-
6 votes
-
A comprehensive, deep dive into Tetris the Grandmaster (TGM) design, the hidden Japanese Tetris version you will never legally play
'sup. As promised, here's a text discussing the minutae of Tetris the Grandmaster, its sequels, and the game mechanics of Tetris in general. If you want more, there's some market analysis, drama...
'sup.
As promised, here's a text discussing the minutae of Tetris the Grandmaster, its sequels, and the game mechanics of Tetris in general. If you want more, there's some market analysis, drama and politics in the comment.
Tetris the Grand Master is probably the most beautifully designed game I know. I hope you will share my passion for this when your are finished with this post.
Since Tetris is a "pure" videogame where pretty graphics and/or enticing plot is irrelevant to the game†, this will focus a lot on the game mechanics.
Also: this is based on a draft script for a video I wanted to make for a while now. Presumably this thing would flow better with some illustrations at the same time. I tried to include some, but of course it's not the same as someone narrative over image.
Also: weird language ? Missing words ? Misplaced punctuation ? This probably comes from me, writing in English as a second language. Picture this article with a vaguely French accent if it helps (although I'm not actually French).
†I am aware of Tetris Effect. I am happy if people find TE a transformative transcendental synesthetic experience, but for this matter I much prefer Rez and particularly its Area X.
So: make yourself comfortable, get a hot beverage of your choice, perhaps enable the reader mode in your browser and prepare for a 4k-ish words long read.
Tetris, the arcade game
Tetris. The little game from the Soviet Union, the killer app of the Gameboy, and until Minecraft happened the most sold computer game of all time.
Despite its tremendous success, the general perception is that this title has not evolved since its initial release in 1984. We would effectively be playing the same game plus-or-minus some gimmicks and/or yearly graphical updates.
This is of course false. The evolution of Tetris game mechanics is a story for another time, but the skinny version is that there's two main branch to the Tetris tree: Nintendo, and Sega. What I want to talk about now is a representative of the Sega branch.
Did you know ? Sega means "Service Game". The company we know today as a publisher with a blue mascot originally sold arcade games. And even today, Sega has a strong presence in the arcade world.
Tetris the Grandmaster is an arcade game, made by Arika, a company made by ex-Capcom employee whose more notable works at the time include Street Fighter Ex.
Arcade game design is a delicate juggling act between two parties:- the game operator: wants money, and for single player game that could mean a short and/or difficult game.
- the player: wants fun. If the game is too difficult and/or unfair and/or incomprehensible, he or she will move to the next game
With this definition, vanilla Tetris is a pretty good arcade game:
As you play the game, the game ramps up in speed and consequently its difficulty. But it never feels unfair: you may complain having bad luck and getting a crappy piece distribution (more on that later), you are still responsible for that terrible stack you just made.
However, there's a finite limit to the speed of the game. Past a certain point, you end up in a kill-screen where it is impossible to play. The piece just falls and lock immediately, with you being powerless, unable to do anything.
How lock delay extend the base game
Video: Godlike high gravity NES Tetris game from JdMfX_, Godlike high TGM game from 777
What is remarkable with Tetris the Grandmaster is not only it has found a way to extend the base game past this seemingly hardcoded limit, but it also focus nearly all of its design toward this idea of speed. Speed is the focus of the game, and if you don't believe this, there's a giant chronometer at the bottom of the screen acting as a constant reminder.
So, how do you survive to the kill screen?
You could try to make the piece move faster (which they did) but this is not enough. At some point, the piece will still spawn on the ground and immediately lock.
Enter the Lock Delay.
Illustration: lock delay
Lock delay is the mechanic in which if a piece falls into the ground or the stack, it will not immediately lock but can react to play inputs and "slide" for a few frames before locking into the stack.
This has deep, deep consequences.
Obviously, you can make the game faster than anything we've seen before. All the while still have a viable game†. At maximum speed, or "20G" as it is known in the jargon, the piece directly spawns on the stack without floating at any point in the air.
†for the pedant: historically, Sega Tetris was the one of the first game to feature lock delay; and the mechanics was already there in some other falling blocks game such as Puyo Puyo.
At high speed, and especially at 20G speed, the piece movement becomes severely limited. Having the game viable at 20G completely re-contextualize the game, its moment-to-moment tactics and its general strategy. Not only you have to think about a given piece placement, but more than ever you have to take the next piece into account. Some sub-optimal piece placement or "bridges" have to be made in order to make the whole game continue.
