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Un hombre en tacones.
Disponible en físico librerías en México y por envío. En digital para todo el mundo y ahora AUDIOLIBRO, narrado por un servidor.
Un libro sobre identidad de género, Grindr y el primer libro en México sobre PrEP.
penguinlibros.com/mx/audioli…
Absolutamente lamentable que personas como esta tengan cámara y micrófono desde hace tantos años.
Es inaudito.
¡BOMBAZO! Sasha Sokol le manda contundente mensaje Ivonne Chávez, nuestra conductora le responde 🚨 | #Chismorreo
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A ver si el ego de Jaime Gunn ya se ubica en su realidad.
James Gunn and Peter Safran will no longer run DC Studios.
Jeremy Latcham, who previously served as a producer at Marvel Studios, is taking over DC.
(Source: hollywoodreporter.com/movies…)
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Qué asco.
Buenos días.
Spotify just announced a feature that could either save the music industry or destroy it.
Starting as early as Q1 2027, Spotify Premium subscribers will be able to use AI to transform any participating artist’s song into a completely different version. Turn a folk ballad into a dance track. Make a hip-hop song sound acoustic. Generate a cover where one artist’s voice performs another artist’s song. Remix a pop hit into lo-fi study music. Create the version of your favorite song that only existed in your head until now.
The remixes will be uploaded directly to Spotify. They’ll appear in playlists. They’ll count toward the original song’s chart position. And most importantly the original artist will earn royalties every time someone listens to a fan-created remix of their work.
Spotify has already signed a landmark licensing deal with Universal Music Group the world’s largest record label. Negotiations with Sony Music and Warner Music are ongoing. The feature will cost an additional $4–$5/month on top of Spotify Premium. And analysts project 7–8% of American subscribers will adopt it by 2028.
This is not Suno or Udio generating music from text prompts. This is fans remixing real songs by real artists with the artists’ permission, on the world’s largest streaming platform, with royalties flowing back to the creators.
A music industry analyst who’s covered streaming economics for 15 years told her team something after reading the licensing agreement that reframed how she understood the future of recorded music.
“Spotify just turned 640 million listeners into 640 million potential remixers. The question isn’t whether people will use it they will. The question is whether paying artists for fan remixes solves the economics of streaming or creates a world where the original recording is worth less than the infinite remixes generated from it.”
Here’s what Spotify’s AI remix feature actually is, who wins, who loses, and why this might be the most consequential decision in the music industry since the launch of streaming itself 🧵
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El asunto es.
No importa cuál sea el setlist del siguiente tour de Madonna.
Será ÉPICO, ya que Confessions II es perfecto.
Así que cualquier agregado, solo será brutal.
Qué maldita emoción.
Tengo tanto que decir sobre esto… pero estoy de vacaciones.
Pero sí. De la gloria que eran los doblajes en México a Wildwood.
Como lo he dicho siempre, la industria del entretenimiento ha sufrido mucho mucho en esta era de creación de multimedia.
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Uno de los diseñadores de algunos juegos divinos, insiste en que Hyrule Field es aburrido.
Él lo cree y como es diseñador de videojuegos quiere establecer qué es verdad.
Y pues no.
Muchas gente ya le dijo que no lo creen así.
Played a bit of the Ocarina of Time Remake with my son yesterday. We also played through the 3DS version together a few years ago.
My son was immediately blown away by the art direction. All I kept hearing was: "Dad, it looks so real!"
When he got the Kokiri Sword, he actually reached out and touched the screen to see if he could grab it... lol.
Personally, I've always been somewhat disappointed by Ocarina of Time, and that hasn't changed today. After the brilliant A Link to the Past, Ocarina of Time just felt emptier and more confused to me.
And frankly, none of that has really been addressed.
Hyrule Field's design was still somewhat excusable back in 1998, given how incredibly limited the Nintendo 64 was from a technical standpoint. But today, especially when the game is using the technology from BotW and TotK? Yikes.
Something that already bothered me back then, but that I couldn't quite articulate properly at the time, was that a huge part of Zelda's magic came from the fact that there was always something interesting to do. The Moment-to-Moment was exquisite in those earlier games.
Every screen in Zelda 1 or ALTTP held some kind of secret or some opportunities of interactivity. There were always enemies to fight or something to interact with. Fight your way through a few bushes over here in the overworld and suddenly you stumble into a little grove where the Flute Boy is playing his flute. Whoa! Interesting!
Then along came Ocarina of Time, where you'd spend two minutes doing absolutely nothing but holding the analog stick forward to walk across a boring, empty Hyrule Field.
Try to do this design exercise: Graph out Hyrule Field from top-down and then try to come up with what interesting gameplay mechanics hide behind every cell. You'll quickly find that there's really not that much at all going on...
And sure, Hyrule Field looks prettier now, but it's still just as empty and uninteresting as it was back then.
That means the entire overworld, which was so magical in Zelda 1 and ALTTP because every new dungeon item unlocked entirely new ways to interact with the environment, discover new areas and so on, is unfortunately no longer there in the same way.
Instead, you get this typical open-world terrain that you just walk through. On your very first trip from Kokiri Forest to Hyrule Castle, you fight exactly ONE tiny enemy and spend roughly two minutes doing nothing but holding your analog stick forward without anything remotely interesting happening.
From a level design perspective, that's something I would NEVER approve at Moon.
