Everything posted by Hawke64
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What are you Playing Now? Volume XX: It all Begins Again
Tried the Entropy demo. The art style is fantastic and the controls are rebindable. The lack of any QoL features, such as manual saving, and the RPGMaker-like combat are disappointing. Given that it's the developer's second title with the same single auto-save system (now with backups, fortunately), I have a suspicion that it is intentional. Also, the thing I adored in GreedFall is that the skip line and the select response functions were different keys, so I could safely tap away on replays. Speaking of, should replay and try to get a better ending for one of the factions.
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Picture of Your Games the 17th
Greedfall: The Dying World The default face can have a different hairstyle and skin tone and does look the best Not the starting area, but the point about visibility. It might look like a door but it is actually a wall. The "trust me, bro" worked. Jumping over a branch. The last part of the prologue
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Good Old Games still oldies but goodies
Interesting. Thank you for the possible explanation. Still, it is unlikely to be "agentic" AI with access to the mailing tool and there must have been a human who LGTM'd the output, though it would be less intentional in that case. I guess, the genAI subscriptions can be cancelled, but I doubt that anyone would get a subscription for a non-programming LLM only instead of some sort of an office suite (MS Copilot and Google Gemini and not Anthropic Cloude).
- Random video game news... video random news game
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Good Old Games still oldies but goodies
GOG is the only DRM-free storefront with more professional titles, so I hope that they will remove whoever thought it was a good idea to send this (a bit too specific to be random) and hire a sensitivity reader or a team (I was annoyed when I got an unclearly marked ad for hetero porn). Admittedly, I stopped reading the email after "Slavic".
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What are you Playing Now? Volume XX: It all Begins Again
I have finished GreedFall: The Dying World. In general, the game has charm and I am happy with the time spent, but there are technical issues and minor bugs. In terms of combat, the tactical approach did not change much - the tank CC's, everyone else hits. The tank companion was able to restore both his armour and health, so could effectively hold the line indefinitely (or until the damage received was higher than the AP generation). The only issue was the range of the Taunt ability when there were many foes. The final boss died surprisingly quickly on the first attempt, being able to perform only a single attack each time between getting stunned. On the continent, there were much fewer giant "guardian" bosses, but the ones present were unique in combat design and appearance. When compared to GF1, where there were very few types but at least one boss per location (as everyone and their grandpa were turning into the tree zombies), the difference is noticeable. I strongly suspect that a deeper understanding of the systems would be required on the higher difficulties, as there are a lot of active and passive abilities, their synergies, and craftable consumables. I was looting a lot, but did not have the need to use resources, so I shouldn't have combed the locations - it was a significant time sink and interesting or unique items were only in chests and only in ~5-10% of them. On an amusing note, some armour descriptions were easter eggs - there was a jacket of Those Who Come After (Expedition 33), an armour of the Sands of Time (Prince of Persia), and some heavy cuirass referencing a Balor and a bridge (the Lord of the Rings, I believe). I like the equipment design quite a lot, though the colour schemes being bound to the equipment tiers was somewhat unpleasant (granted, only the tank really needed the armour). In terms of story, it was quite compelling overall. The PC is unavoidably mostly Neutral Good and can automatically do dumb ****. It is noticeable in the main quest, but there are more options in the side quests. The antagonist appeared in person fairly late, though the impact of the actions was felt throughout the game. I'd say that it is welcome, as talking BBEGs annoy me immensely. Unfortunately, the PC is also unavoidably a druid story-wise, even if they wear heavy armour and wield a rifle. As for the continuity, the quest outcomes tracked correctly (e.g. the Knight appears if survives), even if sometimes unpleasantly (I said a wrong thing to a random guy in the main quest, so he did not cooperate and died suddenly in a side quest, so I messed up a faction quest line). There are smaller inconsistencies, such as a companion firstly being told that the PC's father died, then 15 minutes later in an environmental auto-dialogue asking about what happened to the PC's father (as in whether he was alive). At some point, a companion can do an unwise action and die. I was able to ask the companion kindly not to do it, so the party member was definitely not dead. When we revisited the location where the dialogue took place, the companion's corpse was lying prominently next to the path and the very same character was standing right next to me and being quite alive. A smaller thing is that I had found a turban with a full-face mask early and wore it throughout the playthrough. Every NPC still recognised me as an islander and, in one scene, I drank a potion without removing the headgear. Several times, I got kicked out from stealth for the enemies to start a dialogue, despite them normally being unable to look down and see me crouching 2 metres away. Also, in a side quest, we found a lizard dog, a lewolan, who had been brought to the continent and quite stressed due to being a territorial animal in an unfamiliar environment. So, naturally, the party liberated the scaly doggo and stashed him in the cargohold next to the merchant. At no point there was an opportunity to release him back on the island, so he stayed there with the tail clipping through the wall behind. Overall, the side quests were satisfying and the number and variety were just right - no filler