Illustrations: possible piece placement at 2G, at 20G, at 20G with a bridge
And thus: while the core gameplay stays the same, the game becomes more demanding both physically and mentally. You have to react faster and input your command quickly and confidently; and at the same time you have to constantly think about your stack, the area where work is needed and how you can accommodate unwanted pieces. You can even manually control the pace of the game by cancelling the lock delay (done very naturally by pressing down.)
Lock delay is probably the most important game element added to Tetris, but it's not the only thing in which TGM also innovates. Several other additional mechanics exists, and they have this common idea of a "speed enabler". Let's review them:
"Speed enablers" game mechanics
DAS
I mentioned earlier that the way you move the pieces was faster. This seems like a straightforward thing to do at first sight but there's some subtleties hidden in it.
So: when you hold left or right, the piece moves automatically (in the jargon it's called DAS - Delayed Auto-Shift). It's a nice and natural movement akin to letting a key down in your keyboard, but there's actually two parameters to take into account.
First, how fast the auto movement is triggered, and second, then how fast the repeat itself is. In TGM, both happens at a brisk space (16 frames before auto-movement, and a movement of 1 case per frame). This is essential for 20G play. And, in the context of 20G, the DAS enable a family of movement techniques called autosynchro†that bring additional depth to the game.†manual synchro also exists, but requires significantly more skill, as it requires a 1-frame combination. Yup, just like in fighting games and their 1-frame links!
Wallkicks
There is another mechanic that involve automatic movement, called wallkick. A wallkick happen when you try to rotate a piece near a blocked cell, such as the stack or a wall. Normally, if the rotation mask overlap a blocked cell, the rotation will fail. However with wallkicks, the piece can automatically move so that the rotation can still happen. In modern standard Tetris, the rule of how the piece move is quite complicated (to my eyes) but enable advanced placement such as the infamous T-Spin Triple. In TGM however, it's dead simple: try to move one case toe the right or one case to the left in that order, and if the piece fits, it gets moved.
Illustration: wallkick
So yes: at first sight those wallkicks are concessions given to player that make the game easier. However, some advanced movement techniques takes advantage of wallkicks. The goal of course is to move a piece faster, leading to tiny but compounding time saves.^†
† in the jargon, optimal piece movement is called finesse
IRS
Continuing on the theme of rotation, let's now talk about the Initial Rotation System or IRS. So in most game, when a piece is locked, the next one immediately enters the playfield.
This is not the case with TGM: there's a tiny interval in which nothing happens (except perhaps a line clear animation). †.† of course there's a jargon term for this: it's called ARE††
†† it's not an acronym, it literally means "that thing" in Japanese (あれ)This interval have a dual purpose (Mark Brown would be happy): first, it serves as a buffer to charge the DAS. But it is not limited to rotation: you can also charge a rotation.
And that is what IRS exactly is: press a rotation button during this time and then the piece will spawn already rotated .
IRS usefulness is not only limited to make the game smoother to play: it solves a problem inherent to Sega Tetris. All game in that lineage have most piece spawning with a pointy end toward the ground†. This can be problematic in high gravity, and especially in 20G. If you IRS such pieces, you can then confidently slide them to the side without worry of them being stuck somewhere.
Illustration: trapped without IRS, saved with IRS
†why not having them spawn flat-side down ? I think this is partly for historical reason (establish a clear lineage with Sega Tetris), but also because this this extra-difficulty is coherent with an arcade game design.
And yes, of course, IRS is also a time saving measure, helping to shave some milliseconds here and there.
TGM history-based randomizer
Let's talk luck. Earlier on, I half-jokingly said that "luck" as a hallmark of a good game of Tetris. Well it is a bit more profound than that.
Any competitive Smash player can tell you this: consistency is king in a competitive game. That's why random event affecting the core gameplay are frown upon, and that's why tripping in Smash Brawl was so negatively received.
You can probably see where I'm getting at: there's one giant thing in Tetris that's by definition random: the way the piece sequence is generated. And yes, TGM has a optimized random generator, and in fact most Tetris game have one.An analysis of the history of the different random generator is a story for another time, but here's the gist of it:
In a purely random sequence of pieces, a sufficiently long series of S and Z tetraminos is bound to appear. Such sequences is mathematically proven to lead in a game over. Of course, this doesn't happen in practice. Especially in TGM, there's a finite number of piece given and thus the change of that happening is infinitesimally small.
