Not sure, the demos I've played are pretty vague about the lore. I think the devs are Polish, so who knows.
Yeah, this is just how it was labeled on the antiques site where I found it, but I also thought it was weird for it to be labeled a Bowie. Although for the clip point specifically, that doesn't seem to be absolutely necessary - there are bowies with more conventional blades, these days they're often referred to as "Arkansas Toothpicks" just to better distinguish them, but in the actual historical period the two terms seem to have been used interchangeably.
Still, this one seems too small - but it could also be a situation where the American and English definitions simply differ
"The West, so afraid of strong government, now has no government. Only financial power" has got to be one of my favorite lines,
either he doesn't see this as a negotiation (in which case he has a middle-school understanding of civics and should get the fuck off his high horse about it)
He doesn't even understand the most basic facts about the legal system in question - he was going on about "b-but what if it sets a bad precedent"... the EU does not use fucking common law (completely, now that the Brits are out). They don't give a shit about precedents (well, at least they give less of a shit than a common law system would)!
Yeah, some of these don't fit so well. Metro isn't open-world either (at least until Exodus, and I guess that's more semi-open: still a linear sequence of levels, just with some of them being larger and more open), Tarkov I think had some ambitions for being open-world but that hasn't happened yet (and probably never will given how that game's development is going), and I'm not sure how well This War Of Mine fits into what people typically envision as the open-world framework.
A few of these should probably be swapped out with the Witcher 1&2, and maybe Boiling Point as a more obscure entry. Or just the "open-world features" part be removed from the description.
From what I know, there's a distinction between dao (刀) and jian (劍) - the first for single-edged blades (sometimes translated into English as "saber", due to a similar connotation), and the second for double-edged ones.
I guess in modern Chinese the word has evolved to just refer to knives, rather than swords.
It's just another symptom of the games industry continuing to seek prestige and mainstream approval by aping existing artforms like film. It's disappointing, but I guess it's working out pretty well for them (apparently there's no greater sign that you've "made it" as a work of art than getting a TV show adaption )
a little bit of analysis about Kursk
The only thing I'd want to add to Mikael's excellent analysis here is that the Russians are actually fighting a much more conventional area defense than we've seen in the very static fighting in the Donbass. They're not trying to stop Ukrainian drives at the screen line like we saw in the Hundred Days, they're instead diverting them into engagement areas between their front line of screening troops and the main defensive line 5-10km to the rear and destroying them there. Ergo why we've seen Ukrainian units just go on these long runs in the last couple days - way past where the front line should be - and then get wiped out in what look like complex ambushes. That's... actually just how you do a very normal area defense.
Why have the Russians changed tactics? Two reasons. First, in Kursk they - paradoxically - have space to fight. The Donbass is a cramped theater where real estate is at an absolute premium. They're either backing up into the sea, key lines of communication, or critical urban areas there. There's actual operational space in rural Kursk. Second and relatedly, the "forward" defense we're used to seeing in the Donbass will not inflict crippling casualties on an attacker quickly for the simple reason that attacks often fail in the "cone of fire" in no man's land or even behind the attacker's front line, allowing defeated units to easily withdraw. In a conventional defense the attacker is defeated in a kill zone behind the screen line and it is far easier to annihilate an attacking force. Ergo why we're now seeing huge AFU equipment losses, with entire Ukrainian companies burning out behind the ostensible Russian "front."
Having found themselves in battle with the AFU's strategic reserves, the Russians now very much intend to use the Battle of Sudzha-Korenevo to destroy as much of those reserves as possible. Even if that means scaring some war mappers on the internet.
tbf, apparently Borderlands was mostly filmed before Tár - it was just in development hell for so long that it released years after
advanced warfighters will join the war
damn, they're sending Ghost Recon in? Tom Clancy's™ Ghost Recon™© Advanced Warfighter™®?
I think it's mostly for weight reduction (with minimal loss of strength), although there could also be aesthetic considerations in some cases
https://x.com/ArmchairW/status/1831176695589618060