and the world did not feel empty. The companion quests provided an impressive range of activities, from the usual combat to stealth to puzzles, so I was quite happy with them. Also, somewhere from the mid-game, several capes with +2 to the talents became available, so they covered a lot of skill checks. I still needed some investment to get the Hard checks, but there were few enough of them. As for the other bugs, the game crashed a few times during cutscenes, I had only one corrupted save file and once the companions' bodies and hair failed to load, so I was talking to bald flying heads and hands. The more noticeable issues were the performance, the NPCs and textures loading late (so the props, such as brooms and sword were levitating), and the ship. When you travel between the main areas via the ship, you first get teleported to the ship, and only then to the chosen fast travel point. While the area loads (from an SSD), the game, including the sound, stutters and briefly freezes. It would have been better if the loading screen for this was just the ship sailing animation (either its concept art or something more fancy, like it moving on the world map), especially considering that the ship could be fast-travelled to at any time. One time (that I noticed), an optional merchant became unavailable (despite loudly advertising her services) and I missed a unique piece of armour. Regarding the DLC, I think it was released on 4 May, so Spiders themselves must have worked on it. From SteamDB, there have not been any file updates since. I suppose, unless the developers somehow reorganise and regain their IP, there might be no further support.
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What are you Playing Now? Volume XX: It all Begins Again
I saw an announcement for a DLC after 29 April, so someone is still working on the game, though I doubt that the bugs will be fixed before the support ends. While GF2 is not a Larian-style sandbox, there are still quite a lot of opportunities to break things and express your unique playstyle. Granted, I was puzzled when the (main) quest marker pointed at an NPC who was underground, but I was able to figure out where to go (to be fair, the places have very descriptive names on the map) and the game proceeded as expected. In another quest, the party was stealthily gathering evidence against the BBEG. There was an option to run into a group of mercenaries and learn from them (required a successful skill check) where the BBEG's secret base was. At first, I skipped this option, then took it, then reloaded to the first point (where the party did not know where the base was). In the knowing state, the party was able to see the quest marker and the highlighted wall marks on the way to the base. In the not-knowing state, the path was quiet and I was jogging from memory (though, there was only one floor transition marker in that part of the map). So, there were several ways to proceed and it was impressive that the game did not break and did not force a strict sequence of events (it did at some other points*). Another thing is that not all quests have markers (unsure if intentional). I had an escort quest where the NPC told me to go, firstly, to his friend who lived "near the aqueduct south from" a district I had not found yet, then to the faction HQ. I also quickly discovered that I could not save during this particular quest. So, I decided to skip the friend visit and go straight to the HQ because that I could at least see on the map. Fortunately, I found the district and the aqueduct on the way. Unfortunately, the aqueduct was on the west and not south, so I spent some time following it down until an opening appeared and the cutscene triggered. Going to the faction base afterwards was easy. So, I had to actually read the map and look at the landmarks to find out the destination and it was enjoyable. What I genuinely like is the story and the companions. The story is that you are an islander sage (so I was a very sneaky and stabby sage, I suppose) and you and your friends get kidnapped and the teacher killed (ironically, the teacher was the only one not participating in combat and just standing still in the tactical mode/covering his head in the over-the-shoulder camera mode). So, you are trying to find your way home (at least, no opportunity so far to try to conquer the continent). The premise also sets up the companions - they are the people who are willing to help you because what happened was unjust (or they broke out with you and did not have a ship, so decided to tag along). They are also the best (not as the most widespread) representatives of the respective factions. Admittedly, I do not quite understand their classes and the expected combat roles, but they seem to work well with everything - there are 3 skill trees and 1 weapon type per companion, but the attributes and other equipment can be anything, while many have abilities fitting several possible archetypes. I am generally happy with the combat, despite it being fairly straightforward on the default difficulty - the tank does CC and gets hit (also heals), the rest of the party removes the armour from the enemies and cuts into the HP. There is some synergy (e.g. higher damage on enemies without armour or suffering from a debuff), but I have not seen any reason to dig deeper into it as of now. The AI can do some positioning (e.g. the rogue can auto-flank), but allowing it to choose targets or use abilities is not a good idea. *I found it quite funny - a quest, 2 different battles where you have 2 different NPC allies. In the first case, the NPC ally can die and the dialogue changes slightly (well, can't talk to a corpse, but can discuss the outcome with the companions). In the other, the NPC ally continues fighting at 1HP, then (as one could guess) tries to cross the party and regains the whole health bar for the mini-boss battle. Another bug I found amusing is that the PC was trying (successfully) to vault over a very small tree branch (still attached to the tree) in the starting area. The traversal is fairly inconsistent in terms of things you can interact with, but fine in general (challenges in seeing things aside). --- A significant issue at the present is that it is hot af in the city and I am not brave enough to run the game in this weather. Should be better tomorrow.
