The array of different disabilities is so vast - a controller which works for one player may not work for another.
EnglishMobster
I mean, there are some nits I can pick.
Places don't feel as alive as they did in the original. The original was still deeply flawed, mind - but this goes even further than that.
A great example - when there was a firetruck putting out a fire in the original, you could see little dudes squirting water. CS2 doesn't even have guys come out; the fire just magically goes away. Multiply this by... everything.
There's no bikes (at least as far as I can tell), and the pedestrian path tooling seems to be a huge step back (the only dedicated pedestrian path I can find is technically considered a 2-lane road, but it doesn't allow cars).
The music has these cute little segments inbetween. But there's only like... 5 of them. Once you hear all 5, you've heard everything and they start to grate. The other 2 "radio stations" don't have the NPR segments, but they do have "ads"... and by "ads" they mean exactly 1 ad that you hear every time for "Spaz Electronics". You can turn the ads off but I'd expect more than just a single one.
Everything overreacts to anything you build. If you upgrade a road, it technically disconnects power + water + sewage for a hot second. Then you get a bunch of spam about "I don't have any power!" blah blah even though the game was paused and they absolutely had power.
It's really hard to see what trips Cims are taking. The original let you see the paths Cims took throughout your city, which let you make informed decisions around public transport. Now you can just see... how much traffic there is? Which doesn't tell you anything about where Cims are going, just where you have bottlenecks. It very much encourages a "just 1 more lane, bro" kind of thinking.
Not having a wide variety of public transport options is a bummer. It feels like they left some stuff out for a future DLC (e.g. monorails).
There's no light shining from the camera at nighttime, so it can get actually literally pitch black at night. Like "turn off the day/night cycle because this is unplayable" levels of dark. A subtle light coming from the camera when not in photo mode would've done wonders.
The zoning information is really hard to read. I can't tell what areas I have zoned with something else because it colors areas from other zones as white and unzoned areas as clear... on a mostly white background. It's really really hard to tell at-a-glance what needs to still be zoned in some cases.
The more I play it, the more it feels like CS1 is the sequel and CS2 is the original. There's just so much that's not done as well or that's simply not there. The stuff they added is cool, sure... but like, I wish it was additive on top of what we had before, and not "back at square one". It just makes me want to play the original.
California it is. WARN act.
Decimal time exists, thanks to the French Revolution.
There are 100 decimal seconds in a decimal minute, 100 minutes in a decimal hour, and 10 hours in a decimal day. Each second is slightly shorter than a SI second.
Revenue, not profit.
In other words - Twitter would lose even more money. And they'd lose it to people that can take it straight from their bank accounts. 6% of it, to start with.
So $0.48 of every blue checkmark would go straight to the EU.
If you know C++ already, Unreal is a much more natural starting point than either Unity or Godot.
Unreal is what gets used in many AAA shops - it's not a monopoly by any means but it is the most common off-the-shelf engine in the industry. Unity's main edge is that it's easy to learn but if you are comfortable in C++ then there's no real benefit to Unity.
Godot uses GDScript, which is a custom scripting language that's meant to be easy to learn. It's FOSS so you don't need to worry about being screwed over - but it's a lot less mature than something like Unreal which can ship on everything you can think of.
But my advice is to make small things. Don't hyperfocus on a dream game. Just make things that will take a weekend (maybe a week at most). Then move on to something else.
When I was getting into game dev, I made a couple simple projects then jumped into my dream game. I spent so long making that one game that I never finished.
When I got hired in the industry, they cared more about what I released than what my education or job experience was. Because that one big game was never finished, I wound up with my smaller "just getting started" games on my resume; stuff I had made but wasn't proud of. But those games were at least finished and available to the public... and they were what got me hired, not my magnum opus overscoped unfinished indie game I never completed.
One thing I found especially dumb is this:
Jobs that require driving skills, like truck and taxi drivers, as well as jobs in the sanitation and beauty industries, are least likely to be exposed to AI, the Indeed research said.
Let's ignore the dumb shit Tesla is doing. We already see self-driving taxis on the streets. California allows self-driving trucks already, and truck drivers are worried enough to petition California to stop it.
Both of those involve AI - just not generative AI. What kind of so-called "research" has declared 2 jobs "safe" that definitely aren't?
This guy is always super duper clickbaity and has this holier-than-thou attitude all the time. Thank you for summing it up so I don't give him the clicks.
I have a Pixel. The Pixel Launcher that comes stock on the phone has a Google search thing that is not removable except via switching to another launcher. It looks like a widget, but you can't remove it. It exists on every "panel" of the screen, below the app shortcuts.
I do use it quite a bit when making searches, but only because it's there already and can't be removed. If I could remove it, I would.
I'm a little sad. My last studio was literally next to a Gold Line station here in Los Angeles. I could bike to the Gold Line and make it to work, and the Gold Line ran frequently and late.
My current job is a mile away from a Metrolink station. On the one hand - at least there's a nearby station! On the other hand - the Metrolink trains are running the wrong direction for me, I'd need to make a connection at LA Union Station, and the latest one that goes the direction I need it to go (while still allowing me to make my connection) leaves at 5 (which is still considered core working hours for me).
The schedule is like... impressively bad. I'd use it if they ran it later, but they don't seem to think anyone could possibly be headed in any other direction other than "towards LA" in the morning and "away from LA" at night.
Benefits matter, too.
I'm in the AAA gaming industry. EA laid me off earlier this year, and so I wound up looking for work elsewhere.
I've learned that really - the pay doesn't matter if you hate your life every day. If I wanted good pay, I would learn COBOL and write software at a bank. What matters the most is the quality of the team you're working with (primary), and what benefits your employer has (secondary).
If Meta were to call me up and say "Hey, we want you to be on a team with the greatest coworkers you've ever had," then I'd at least hear them out. What is their culture? Do they believe in crunch? How do they handle sick days? Vacations?
And yes, WFH is part of that, too. But if they were willing to pay to relocate me, buy me a house near a metro station... yeah, I'd take it.
But if they were to offer me that exact same deal - except there's no guarantees about production schedules/timelines, there's the "bus problem" (where the project couldn't survive someone important being hit by a bus), there's a lot of crunch (or just bad experiences from friends who've worked there... Blizzard offered me a sweetheart deal and I said no because of that history)... I'm less likely to want to bite.
And everyone has different preferences. I've known some people who love the office. I don't mind it myself, with the right group. But everyone has to make their own call.
Bookwyrm is a Fediverse alternative to Goodreads. :)