
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Song's aight
“LOVE ATTACK” by RESCENE has reached #1 on MelOn TOP100.
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broccoli had such bad pr growing up. what an elite vegetable
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From my perspective, Miyazaki is a rather unique, yet extremely serious game developer. His career did not begin in the game industry. In fact, he didn’t become a game developer until he was almost thirty years old. Even among developers of my generation (those of us born in the 1970s), I think it’s remarkable that someone who wasn’t even a game developer during the dawn of the polygon era eventually became one of Japan’s most representative game creators. (In other words, compared to the rest of us from the same generation—including myself—his career path is exceptionally unusual. Most notably, unlike many of us, he was not working at one of the major development studios that held a significant technological advantage during the early polygon era. That, more than anything else, is what makes his path so unique.) Next, regarding my impression of Dark Souls. People often focus on its difficulty as a game, but I believe Miyazaki’s true creativity shines through in the world he created. (By the way, I personally think Dark Souls has fairly simple action mechanics, and I don’t actually consider it to be an especially difficult game.) If you look into my own career, you’ll see that I was personally involved with the Dark Souls series and Elden Ring as the General Manager overseeing both production and marketing (Just to clarify, I wasn't part of the development team itself. My involvement was simply as the General Manager of the publisher-side department overseeing production and marketing). From that perspective, I can say that Dark Souls didn’t suddenly become a massive success overnight. It was the result of everything Miyazaki and his team had built up through their previous titles. Today, he receives offers from all over the world, but when I think back to the days when he and his team were struggling the most, many of those offers seem like they’re coming from people who only know who they are today. Some of them almost feel like complete reversals in attitude. Well, that’s just my personal perspective. Personally, I had grown tired of people who would simply compare games by saying things like, “That title cost X billion yen to make and sold Y million copies,” and then use nothing but those numbers to judge them against other games. There were so many people who couldn’t appreciate the journey or the growth of the developers themselves. Anyone can look at the current numbers—they’re available to everyone. Whenever I heard those kinds of opinions, I always thought, “That’s exactly what you’d expect from someone who’s never actually developed games.” What surprised me even more was that, even if people couldn’t properly evaluate that journey, almost nobody even seemed interested in trying to understand the process of how those developers gradually reached where they are today. (I'm NOT talking about the fan community). Now, going back to Miyazaki, there are two things about him that have always stayed with me. The first was back when I was developing Summer Lesson for VR, around the time it was generating a lot of buzz. One day, he came to try an early build of Summer Lesson along with people from several other game companies. While everyone else was laughing, chatting, and having fun with it, Miyazaki alone played it with incredible seriousness. Then, after everyone had finished and started discussing their impressions, he remained completely silent, staring intently at the preview monitor, deep in thought. Everyone became curious and finally asked him, “Miyazaki, what are you thinking about?” He suddenly smiled and said, “Oh… I got completely absorbed in thinking about what I would do if I were making this, and what kind of game I’d create.” What he talked about after that was, in the best possible sense, completely insane. It was one of those rare moments when I caught a glimpse of what I’d call his “mad scientist” side—his deeply serious, obsessive approach to creativity. The other thing that left a strong impression on me was that he generally dislikes video interviews (including live streaming). I once asked him about it by email, and he replied with quite a long explanation. After reading it, I completely understood where he was coming from. Simply put, he doesn’t like watching himself moving around on video. (Psychologically speaking, it’s actually a bit more complicated than that.) But there was another reason. According to him, there are naturally many people in this industry who know games far better than he does. Whenever he listens to those people speak, he realizes that his own understanding is still shallow, and it makes him feel that he’s not yet in a position to be the one talking about games. I mean… it’s common for well-known developers to say, “I still have a long way to go.” But whenever someone like him says that, my reaction is always, “Come on… if you say you’re still not there yet, then the rest of us won’t feel qualified to talk about games at all.” (laugh) Anyway, that’s one of the reasons why video interviews with Miyazaki are extremely rare. And conversations with him on camera—especially long-form discussions with another developer—are even rarer. They almost don’t exist at all. By the way, the other game developer in that photo is Masahiro Sakurai. If you ask me, he’s basically: “A Saiyan who genuinely believes he’s just another ordinary human.” Every now and then, when the rest of us are struggling with some problem, he’ll say something that sounds exactly like Goku saying, “Well… why don’t you just fly?” And I’ll reply, “Because we humans can’t use Flight Technique.” Then he just stares at me with a completely puzzled look. To put it in terms of Demon Slayer, I’d describe him as: "Like Muzan Kibutsuji casually showing up at a drinking party where all the Hashira have gathered, genuinely believing he's just another ordinary guest". That’s the kind of person he is.
Replying to @Harada_TEKKEN
@Harada_TEKKEN Harada-san, I always wondered your impressions of Miyazaki-san and his Souls series? Both total icons and inspirations I’d be super eager to hear 🥋⚔️ #Tekken #DarkSouls #EldenRing
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Michael Johnston and Inde Navarrette break down the ending of ‘OBSESSION’. “Everyone on set was under 40. The peppy nature, the youthfulness we all had going into this. We were so hungry that you see that in the film.”
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"The Bugle Call: Song of War" TV ANIME ANNOUNCED Date: 2027 Animation Studio: CA Soa Director: Watada Shinya Medieval Action Fantasy about a boy who wants to become a musician but is used as a strategic battlefield navigator thanks to his special ability to make sound visible to the human eye. Image © Sora Mozuku, Toumori Higoro, Shueisha, "Sensou Kyoushitsu" Production Committee
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PRINCE retweeted
Just one more live service game, bro. One more live service game will fix it, I swear. Just one more bro. I swear. pcgamer.com/gaming-industry/…
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I'm going to eat this movie
Details on Robert Eggers' 'Werwulf' 🐺 • Horror film that follows a man who is cursed in a 'brutal, unforgiving, merciless, grotesque world' • Set ~1300 AD before all the wolves were killed off in England • Doesn't include werewolf cliches like 'being bitten by a werewolf and silver bullets' • Willem Dafoe is playing a hunter • They spent time with a real wolf to learn about its behavior • Dialogue is in Middle English • Shot on 35mm film — with grain structure of a black-and-white film incorporated onto color film to create a unique look • All sets were built from the ground up (via @esquire)
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PRINCE retweeted
Carly Rae Jepsen has announced a 24-track double album titled "Day and Night," releasing September 18. The album will be divided into "Day" and "Night" sections. "Day" is "organic and raw, with live instrumentation and hints of '70s-inspired psychedelic pop," while "Night" is "exploratory and intense, shifting into a sleek, synth-driven world of dance pop." wp.me/pc8uak-1lHqRR
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