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Picture of Your Games the 17th
Is this oil? Is it supposed to be Greek Wrestling?
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Random video game news... video random news game
I'd guess that the larger a studio gets, the fewer risks they can take if they increase the production costs. Not wasting funds on "more graphics" or full VA does not seem to occur to them. The only developers I can name off the top of my head who keep their costs in check are Spiderweb Software and The Game Bakers (kind of - haven't played Cairn).
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What are you Playing Now? Volume XX: It all Begins Again
Greedfall: The Dying World The misadventures on the continent. I have discovered that there are timed quests by failing a side quest. No spoiler tags as it is fairly inconsequential. On the Olima markets, there was a noble berating her servant. The servant lost the noble's necklace. I quickly found it and tried several dialogue options to return it to the servant. The thing was that one of the companions was disapproving, so I decided to swap the party and return later. I got sidetracked and, when I finally got back, the noble and the servant were nowhere to be found and the quest promptly failed. There was nothing in the journal to indicate that it was a timed quest, however, the noble had mentioned going to a ball. So, while it is more immersive than the NPCs waiting for me for a few in-game months, the lack of clear time limits is unpleasant. The stealth system, on the other hand, is funny. There are several notable things. When you stealth-kill a hostile NPC and save/load, sometimes the remaining hostiles spawn at different positions, including the newly freed one. Another one is that you technically can approach from the front (~45 degrees) and, when you stealth-kill the opponent, they turn their back to you. And another one is that even with 1 point in the Stealth skill, the hostiles cannot notice you farther than a few metres away in the ~45-60 view cone in front of them. The companions, conveniently, are completely invisible. There are some continuity bugs, such as a quest NPC spawning after the related quest was completed or companions referring to the non-chosen options. It does not happen too often, but it is noticeable. When the quest resolutions are tracked correctly, it feels good, though. Other than that, I've spent most of the time trying to comb the areas for loot. I do not know whether I will ever need all those crafting ingredients or low level equipment, but if it is there, I must collect it (i.e. the game might be balanced in a way that considers the player looting everything in sight and if I do not, I will be at a disadvantage later). It is a fairly meditative experience. I am also certain that the playtime would have been halved (thirded?) if I did not do it. I think there are difficulty options, but I'd like to stick to the default one. On the other hand, it makes the story progress much slower than it could have been. There is also a new "feature" - you cannot take more than one companion quest simultaneously (the PC auto-refuses) and the companion remains in the active party until it is completed. I probably could just grab 3 people and do their quests in parallel, but I kind of understand the reasoning behind limiting it to 1.
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What are you Playing Now? Volume XX: It all Begins Again
I liked the game, liked most of the options for quest resolution, and some intentionally OOC/sarcastic responses, though cannot recall the details now. The only advice I can give is to get a bag of holding early (there is a lot of loot and it is heavy) and save manually and often. Also at one point you can a small but satisfying action My second playthrough was focused on trying to kill a key NPC (the NPC and short summaries of my attempts follow)
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Random video game news... video random news game
For what it's worth, Frogwares managed to get the rights to their title back from Nacon, so I hope that Spiders will recover, unlikely may it be. Eurogamer.netFrogwares now sole publisher of The Sinking City followin...Ukrainian studio Frogwares is now the sole publisher of Lovecraft-inspired detective adventure The Sinking City.
