In his next video DSP clears the motorcycle section while masturbating
I saw VideoganeDunkey’s video where supposedly you can press any of the buttons during QuickTime events, even wrong ones and they complete anyway.
At this point I can’t tell if that was a gag or for real
That was legit.
Probably for real considering you literally cannot fail those QTEs. Much like the motorcycle scene you can just put the controller down and the QTE completes on its own.
"I love it, ship it!"
"Gameover is a failure of the game designer."
There could be a couple of reasons why this is the way it is:
- Lazy game design. Failure states have to be written, balancing has to be tested, if you did this right.
- Appealing to the broadest player base. If anyone can win, no one is excluded by skill issues (like game journalists who aren't skilled)
- Crunch. Balancing and failure were supposed to be included but were cut due to releasing too easily.
With a popular IP like Wolverine I expect it to be appealing to the broadest player base which leads to lazy game design. Ultimately I think it's a game that would rather be a movie.
Something I realized pertains to the first car crash.
It’s likely a LOT easier to animate if the devs don’t need to account for exactly how fast the player is slashing up tires. Plus, they don’t need magic tricks to account for a 1…N long stretch of road that accounts for however long the player needs to chase them down (eg, Uncharted 2’s fantastic train level)
So you can definitely see that laziness and a rushed development timeline would just shove out something that looks okay but has no actual gameplay because it’s a cinematic moment playing itself.
Here's the same from a not shit person:
These about DSP are recommend:
https://youtu.be/cKG7EXgOoTg
https://youtu.be/6dgOUqXqvLo
https://youtu.be/So7wLuuDiHA
(In order of video age and length, newer and longer at the top).
Converted to Invidious links, plus added title and so on. No I'm not a bot, lol:
Flats tests if you can die in the motorcycle scene in Wolverine (3:53 mins) by Flats Clips on 17 Sep, 2026
These about DSP are recommend:
- The Eternal Downfall of DarksydePhil (Full Documentary) (3:41:59 hours) by Joon The King on 21 Sep, 2024
- DarkSydePhil: A Decade of Failure (2:10:11 hours) by Turkey Tom on 11 Nov, 2023
- DarksydePhil | Down the Rabbit Hole (30:52 mins) by Fredrik Knudsen on 5 June, 2017
Honestly, 30 minutes is all the time DSP really deserves.
No, that is honestly still too much time spent on DSP. If you don't know who he is, I wouldn't recommend wasting that time, you can't get it refunded.
I think DtRH's coverage of these things serve as good modern morality tales. Show them to dumb kids that want to be "content creators." Fredrik's already said he's done covering lulcows for the most part. Unless something unique comes along like Nigel Cheese for example.
What's a DSP?
Digital Signal Processing of course.
A self-absorbed streamer who sucks at every game he plays. Nearly all of the "This is how you don't play" compilations are about him. The TIHYDP videos of his MGS playthroughs are particularly famous.
What about the 15 minute game unboxing video that has a fire alarm going off the entire time where he never even actually unboxes the game
Now the real challenge - try failing the segment while controlling him.
You know, when people said "Modern games are like movies that you can play," I don't think they meant to emphasize the optional meaning of the word "can."
People will play this like "Fucking hey! I aced that bike segment first time!" all proud of their gaming skills when the reality is you did absolutely nothing, my brother.
One way of thinking says maybe that's okay. Maybe people just want to have a chill time and win and not struggle. Maybe that's fine.
But on the other hand, it's utterly deceptive.
To me, this is a reflection of the entirety of modern capitalism. Appeal to everyone. Don't exclude anyone. Provide an illusion of choice while giving everyone the exact same homogenised experience. Provide the appearance of agency while removing all actual control.
I don't like it.
But on the other hand, it's utterly deceptive.
Many video games have a lot of tricks to make the player feel skilled, despite cards being stacked heavily in their favour. Take Uncharted: enemies in those games can't shoot you for a second after you poke out of cover, so you can take a few shots without being immediately gunned down. The player is never informed of this. Or in the new Doom games, the lower end of the health bar is worth more than the upper end, so you'll feel like you're barely holding on even though you've still got some buffer room.
Doesn't mean taking things to this level of absurdity is great or anything, but being "utterly deceptive" is what makes a lot of games fun.
These devs clearly played the train mission in San Andreas and were left emotionally scarred.
I don't understand why anyone would be scarred by that. All we had to do was follow the damn train.

I am one of the people who stubbornly select the hardest difficulty on any game after getting the basics out of the way. I still can see the value of offering a "difficulty level" that lets you simply enjoy the story without being bothered by anything that is considered "hardcore gaming", such as the God Mode in the Hades games or similar things. That's valid! Not everyone is playing games since their childhood.
But this is simply garbage. If it finishes without me using any input, then i could just watch it on youtube and not pay $$$ for it. It is a deceptive tactic to get you to pay for something that should be inherently interactive, while your decisions don't matter in the slightest. It is like selling a movie as a game - a movie is fine if i want it, but gaming as a medium lives from the interactivity.
There's hard mode, and then there's hard mode.
Does hard mode uncap the enemy AI so that it can use all of its moves, and allow it to attack from offscreen so that you need to be more aware of positioning, like Ninja Gaiden? Does hard mode add additional objectives so that you need to interact with the levels more, like the Thief series? Does hard mode increase certain kinds of damage, so that you have to engage with the systems more, like alchemy in the Witcher series? These are 'good' hard modes, that make the game much more interesting.
Does hard mode simply make all the enemies spongier, so that everything just takes longer? Well, that's a lot less interesting. Might as well play those games on 'normal'.
A great example of spongier enemies with little additional difficulty is basically any Bethesda game, which is particularly bad with Oblivion and Fallout 3 since those two already have spongier enemies on average.
Also you should add AI just outright cheating to this as well, it's not as common as the previous two but it's still there with some games namely strategy games of the paradox variety. I particularly hate it with EU4 cause luvky nations can go die in a fucking hole, I want the achievements if I'm gonna do an ironman run but I don't want the already busted great powers to be even more busted.
Winning DMC2 by walking vibes XD
Who or what is DSP and what game is this?
DarkSydePhil and the game is literally just "Wolverine". DSP is notorious for being kind of a miserable person who, in the nearly 20 years he's been making gaming content, has never learned how to play a video game.
This is what happens when you design games by quantifying everything into a number for a spreadsheet so a manager can read a report. Bet they did a playtest with their “target” audience aka non-gamers Sony wants to convince to buy a PlayStation for this game remember execs and shareholders only care about growing the player base. And some manager looked at the playstest numbers, noticed that many people couldn’t finish the section. And then ordered the team to make sure 90% of non-gamer playtesters can finish the game.
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