Tag Archives: annoying

Helldivers 2 Gets Two New Stratagems That Should Help Take Down Those Annoying Automatons – IGN

  1. Helldivers 2 Gets Two New Stratagems That Should Help Take Down Those Annoying Automatons IGN
  2. 3 days after Helldivers 2 dev’s CEO denied the existence of heavy machine guns, they now exist: Introducing the LAS-99 Quasar Cannon and the MG-101 Heavy Machine Gun PC Gamer
  3. Two new Helldivers 2 stratagems just dropped, and one is a must have PCGamesN
  4. The fight against Helldivers 2’s Automaton horde just got easier: 2 new guns are here, including the long-rumored Heavy Machine Gun Gamesradar
  5. Helldivers 2 Brings Out the Big Guns for Automaton Eradication Push Square

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Baldur’s Gate 3 devs working with Microsoft to sort “annoying and uncool” Xbox bans – Eurogamer.net

  1. Baldur’s Gate 3 devs working with Microsoft to sort “annoying and uncool” Xbox bans Eurogamer.net
  2. Larian and Microsoft working to address ‘annoying and uncool’ Xbox account bans caused by the unfortunate combination of Baldur’s Gate 3’s notorious horniness and automatic gameplay uploads PC Gamer
  3. Xbox Unbans Baldur’s Gate 3 Players Who Uploaded NSFW Clips Kotaku
  4. Xbox Lifting Bans on Baldur’s Gate 3 Users Banned for Clips With Adult Content TechRaptor
  5. Baldur’s Gate 3 dev ‘looking into’ Xbox players being banned for recording explicit scenes | VGC Video Games Chronicle

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Baldur’s Gate 3 publishing director says Larian is ‘in discussion with Microsoft’ over reported Xbox bans for recordings of the game’s explicit content, calls the bans ‘annoying and uncool’ – TechRadar

  1. Baldur’s Gate 3 publishing director says Larian is ‘in discussion with Microsoft’ over reported Xbox bans for recordings of the game’s explicit content, calls the bans ‘annoying and uncool’ TechRadar
  2. Larian and Microsoft working to address ‘annoying and uncool’ Xbox account bans caused by the unfortunate combination of Baldur’s Gate 3’s notorious horniness and automatic gameplay uploads PC Gamer
  3. Baldur’s Gate 3 devs working with Microsoft to sort “annoying and uncool” Xbox bans Eurogamer.net
  4. Larian Responds to Reports of Xbox Player Being Banned for Recording Baldur’s Gate 3 Scenes GameRant
  5. Baldur’s Gate 3 Warns Players They Might Get Banned Over Latest Issue ComicBook.com

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Jeremy Strong defends acting style as Brian Cox slams it as ‘f–king annoying’ – New York Post

  1. Jeremy Strong defends acting style as Brian Cox slams it as ‘f–king annoying’ New York Post
  2. Jeremy Strong Responds to Brian Cox Worrying About His Method Acting: ‘He’s Earned the Right to Say Whatever the F— He Wants’ Variety
  3. Nicholas Braun: Jeremy Strong played car crashes on the Sucession set The A.V. Club
  4. Every Time Jeremy Strong’s ‘Succession’ Costars Addressed His Intense Method Acting Approach: ‘I Worry About What It Does to Him’ Us Weekly
  5. Must Read: Brian Cox Covers ‘Town & Country,’ Jeremy Strong Covers ‘GQ’ Fashionista
  6. View Full Coverage on Google News

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Rick And Morty Creators Patch New Shooter So It’s Less Annoying

Screenshot: Squanch Games / Kotaku

I like annoying-sounding things, like feedback loops on Discord calls, un-WD-40’d door hinges, and small dogs who are losing their shit over the existence of reality. But not everyone likes to be annoyed while playing video games, and that’s why the developers for recently-released first-person-shooter High on Life just issued a patch to deal with one of its more divisive elements: talking guns that just won’t quit it.

High on Life, a Metroidvania first-person shooter that was described in our review as “this fucking talking gun game,” released yesterday on PC and Xbox. Generally it seems to be a fun game to play, but not one to listen to. The game comes from the mind of Justin Roiland, co-creator of Rick and Morty. Perhaps that’s all you need to know. But if not, know that High on Life is a very vibrant, cartoonishly silly first-person shooter where your gun, who has a mouth and eyes that face you during gameplay, will say things like “welcome to fucking space!”

It’s on brand for this kind of Adult Swim-style humor. But when it arrives in a video game form, where you’ll spend multiple hours at a time playing as opposed to a 30-minute silly cartoon, the constant chatter is sure to get annoying. It seems that the developer, Squanch Games, is aware of that and has thus issued an update to give players more control over how frequent the guns talk.

As you can see, these patch notes look very much like what you’d expect from a game these days: A chunk of digital nips and tucks to address outstanding bugs, improve quality of life features, and tune up certain gameplay mechanics. That includes, in this case, the 11th item (as if it were buried to say, “yeah, we know it’s annoying”) under the Content Updates section that reads out “improved player control over gun and enemy combat chatter within the settings menu.”