However this does gives us insight about the piece distribution: flood (too much of a piece) and drought (not enough of a piece) is not fun. In other word, waiting for that g!%d!3mn long bar piece sucks.So how does TGM counteracts this ? It implements a history system that prevent recently given piece to be distributed again†. This is a flood prevention measure and make the game much more consistent while still having an element of unpredictability. And being unpredictable is not necessarily a bad thing, particularly in an arcade context where you still want the player to finish the game eventually. Fun trivia: modern standard Tetris nowadays implement an extremely predictable randomizer, which is mathematically proven to be infinitely playable at low gravity††.
†historically TGM is not the first game to implement a history system, there was already a rudimentary one in NES Tetris
†† this is less of a problem in recent years due to the focus on multiplayer, enabling stuff like openers, but this is a story for another timeConsistency in randomness is not directly tied to the notion of speed, but being confident in that you will not screwed by the piece distribution definitely helps in the elaboration of reliable strategies.
The graphics helps too
Illustration: An actual screenshot of TGM
So far I've describe how the game is mechanically inclined toward speed, but aesthetically there's also some elements that are helps during high speed games.
First, look at what the stack and notice how the active piece contrasts with the rest of the stack. There's a clarity of graphics that comes not only by the fact that the locked pieces have a darker hue, but also because of the of this white border that surrounds the stack. The goal is to have an instantly readable playfield.
Continuing on this trend, each piece type is color coded so you can instantly read what you're getting by using your peripheral vision, leaving the focus clear on the stack. You can then more easily confirm the placement of your current piece, which is further helped by a very noticeable flash.
The next-piece window is also aligned so that the piece previewed is placed directly above where it will spawn. This unconsciously helps the tactical decision of where to put your piece. Speaking of unconscious effect, the whole series have this auditory gimmick in which each pieces have its own jingle. From what I know, nobody use this consciously, even the one that can tackle the invisible challenge (more on the invisible challenge later).
Scoring, grading, and speedrunning
So we've seen the mechanics and the aesthetics of speed within TGM.
But what would would be an arcade game without a good I piece measuring contest ?
TGM has three metrics exposed to the player: Score-grades, level and time.
Time is a straightforward metric, and is the main point of comparison for players having reached the Gm grade. Finishing the game under 13 minutes is ok, under 12 min is pretty good, under 10min is exceptionally good, and approaching 9min is godlike.
Score, as in most videogame is a measure of how "good" you are at the game, but takes here a subtly different meaning. The exact detail of the scoring system is not super interesting to see†, but its implication is. Let me explain:
† here : Score = (roundUp((Level + Lines)/4) + Soft) × Lines × Combo × Bravo ; Combo = Previous Combo value + (2×Lines) -2
The optimal strategy with this scoring system is to clear as much line as the same time as possible. In order words, Tetris, triples and even doubles†makes a lot of points, whereas Singles proportionally don't score as much points.
†Tetris: four line cleared at the same time; triple: three lines cleared at the same time; double: two lines cleared at the same ; single: one line cleared
This has an interesting side effect, as it incentivize to have a clean stack. A clean stack is a stack without holes. If there's holes in your stack, and particularly in they are all over the place, you tend clean them by performing singles. Sidenote: in TGM1, grade is directly correlated with score, except for the titular last grade, which is gatekeeped by some time requirements.
So in TGM, the score still describe how "well" you play, but you may have noticed that there's no notion of time at all†. I would argue that scoring here doesn't reflect how "well" you play but rather how "clean" you play. Keep that in mind for later.
†To be perfectly pedant there's the level factor in the equation that would incentivise you to play fast to reach high-yielding level as fast as possible. But please don't ruin my narrative.
I mentioned just before that the last grade had some time requirements. Now, this is a perfectly reasonable requirement for a game that is focused on speed but, and I guess you are used to me saying that, there's some subtleties to it.
Let's say the only requirement to get the last grade would be to reach X amount of point in Y amount of time, and reaching the last level. A viable strategy would be then to play as clean as possible so that you reach the point threshold, and then you just have to survive. This would mean that in that last part can play as sloppy as you want, you will still reach the Gm grade. That's, of course, not ideal as it doesn't push the player to play at its maximum (you can cheese the last part).
What TGM did is neat and two-fold: First, it takes the "level" metric, which was until then a measure of how fast the game is, and turned it into a progression gauge. So you know that at level 100 you are at the beginning of the game, 500 is midgame and 900 is the last push. The gravity is still tied to the level, so at level 0 it's quite slow and at 300 it's significantly faster. But the thing doesn't have to be linear or monotonic, in fact there's a speedbump at level 200 (people told me it's for dramatic effect), and maximum speed is reached at level 500 (to let the new 20G gameplay shine.)