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Random video game news... video random news game
Well, this is an excellent opportunity to test how long Steam can go offline. I did not expect the developers to actually mean it, but free stuff of the free-stuff-appropriate quality is welcome. I've finished the first 2 areas as of now. The game looks and runs worse than the original, has some odd QoL gaps (the over-the-shoulder camera and the interactive items highlight*), and the companion AI is not helpful, but everything else is fine (the controls are rebindable, the saving is actually good, the story and combat are there). The 30GB of the "highres" bloat can be removed only after downloading, like it was with Steelrising, but at least it is 1 file and can be binned without breaking things. It is disappointing to see what the publisher reduced the studio to. *the last time I had to continuously hold a key to move the camera was with NWN2. Regarding the highlights, it is hard to see anything without it on due to the excessive amount of visual noise and the upscaling (still present even if the Disabled option is chosen). Like, it's the basics of visual design - the player needs to see things, and they still failed it. But the volumetric fog and ray-tracing are in and the performance (on Steam Deck) is poor (<30FPS).
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Picture of Your Games the 17th
Veil of the Witch He's right. We need to increase our numbers to 9 and only then take on the undead army.
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What are you Playing Now? Volume XX: It all Begins Again
I've tried the demo of the stand-alone spinoff of The Lost Eidolons, the Veil of the Witch. The improvement in the visual design and UI are remarkable. The characters are distinct and recognisable, with a wide breadth of active and passive abilities and a good pace of upgrades, the UI and animations are expressive and quick, and the dialogues are concise and on point with the options to ask for more information. I love that the avatar is nameable and the appearance is slightly customisable. While I prefer more hand-crafted encounters and controlled upgrades, the overall experience feels like an enormous improvement over the first game. The demo offers about 2-3 hours of gameplay, the starting party, and 1 boss, so I hope to purchase it on the next sale (unless I forget). In the original game, I have reached Chapter 17 and the tier 3 classes.
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Random video game news... video random news game
https://www.rockpapershotgun.com/a-handful-of-bottlenecks-remain-for-morrowind-remake-mod-skywind-but-its-still-progressing-steadily-towards-release https://www.rockpapershotgun.com/morrowind-in-elden-ring-mod-is-now-mostly-playable-despite-the-fact-its-creators-entire-existence-has-been-consumed-with-interpreting-gibberish-code It is good to see several different fan remakes of Morrowind being worked on. Though, the ER one is much further from completion.
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Picture of Your Games the 17th
Lost Eidolons The loading screen looks nice until you start seeing the bending blades on the left. The MC generally attempts humour. The models are class-dependant. So the plated armour looks like a vest. They look too samey and I do not mean the background troops. Flattering. I was a Teenage Exocolonist (demo, bought the full game but have not played it yet) The options are good to have, though quick saving and no RNG would have been better.
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What are you Playing Now? Volume XX: It all Begins Again
I am somewhere mid-game in Lost Eidolons. It is a turn-based tactical game in a fantasy setting. It is generally playable, the controls are rebindable, the saving is functional, the writing is readable (as in coherent and grammatically correct). There are some interesting systems, such as Aides (a party member who does not participate in an encounter provides passive bonuses to another who does and gains XP) and the ability to explore the camp with the over-shoulder camera. It is also possible to teleport around via the map. The combat itself is rock-paper-scissors, with what beats what being shown in the lower right corner at all times. There are also some terrain effects and magical status effects which can work together. Now, there are a few issues that annoy me. The most noticeable one is that the character models look generic (and the characters of the same class look almost identical) and the general palette is the grey-brown of the 00's shooters. On the lower resolutions, it is quite hard to see the UI icons, while most portraits, as mentioned, are too similar to tell apart. There is an incredible amount of small talk and fetch quests with little to no player's input. Even with the in-camp teleportation and skipping, it still takes a lot of time. The character development system is functional - gain enough XP in the relevant skills and the class will unlock, the problem is that the high-tier classes and skills are locked behind the main story, so I've had the party maxed out for the last 5 or so chapters (I am at 14 of 27). As a character cannot carry an arsenal or switch between armour suits in combat, I do not understand why I would want my Barbarian-to-become to learn throwing fireballs. The story itself is generally decent (a mercenary company accidentally offs a local lord and decides to join the rebels to avoid persecution by the Empire) and the MC is a generic Chaotic Good MC with a few points in CHA. Despite the opening mission spoiling the main antagonist, it is interesting to see how it gets to that point. In terms of performance, I have not noticed FPS drops or crashes, but the game occasionally runs hot. I've had one hardlock when I tried to skip an enemy turn. Probably, I would have had a better experience if I did not play right after Symphony of War (better visual style, more complexity and variety), but I also would not have played now if I had not played SoW.
