♲ @ArpiAppa@twitter.com: “…convicted of manslaughter for experiencing a miscarriage…”
For anyone wondering what the “endgame” of abortion bans and restrictions could possibly be — it’s this. The worst is already happening to Black and brown women across the country.
♲ @hermit_hwarang@twitter.com: Ok I’m gonna stop contributing to Squid Game discourse soon but the reason the apolitical consumption of it is so disturbing is that the show’s premise of mass killings being hidden from society isn’t fictional for south Korea. It’s a huge feature of our modern history
♲ @mbeisen@twitter.com: because of vaccine mandates we’re losing teachers who don’t believe in science, healthcare workers who don’t believe in medicine, and police who don’t believe in public safety…
♲ @jelenawoehr@twitter.com: They're not "male dominated" industries, they're "industries from which women and non-binary people are actively excluded."
"Dominated" implies there was, at some point, a fair competition.
Since I installed Disco Elysium: The Final Cut by ZA/UM a week ago, I practically inhaled it, playing it every chance I got, for as long as I physically could, until I finished it yesterday night in about 30 hours.
I knew I wanted to write about it because I have Opinions™ but when I opened a new blog post about it, I couldn't come up with any structured text. I still feel the need to write about my experience, and as a result the following may be a little discombobulated.
First of all, Disco Elysium is a full-on artistic experience. The graphic style, the music, the writing all are outstanding in their own right. The gameplay is also pleasing. The role-playing mechanics are clear and satisfying, with meaningful choices and a welcome tinge of randomness for tension.
As with most other RPGs with multiple choices within a linear story, I won't play it ever again. I enjoyed my playthrough that I made mine, and I don't want to learn the limitations of the choices, I don't want to find out about the narrative funnels I would be forced through.
Still, the game is pretty forgiving, and through the excellent inner monologue interjections, the game is able to regularly hint as negative dialogue outcomes to avoid them. It also affords to go meta and comment on some the player's actions rather than the actual character, which got some well-deserved laughs out of me.
The political content added in the Final Cut has been mostly disappointing. The game's nihilistic message doesn't leave a lot of room to develop any political ideology, and it results in a shallow criticism of all the presented ideologies that eventually amounts to absolutely nothing. Additionally, using some real-world political ideologies (communism, fascism) was confusing as the historical context, important to define these terms, wasn't the same at all. I developed this point earlier: friendica.mrpetovan.com/displa…
I also noticed in the credits the mention of the hosts of the Chapo Trap House podcast as voice actors, and combined with the aforementioned lack of political substance of the game, it confirms my belief that this podcast and the larger "dirtbag left" culture it represents has less to do with politics than entertainment.
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♲ @gregeganSF@twitter.com: “The truth is that we could not differentiate between armed fighters and farmers, women, or children, ” Lisa Ling, a former drone technician with the US military who has become a whistleblower, told me. “This kind of warfare is wrong on so many levels.”
No, advertisement is just one of several factors that go into a purchase, and not the main one either. It is suggestion, not mind control. Again, if advertisers are doing their job successfully, you would think ads aren't built to appeal to your cognitive outlook because you wouldn't be able to link them with any specific behavior when they already are in your head.
The only way to be safe from ads' suggestiveness is to not be exposed to them. Any self-rationalization about their supposed lack of effectiveness is a win for advertisers.
Surely the trick isn't to make people consciously NOT want the product while insidiously making them subconsciously crave it. That would be absurd.
Why not? Especially in the US, people like to believe they have free will when in fact most aspects of theirs lives are controlled by corporations. So it would be a good strategy to NOT have people make the link between an ad and a purchase because it would feel forced and backfire.
I believe that the fact that you believe you're unaffected by advertisement when you may actually be is the exact goal American advertisers are shooting for.
I can't comment about the "ice cold" part because American restaurants are pouring about ten times too many ice cubes in the drinks I order, including tap water, so I do believe Americans like impossibly cold beverages.
Still, I get your drift, and in the same vein car commercials also are absurd. They show mid-size sedans in exciting environments even though they are made and mostly used for commuting. They show empty cities, romantic attraction to the drivers, sinuous mountain roads even though they know their product will never be used in either circumstances.
But it must work, otherwise they wouldn't pour billions of dollars in their ads, right?