Now here's the catch: you can progress faster in the game by clearing lines. Indeed, the way you gain level is that you increase the counter by one each time you land a piece, but more interestingly you get a bonus level for each line cleared.
This ties everything together: if you want to play fast you have to play well, and if you play well the game will get faster.
This positive feedback loop is in fact a system with dynamic difficulty curve: as good players will be presented with a more appropriate challenge faster, as more novice player will get challenged at their pace.
So there you have it: even the scoring system is meant to go fast. Isn't that beautiful ?
The sequels
There were two sequels to TGM.
The first one, known as TAP within the community because of the subtitle of the final version of the game ("The Absolute Plus"), builds on the building block of the first. There's now a dedicated 20G mode with a brutal speedcurve to it (it is, after all, named "Death" mode). For the main game (now called "Master" mode), there's a much appreciated addition of an instant drop. This significantly speeds up the pre-20G game. The point system is now decoupled from the grade, and a secondary but hidden point system is used to calculate the player grade. The detail of which is complex, but the take-away effect is that consistency of play is now taken into account.
Video: a a TAP Gm game recorded during a livestream
The second sequel is known in the community as Ti (again with the subtitle: Terror instinct). It had implements some gameplay elements mandated by the Tetris Company: three pieces preview, a "hold" function, and floorkicks (i.e. piece can always rotate on the ground even if it collides with it). As a happy accident, this enabled TGM to go the even higher, borderline absurd, speed. I want you to look at the sheer insanity of the Death Mode's replacement: Shirase. And then look toward the end of the run where pieces turns into brackets (a nod to the real original Electronica60 version), nullifying the convenience of both color-coded pieces as well at the white-border. It's glorious.
Video: Cleared Shirase game by KevinDDR, the best Western TGM player.
Now, on the Master mode side, there's two major changes: there's a revamp of the progression/level system, where now the speedcurve itself becomes dynamic, and a further focus on consistency. You not only have to be consistent within a game, but also across games. Indeed, there's now an account system that is tied to an examination system. It inspects your performance and randomly challenges you with an special exam game in order to reach the grade it thinks you deserve.
The last grade is of course locked behind an exam, and is only reachable through that mean.Additional challenges
Sprinkled around the main game are some additional challenges that are a bit adjacent to the main game.
Illustration: A secret grade pattern build by ohshisaure
There's a ">" pattern you can built within the game. Doing so will award you a "secret grade" depending on how complete your chevron is. This is a nod to TGM predecessor (Sega Tetris), where bored players in the arcades invented this challenge and became popular. This is totally optional to the game, but really challenge your creativity, a bit like the golden and silver block in The New Tetris.
Video: KevinDDR and crew performance at AGDQ2015
And then there's the infamous "invisible" challenge first appearing in TAP. It is in fact a mandatory requirement to get the Gm grade. If, and only if, you played well enough in the main game, you are then presented with the invisible challenge during the credit roll, in which you have to survive during 60 grueling seconds.
I don't know the whys of this challenge, but I assume this is an extrapolation coming from the following observation: when playing the game, most players are in fact not directly looking at the stack (to convince you, look at this eye-tracked demonstration).
Looking at the stack only serves as some sort a placement confirmation, and so there's somewhere a mental model of the playfield. The invisible challenge thus forces the player to exclusively rely on this pre-existing mental model.
Fun trivia: the credit order is randomized so that you can rely on the name to estimate how much time is left.Conclusion
So that's it for this gameplay analysis.
Hopefully you'll understand now why some people play one or several of those games 15, 20 or 22 years after their releases. All games are still played and there's no "superior version" as each version has slightly different priorities on the theme of "speedy Tetris": Ti has raw speed, TGM is careful and methodical, and TAP is a happy medium between the two.
As a game designer, what general lessons can we learn from TGM ? I'm just a random dude on the internet, but let me suggest one:
"Brevity". I keep thinking back to a textual Let's Play I've read about the second addons of Neverwinter Nights 2 (Mask of the Betrayer) . During a story recap just before the game climax, Lt. Danger offers an analysis of the expansion and writes (highlight from me):
Instead let's focus in on what makes Mask good - and I think the answer ultimately boils down to 'brevity.'
[...]