I would've turned Hyrule Field into a proper overworld where every single segment offers interesting opportunities for interaction. And after every dungeon, every new item you got should make you giddy about going back to the overworld to find out what amazing new discoveries are available now!
Over here, you can jump into the river and discover an NPC hiding beneath the bridge who gives you an interesting quest. Over there, you can use your Boomerang to interact with something. Around that corner, there's something you can do with the Hookshot. Further back, you can blow open a new path using Bombs. Down that little alley, you can lift a heavy rock that reveals a cave leading into an elaborate underground network, which eventually opens up a secret entrance into Hyrule Castle Town, where you can find a Heart Container.
And so on, and so forth. But none of that stuff happens here.
Back in 1998, Hyrule Field was a nice little tech demo that allowed Nintendo to show off how the N64 could render some really big triangles, just to make the poor old PlayStation look bad.
But from a design perspective, it was already pretty lousy back then. And to simply copy that design 1:1 today? Nah. Every designer at Nintendo should be crying foul and know that this could be done so much better nowadays.
Now, I'm sure some people will come along and start rambling about staying faithful to the original...
Oh, give me a break.
I just took Zelda 1 apart myself and turned it into a 16-bit game. Zelda 1 didn't actually need that many improvements because Miyamoto was still putting his hands on every single screen like a ruthless design dictator back then. But even there, you could improve certain empty areas (like the empty desert where absolutely nothing happens) simply by introducing interesting new designs and opportunities for interaction.
What we're getting here, once again, is essentially just a graphical update. And I mean, graphically the game is really nice! But as always in games, graphics != fun.
We already had a pure graphical update with Ocarina of Time 3D, so... did we really need yet another one? What happened to Nintendo only making a new game when they figure out featuring new ways to play?
From a pure game design perspective, there was SO much more potential here, and I find it quite disappointing that Nintendo's designers apparently decided against really flexing their creative muscles.
Any reasonably competent designer could've squeezed a lot more fun out of this simply by understanding what makes the Zelda formula work and then consistently questioning whether the moment-to-moment experience is actually enjoyable.
If we're being honest with ourselves, Ocarina of Time these days is a solid 7.5–8/10 game whose design unfortunately doesn't quite measure up to its predecessors due to the technical limitations back then. Those limitations don't exist anymore, so why are we still getting those same old restricted designs?
Back in 1998, you could overlook some of those shortcomings because the game was still an absolute bombshell thanks to innovations like Z-targeting and so on. It showed the entire industry where video games could go next in the same way Super Mario 64 did.
But nowadays, all of that stuff has become the de-facto standard.
So the main focus should've really been on the level design and the interplay between the overworld and the dungeons - and that's precisely where OoT is decidedly hit-and-miss.
I genuinely wish the international gaming press had a better understanding of game design instead of largely behaving like a bunch of graphics whores.
Giving Ocarina of Time a 10/10 for its design just goes to show that, unfortunately, a lot of games journalists don't really understand game design in the deep manner that they ought to in the first place.
We've seen plenty of games after OoT that did terrains like that that kinda looked nice, but really didn't offer much fun. And sadly, nobody at Nintendo sought to address this issue when it's clear that they all understand how to do it better these days.
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Esto.
Aquello se vuelve más profundo cuando ese Link somos cualquiera de nosotros, a la edad que sea, teniendo que madurar por cualquier circunstancia.
Es muy fuerte.
Algo que me pasa con esta versión de Ocarina es que por el diseño de Link, y como vemos el mundo a través de su perspectiva de prácticamente toddler, la sensación de que están poniendo el peso del mundo en un chamaco.
Eso se siente peor cuando Impa le dice "ve y consigue las piedras espirituales, yo me tengo que quedar con la Princesa Zelda porque aún es muy pequeña"
Señora, este chamaco viene vestido con hojas y semillas, claramente para usted este, a diferencia de Zelda, es desechable.
Pobre chamaco 😥
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Es viernes 9:23
Te acabas de levantar.
No hay escuela.
Hay hot cakes para desayunar.
Puedes jugar todo el día sin que nadie te moleste.
Lo único… al parecer ya tienes que usar lentes.
Es 2026.
Este jueguito me está diciendo cosas muy profundas.
Ya lloré tocando por primera vez la Ocarina.
Es que son todos los estímulos visuales y auditivos… no hay videojuego que llegue así de profundo.
Qué locura es esto.
#OcarinaofTimeRemake
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Sigo en una preventa.
Aquí no se bailó Dale Zelda Dale, pero padre.
Por ningún otro video juego en la vida haría algo así.
🎶 Al ritmo de “¡Dale, Zelda, dale!” los fans de Ocarina of Time pasan el tiempo mientras esperan el inicio de la venta nocturna del videojuego para Nintendo Switch 2.
🎮 En Plaza Universidad, las filas se extienden fuera de la plaza ante la expectativa por conseguir una copia desde la medianoche.
#Zelda #NintendoSwitch2 #CDMX
Haber vivido para jugar el lanzamiento de Ocarina of time original y ahora poder vivir su relanzamiento mañana.
Comprándolo yo, pidiendo vacaciones para que nadie me moleste y ver como la vida ha pasado…
Es vivir el viaje del tiempo del héroe en todos los sentidos.
Qué emoción.
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Descubriendo a este personaje.
Muy interesante.
Este antes que los músculos, enseña el cerebro, las arrastradas de quienes lo asumen terrorista son hermosas.




