As observed by GamesRadar, High on Life isn’t the only game to get a feature like this. Forspoken, which is playable as a demo on the PlayStation 5, also has a talking inanimate object: a seemingly sentient bracelet. Like High on Life’s guns, it too has gotten under enough nerves to earn an option to adjust how frequently the thing spouts random dialogue at you.

Chatter and annoying voices can sour an otherwise pleasant game, though often this kind of thing won’t be pervasive throughout a game. The ability to adjust such features is certainly appreciated and allows more room for experimental, quirky choices like talking guns or bracelets; I’m all for giving people the choice of how they want to tailor, or hear a game. Now if you’ll excuse me, I’m going to go play some Gex.

 

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“Could it be more annoying?”

Matthew Perry with Courteney Cox and Jennifer Aniston in a still from Friends

Could Matthew Perry’s memoir be any more surprising? Excerpts released over the past week have revealed that the Friends actor suffered a near-death experience while shooting a cut role in Don’t Look Up, doesn’t put much stock in Salma Hayek’s acting advice, and is disappointed that Keanu Reeves is alive for some reason (although he did roll his death wishes back in a followup statement).

Still, for fans of the iconic ‘90s sitcom, this most recent excerpt could be the most upsetting of all. It turns out that no one was more annoyed with Chandler Bing’s characteristic misplaced emphasis than Chandler Bing himself. And he would have liked to just speak normally for once, thank you very much.

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In case you aren’t one of the billions of people keeping Friends eternally atop Netflix’s list of most viewed shows, here’s a compilation to jog your memory:

Chandler’s Could i be more.. Compilations

We may laugh now, but after being forced to adopt this stilted way of speaking for five seasons, Matthew Perry certainly wasn’t. He apparently “had to beg the producers” to stop writing his lines this way, before taking matters into his own hands. “That particular cadence — could it be more annoying? — had been so played out that if I had to put the emphasis in the wrong place one more time, I thought I’d explode, so I just went back to saying lines normally, for the most part in season six and then beyond,” he writes, per Variety.

He also reveals that he was the unfortunate architect of his own misery. The actor actually created “Chandler speak” himself, back when he was a kid just trying to be a comedian. “I read the words in an unexpected fashion, hitting emphases that no one else had hit. I was back in Ottawa with my childhood friends the Murrays; I got laughs where no one else had,” he explains, per Deadline.

If anything, this should serve as a cautionary tale against over-committing to the bit. Luckily, it has a happy ending. When Perry asked co-creator Marta Kauffman if he could have the last line of the show, she accepted, leading to a final exchange between Rachel and Chandler where Rachel asks if the gang wants to get a coffee and Chandler responds “Sure. Where?” Sarcastically of course, but also—at long last—said completely normally.

Matthew Perry’s memoir Friends, Lovers, And The Big Terrible Thing is available now.

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Google Messages getting SMS reactions, as annoying as iMessage

A day after it emerged that Apple is taking credit for Google adding iMessage reactions on Android, the Messages app is beginning to roll out the ability to leave reactions on SMS texts, which is already possible with RCS.

In mid-2020, Google rolled out the ability to send iMessage-like reactions on RCS. When you receive an RCS chat, holding down on it lets you leave one of seven emojis, including thumbs up/down and a range of facial expressions.

We’ve now received two reports of Google Messages users being able to react to SMS texts. Like with RCS, you just press to get the seven reactions, which are unchanged. If the SMS recipient is using Messages, the reaction just appears in the bottom-right corner.

For recipients that are not using the Google Messages app, don’t have RCS chat enabled, or on iOS, the fallback is a text message with the emoji from the sender followed by what’s being reacted to in quotes.

L: Messages app leaving reaction on SMS | R: SMS reactions from Android on iPhone (1st, 3rd, & 4th lines)

Google’s fallback design is nicer and more visually distinctive than the iPhone equivalent, which just sends a text description instead of an emoji. 

This is undoubtedly a feature that helps Messages users be more expressive. That said, it might be annoying over time as Android users that converse with iPhone owners can attest to.

Meanwhile, Google Messages is working – as we enabled earlier this month – on the ability to react to an RCS chat with any emoji. These two things could be related.

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Goat Simulator 3’s still a silly game about being an annoying goat

There is a very convenient way of accurately and succinctly summing up the degree of absurdity to which Goat Simulator 3 aspires: There is no such thing as Goat Simulator 2.

Those familiar with Coffee Stain’s caprine and chaotic antics will likely recognize Goat Simulator as the wildly popular sandbox game from way back when. For those unacquainted with it, the premise is simple: You’re a goat with a penchant for misbehaving, tasked with causing as much of a ruckus as possible. From headbutting civilians to sticking your tongue to everything in sight, it’s a game that largely revolves around complete and utter bedlam.

The sequel — again, Goat Simulator 3, because three comes after one in goatspeak — is founded upon similar principles of chaos. What may strike people as surprising, however, is that it’s a type of chaos that has been filtered through a layer of sophistication. It’s obviously not an Arkane game (imagine if Goat Simulator took place in Dunwall…), but it’s a marked improvement when considered next to the original. So while it’s not necessarily my jam, I can admit that it knows what it wants to be, and puts everything it has into becoming precisely that.