Obsidian knew what they wanted to do with Mask and wrote it accordingly. Too often in games I find some puzzle, some encounter, that could have come from anywhere; the most egregious example is Bioware's reliance on the Towers of Hanoi puzzle (which thankfully has come to an end). There's too much that has barely anything to do with the premise or purpose of the story (if they bothered to have one at all). In Mask, though, I struggle to find wasted space. I've mentioned it before, but it bears repeating: there are no irrelevant sidequests. Every quest and every NPC ties back to the core themes in some way.If, looking back at your game, you can say "it's a game about X, hence Y", you may be on to something.
That's why remakes and sequels that "go back to their roots" are generally perceived as positive. It's an change to remove cruft and focus on the core of the game. Take Zelda Breath of the Wild for instance. Zelda 1 was a game about adventure, exploration and mystery. Hence: very few handholding, an open world, and no limits to exploration.
Of course, super-concise game shouldn't be the ultimate guiding principle of any given game. Case in point: I recently finished Yakuza 0. This is an excellent, excellent game, yet in terms of gameplay and pacing, it is all over the place: one moment you are in a crime drama, and five minutes later you're managing a cabaret club, and 10 minutes later you're in a karaoke booth singing
baka mitaiJudgement with a biker costume at the end.But brevity sure can sure made your game more elegant and enjoyable.
20 votes -
Malware in the wild using DNS-over-HTTPS (DoH) to pull payload
8 votes -
Demo and teardown of an X-ray fluorescence gun (measures chemical composition)
5 votes -
Analysis of data from the end of NASA's Dawn mission confirms that the dwarf planet Ceres is an ocean world with a deep reservoir of salt-enriched water
13 votes -
An analysis of over 15,000 popular Google searches found that the first organic result is now usually almost halfway down the page, and requires scrolling multiple screen-lengths on mobile to reach
21 votes -
Annunciation Triptych - Thank God for the details
2 votes -
Our country is in chaos. But it's a great time to be an American
12 votes -
‘Duel’ Is David vs. Goliath on the Highway to Hell
3 votes -
Bitcoin mining's three-body problem - An analysis of the three principal forces that drive the mining industry
8 votes -
Donald Trump says he's the 'law and order' President, but his response to George Floyd protests could cost him
3 votes -
New analysis suggests that assumptions about the source of early cases in Washington state might have been wrong, but the resulting reaction may have prevented a more severe outbreak
4 votes -
Reflections on the Bernie Campaign: What it meant, why it inspired us, why we lost, and where we go now
5 votes -
Solar’s future is insanely cheap
11 votes -
Analysis of treatment with hydroxychloroquine for 368 patients in US veterans hospitals shows more deaths, no benefit
24 votes -
BoJack Horseman and Ibsen: Prestige television’s greatest trick
8 votes -
Digital Foundry Retro: Final Fantasy 7 - A JRPG epic analysed across the generations
3 votes -
New analysis recommends less reliance on ventilators to treat coronavirus patients
5 votes -
Anatomy of a DOOM Eternal fight
3 votes -
A breakdown and comparison of the animation in the original opening cutscene of Final Fantasy VII and the new version in the remake
5 votes -
Metal Gear Solid 2 retrospective: Be careful what you wish for
5 votes -
"Invisible" sound design in Breath of the Wild
9 votes -
Animal Crossing: New Horizons - Tech analysis and breakdown
6 votes -
Greenland's melting ice raised global sea level by 2.2mm in two months – analysis of satellite data reveals astounding loss of 600bn tons of ice last summer
7 votes -
Why Sweden's negative interest rate experiment is a failure
5 votes -
How Bernie Sanders answers a question
23 votes -
Casino Royale — How action reveals character
4 votes -
Sergei Eisinstein: Disney Fan
3 votes -
Director Rian Johnson breaks down a scene from Knives Out
7 votes -
The Lighthouse – A short visual analysis
9 votes -
"The Fae in the Bottle" by the Reverend William Holland (as constructed by GPT-2 Simple, additionally finetuned by the works of the Brothers Grimm)
Special thanks to Max Woolf and Project Gutenburg for resources, and the Brothers Grimm for such inspiring material. The Fae in a Bottle By Reverend William Howland "Dear brother, thou seest the...
Special thanks to Max Woolf and Project Gutenburg for resources, and the Brothers Grimm for such inspiring material.