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What are you Playing Now? Volume XX: It all Begins Again
I have finished the Symphony of War DLC missions. There was quite a decent variety of missions and new units - the ones accessible earlier were noticeably easier while the later ones provided a decent challenge. The new units generally enhanced the performance of the existing squads, as I did not want to create a full necromancer squad and could not find enough War Cats. I guess, the main appeal of the DLC would be the NG+ mode. While it does not allow to carry over everything (the units are possible to repurchase for the new currency, Memory Crystals, but they start from level 1), it allows to customise the experience further than the base difficulty options. In terms of story, it provided some interesting lore, but it did not anyhow affect the main game or the ending. I have also found a guide which explained what I suspected - same units attack the same row, so having mixed squads is preferable to the single-type ones.
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Random Sales again
A few titles I was interested in are available on Fanatical for £2.25 - 3.00 each (I probably will repurchase them on GOG if they are good). https://www.fanatical.com/en/pick-and-mix/build-your-own-fantasy-worlds-bundle
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Random video game news... video random news game
I find it deeply ironic to complain about the Obsidian distribution decisions on their official forums. Nonetheless, removing the better-optimised version is remarkably customer-unfriendly, even if I own it on GOG (and EGS) and there is nothing Obsidian/MS can do to mess it up. I remember thinking that it was great that Obsidian did not shove the "upgrade" bloat onto the original game's owners and I am sorry to see that it has changed now. https://store.steampowered.com/news/app/1920490/view/694259874864824927?l=english On a similar note, the Syndicat des Travailleureuses du Jeu Vidéo (STJV) union calls to boycott the publisher whose actions led to the closer of one of its developers. https://www.stjv.fr/en/2026/04/spiders-liquidation-a-tale-of-social-destruction/ Regarding DRM, if the access to the software I have purchased can be cut off on some exec's whim, then my inclination to pay rapidly decreases.
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Picture of Your Games the 17th
I think I had seen the other Dancing Dragon games before purchasing SoW, but they seemed like more generic RPGMaker games and I quite strongly dislike the JRPG combat in them. There are some exceptions (Crystal Tactics and Trans Theft Horso), but most go with the defaults. Could you please let me know what you liked and disliked about the Dancing Dragon titles?
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What are you Playing Now? Volume XX: It all Begins Again
Got the Soul Reaver remake. It looks like I imagined the original. I have little recollection of the combat and the story (got cooler than the boss => got kicked into a whirlpool => must get revenge), so it is nice to rediscover them. The lack of the thumb mouse button support is less nice, but generally fine. Regarding updates, I suppose my main issue is that now purchasing a game on release is effectively being a paying beta-tester, while each and every patch breaks things and, in the case of Steam, prevents you from playing. Mind, previously, what was broken stayed broken, so you could end up with a non-functioning or incredibly buggy game, but the current approach encourages the developers to release MVP and patch later. Thus, unless you really know and love the particular developer, waiting for at least a year or two usually provides a better experience. On the other hand, e.g., the Eternal Strands devs removed the DX11 support in one of the patches and rolling back on anything but Steam is impossible. That is to say, the experience can get worse and the game can become just unplayable. May UE5 be sunsetted. Symphony of War, the DLC. There is a decent variety of missions, though they do not continue the main story and are various side missions (happening before the main story). I guess, however cheesy the main story was, I did appreciate it existing. Still, the main squads can be deployed there, so it is a good way for the lower level ones to gain XP, as the missions are mostly easier (not all, but most so far). Some bits are odd, e.g. some characters are shown as knowing each other, but it was never shown in the base game.