Ironically, Goat Simulator’s greatest strength was always how roughly hewn its mechanical makeup was. The game, which originated as a joke project designed for a game jam, was riddled with the kinds of bugs that should have made it near-impossible to play — but by virtue of its nature as a literal goat simulator, they just made it even funnier. From Pilgor the goat’s raucous ragdolling to the wild emergent shenanigans that could arise from invisible gaps in the sandbox’s stitching, Goat Simulator quickly established itself as an excellent game to play with friends.

Image: Coffee Stain

This is one of many details that the developers at Coffee Stain have evidently been aware of while working on Goat Simulator 3. While the original game supported couch co-op, the sequel features a dedicated online multiplayer component that allows up to four players to compete in various minigames, which include proprietary versions of golf, treasure hunts, and The Floor Is Lava. If the original game was a jagged rock, Goat Simulator 3 is the product of what happens when you mine that rock for gems and embed them in something nicer to look at. It’s not a diamond necklace, but it’s, like… a smooth panel of granite with a couple of rocks that look like diamonds interspersed throughout. As I said earlier: It knows what it’s aiming for and is very good at staying true to that.

But it’s also ambitious in other ways. Rather than being a pure sandbox that’s exclusively designed to facilitate mayhem, Goat Simulator 3 has a story mode. It’s not exactly aiming for prestige storytelling (I’m not joking when I say it’s literally about the Goat Illuminati), but it’s there to serve as a sort of general guide to weave all of the individual instances of absurdity together. To progress the story, you essentially visit Ubisoft open world-style towers that are sporadically dotted across the map, each of which will aid you in unlocking an imposing and mysterious door that leads the way to Goat Castle. What lies behind it is anyone’s guess — but odds are it’s probably pretty wild.

The main story obviously isn’t overly demanding — an enormous part of Goat Simulator 3’s appeal is the fact it generally asks very little of you, leaving you to your own devices more often than not. But the scale of this style of play has also been expanded and iterated upon.

For example, there’s a house somewhere on the map owned by an old lady with a rocket launcher. When you approach her, she’ll start shooting at you, but if you hit her with your firework launcher or headbutt her, you’ll unlock a secret passage to her cellar that leads to… a retro Doom-style corridor shooter populated by a dozen other bazooka grannies. Once you defeat them all, you can actually unlock this character as an attachment — and given that as well as a goat, you can play as a shark, a giraffe, and more, the challenge of “How bizarre can we make this game?” was obviously a regular topic of discussion during development.

You can quite literally play Goat Simulator 3 as a shark on a skateboard being ridden by an old lady with a rocket launcher.

Image: Coffee Stain

Ultimately, Goat Simulator 3 is probably exactly what you think it is. It’s a more polished version of the first game with tons of new features, most of which have clearly come from carefully observing the elements of the original that resonated with people. The mobility is a little tighter, the sandbox is a little more responsive, and the random achievements have a little more rhyme and reason to them. But ultimately, it’s still a silly game about being a really annoying goat — there’s a pretty low ceiling for how serious that can be.

More so than anything else, Goat Simulator 3 feels like a great party game to play with friends. Everyone at my demo session at Gamescom, including the people I wasn’t in a lobby with, was laughing for pretty much 100% of the time I was there. It’s not deserving of special reverence for its work in innovation, systems design, or just about anything else. But it’s difficult to criticize something that has a very clear design ethos and manages to adhere to it with almost perfect accuracy.

If you reckon you might be interested in Goat Simulator 3, you will be — and that’s the most truthful thing anyone can say about it.

Goat Simulator 3 heads to PlayStation 5, Windows PC, and Xbox Series X on Nov. 17.

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Apple’s iOS 16 fixes annoying SMS ‘green bubble’ group reaction messages

Anyone who’s been in a text message group chat with participants spread across iOS and Android probably knows about the annoying reaction texts coming from iPhone users, usually formatted as: Person A Liked/Disliked “Person B’s message.” But now, after Google implemented a workaround inside its text message app on Android, Apple is doing something about it with iOS 16. After the update, it will hide those written messages and output them as the expected bubble icon next to the message it was in reaction to (via 9to5Mac).

Google’s fix on the Android side earlier this year worked a similar way, by adding iOS-friendly emoji reactions to the Google Messages app. Apple’s iMessage Tapbacks have since appeared as proper emoji icons on Androids using Google Messages, but the issue largely persisted in iPhone “green bubble” threads.

Tapbacks started with iOS 10 in 2016 when iMessage received its most defining upgrade ever with features like full-screen message effects and stickers. While iOS 16 iMessage is adding more new features than it has in the six years since — like the ability to edit / unsend messages — it still won’t include support for RCS, the SMS-successor messaging technology Google is focusing on.

Google has worked hard to try to speed up the adoption of RCS so that it could do more than just parse spammy reaction messages between platforms, but it seems Apple prefers this workaround over adopting a new standard. Perhaps RCS might need some work against actual spam before Apple would even consider it.

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Elden Ring: 10 Most Annoying Bosses

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