The Fae in a Bottle
By Reverend William Howland
"Dear brother, thou seest the water
crystallizing, go and show it to the merchant. I will make him a
little bottle of water of the same kind; put it in a corner, and
not open it too quickly, until the reflection shall let him see it."The merchant, who was standing behind the glass, said, "If that is
the case, I do not see why the name of the fountain should be
changed." "Why not?" asked the merchant. "Because my name is
Dummling." "Dummling, what is that?" "Is a rare and wonderful
name; I do not know how it is to have it." "If you do not see why
the name of the fountain should be changed," said the merchant, "I
will pay you three thalers." "There! now I see what is in my head;
I will pay you thaler, but you must wait until I come back."Then he disappeared behind the glass. The poor man was forced to go back
on his begging; he had no more money but the three thalers which the
merchant had given him. He had long ago left the village, and wandered far
off, and when he came back, his brother had forgotten him, and thought,
"Why should I travel farther? I have not seen my brother." Then he came to
the town where his brother was again living. "Dear brother," said the
brother, "how are you? How are you getting on?" "Oh," said the brother,
"not well.""Then just come and eat thy bread."
"That would be very good," said the brother, and went away.
He walked a long time, and came to a great forest. Then he said to his brother,
"Go and bring me with you to-morrow morning." "Nay," said the brother, "I
can't go. I have heard so many lies and stolen things from my brother,
and they have not served me very well, I see very well that they will
do me no harm." Then he went to the gallows, and told them that there
was a poor shivering, peering there from the window. "If you let me in,"
said the brother, "I will do you a favour. In grey hairs you can see
a piece of a horse's heart." So he went into the forest, and saw there
how a greyhound which was his neighbour, was dead. Then he was sad,
and made himself known to the brother. "Dear brother," said he,
"how are you getting on? What hast thou been saying there about
a piece of horse's heart?" "Ah," said the brother, "how can I say that
on the gallows, when I have not a drop of blood on me!" Then he gave him
the greyhound's heart, and had it put in his own. The brother felt for a
while in his pocket, and then he said, "I have a small bottle of wine,
and if thou art inclined to drink, thou shalt find the courage
to hold thy tongue." "To what use is the bottle put," said the
brother, "but to some end I should like to have a sip?" "To win the
Rosen Cup," said the brother with great joy. "To me that is enough,"
said the hare. "To thee alone, it is the most valuable thing that
the world possesses," said the brother. "To me, it is my most valuable
thing." "To me, it is my most valuable possession," said the hare. Then
he turned himself around and went to the gallows. "To-day it was
announced that the very gallows were to be, and to-morrow they were
to be," said the brother. "I do not know to which I should place myself,"
he replied, "but, to-morrow it will be to-morrow, and to-morrow
I will go." Then he was led to the gallows, and was once more there
in the place where he had formerly been. He again said to the greyhound,
"I wish you were still standing there." "To-day it was announced that the
very gallows were to be, and to-morrow they were to be." "I do not know to which I
should place myself," said the hare. "To-morrow it will be to-morrow, and
to-morrow I will go." Then he turned himself round and went to the gallows,
and was once more there in the place where he had formerly been."To-day it was announced that the very gall
(E/N: The story stops here abruptly, as the author ran out available memory. I wouldn't like to enforce my interpretation of the story upon it, so I'm leaving it as written.)
6 votes -
The Prince of Egypt - A forgotten masterpiece
9 votes -
Tony Adams analyzed audio spectrograms corresponding to more than 8,200 pitches from the Astros
7 votes -
Misteramazing doesn't understand music theory
7 votes -
Here’s what the oft-cited R0 number tells us about the new outbreak—and what it doesn’t
3 votes -
Assessing the Donald Trump team’s six-point US impeachment defense
10 votes -
The complex US network pushing for Ukraine dirt — with Rudy Giuliani at its center
6 votes -
2020 Vision: The Witcher 2 - RED engine analysis and performance on modern PC hardware
4 votes -
How Star Wars was saved in the edit
12 votes -
AirPods Pro Bluetooth audio latency analysis
7 votes -
A detailed walkthrough of the process to determine the location shown in photographs released by Europol to help investigate child sexual abuse
14 votes -
Technical analysis of the trailer for Senua's Saga: Hellblade 2 on the next-gen Xbox
3 votes -
Call of Duty: Modern Warfare claims to walk an impossible line—it’s a story about torture and imperialism, and yet the writers say it's "not political," and "doesn't have a perspective."
13 votes -
Elizabeth
5 votes -
What key is Sweet Home Alabama in?
6 votes -
The Last of Us — The art of video game storytelling
5 votes -
Why Hayao Miyazaki's animation feels alive
9 votes -
Google Stadia - 4K image quality analysis and latency tests
11 votes -
Pokémon Sword/Shield: Graphics analysis and comparison
10 votes -
The real fake cameras of Toy Story 4
8 votes