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AI and ethics (or lack of)
I partially agree with your statement. The natural languages are heavily patterned, while most of the human knowledge is recorded in text, including the descriptions of the properties of various physical objects. The LLMs know that in the sense of having this data and building the relationships between various words, so they do have internal representations of concepts. They obviously cannot have it as personal physical experience in the same way as humans. However, the actions and feedback are included in the reinforcement learning and the user interactions (if the incorrect responses were rated higher than the correct ones, it can lead to issues). Programming languages and study materials tend to be more structured than random texts, so LLMs work better with them. You also do not need from your pair programmer whether they have a cold or if they are hungry or what they think about dogs (unless you are really bored). It's nice if they remind you to stay hydrated, but they do not need to experience it physically themselves (neither does a calendar reminder which is easier to set up). Therefore, they can be fit for the particular purpose. Well, given the wide adoption of Claude, they are. Here is to hope that the developers can understand the code they ship. However, as you've said, LLMs (and humans) can be wrong and cannot be held accountable for their errors (nor can some humans unless you consider Luigi Mangione to be inspirational, but, again, it's a more of a systemic social issue and not directly related to LLMs). Therefore, ideally you would not want either in the decision-making position. I agree that the tools should be fit for purpose and the job market can be challenging to navigate. I personally find filling the application forms with multiple popup menus on an external website to be more annoying, especially when the exact same information is in your CV and they cannot even scrape that correctly. One would hope that it'd discourage competitors, so the resulting pool is lower. Overall, the first rounds of interviews are to find the more suitable candidates and tend to be outsourced to the people who know little of the field you are to be working in. So, using a chatbot at this stage and just reading the summary or watching a video recording is not a bad idea. When you get to the point of the practical exercises and need to explain your logic, that's when you'd want your potential team lead to be present.
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AI and ethics (or lack of)
I would like to start with that the following are personal opinions, observations, and anecdotes and not a scientific study (alas, no data and not enough inclination for that). I can see the point in regard to the energy consumption and I also find it quite irritating that our social group, Gamers™, seek and encourage the higher use of energy on something as frivolous as graphical fluff (may UE5 be sunsetted). Regarding the necessity, it is very relative. I do not have mobility impairments and can use a broom instead of a vacuum cleaner (I believe the animal companion prefers less noise), and someone whose job and source of income is cleaning would go for the more "human energy"-efficient option. In the case of LLMs, a use case I've seen is job search, a very generic activity with a large amount of text on it. One of the people I know tried to use the free (government-funded) employment assistance services. The meatbags there were nigh useless and apparently could not parse the person's educational background and previous employment, while the positions suggested could have been just randomly pulled from a pool. On the other hand, the chatbot was able to provide the job titles for the desired career direction, what to watch out for in the adverts, how to format the CV, and how to pace the search, so it could be done alongside the ongoing employment without burning out. The LLM also was available at any time and provided responses and feedback promptly. Some people might prefer the LLMs as the pair programmer or a study partner for the same reasons - availability, flexibility, and general familiarity with the relevant field. Granted, they are/should be aware of the possibility of hallucinations and the necessity to check sources. Regarding taxation, at the moment, I would like to see how it is going to go. It is possible to tax the corporations (unlikely may it be) and the "agentic" AI is not able to do most jobs fully (even 2D artists'). And institutional knowledge is a thing that can easily get lost in the layoffs. So, I agree that the lack of employment due to the CEOs' lack of foresight and professional skills is a threat to the livelihoods of their employees and can negatively affect the companies and the end-users in the long run. The most recent case I am aware of is PinkNews going for "reporter-free newsroom" (the CEO is a dumb ****, so expected as much). So, the point being, there are areas where humans perform worse than the genAI, the necessity is relative, and the human CEOs not being concerned with the long-term prospects of their companies or the societal outcome of their decisions is an issue. The not mentioned issue with the LLMs and image generation being widely available is that malicious actors can use them as well, whether it is spear-phishing, various photo editing, or hate speech at scale. At what point an undesirable side effect becomes an inherent feature I cannot tell.