Ubuntu 8.10 in early 2009, after Windows Vista otherwise bricked my laptop. I've distro-hopped on a few occasions but most of my 16 years of Linux have been on Ubuntu. That said, I moved away from Ubuntu after a failed upgrade to 22.04 LTS, to OpenSUSE and then to KDE Neon, now I'm on Nobara and couldn't be happier.
Grangle1
Like I mentioned before, "tutorial pulls" are part of that hyper-generosity that gachas will commonly have for new players to give them enough of a dopamine rush to hang around and be more likely to spend more later. That generosity will not last and can't last or elee the game will not make nearly as much money. Give it another week and you will find that the supposed good luck runs out, as well as the free currency offered for things like logging in, and then it will start requiring a ton of grinding or real world money to acquire the necessary currency to get to the "pity" in order to ensure you get a top-rarity item. That's how gacha systems work.
Most "pity" systems require hundreds of pulls beforehand, which unless someone saves months worth of free currency for those pulls, can be very expensive in real world money to get the currency to afford. In a way, pity systems are just designed to increase the amount of money players spend.
The difference is in the details, that with other paid DLC, you actually get the thing you paid for, guaranteed. With a gacha, if they're promoting some super-strong character, weapon, etc. that you want and you buy currency to spend in the gacha, you are not guaranteed to get that item or anything of the same quality/rarity in any of those pulls you make. It's all random chance, gambling at its core. Exceptionally good or bad luck can start playing psychological tricks on you, such as FOMO (there will always be something stronger coming soon), sunk cost fallacy (you've already dumped this much into it and got nothing, what's the difference with this much more?), and before you know it, if you're not watching carefully, you've spent far more in in-game and/or real money than you realized. That's far different than a one-time purchase straight-up for a cosmetic or weapon to use with no further need to spend any more, and that's what gets people hooked like gambling. You may not have experienced this much because gachas tend to be very generous to new players in order to get them started out quickly as whales fodder and get them hooked on the adrenaline rush of "winning" in the gacha system before the gacha currency starts to dry up on them.
I mean, it can be both at the same time. The games may be good as games (I play a few myself) but the mechanic can also be extremely predatory to those who have a problem with gambling and/or controlling their spending.
We won't know who we're getting until after the draft because they're sacrificing all the best QB2 options for the sake of waiting for a comp pick in next years draft. That's what KAM gets for selling the farm to bring in what few good draft choices he's made, now he's trying to recoup what few picks he can get from anywhere. He's lucky he's a master of the free agent market, because outside of last year he's made only one really good draft choice (Jordan Addison). Jury's still out on last year.
EDIT: That said, I do like KAM overall, he did a great job cleaning up the salary cap hell Rick Spielman left for him while keeping us competitive, and he is indeed a master of the free agent market. He just needs to improve his drafting skills.
Outrage farming is getting really tiring overall, not gonna lie. It's OK, everyone, we can feel other things aside from angry and life will go on.
I've just seen a bunch of videos about it, haha.
The one notable time I can think of a game trying the dual perspective thing with the gamepad was Star Fox Zero at the end of its life cycle, and it was not received well at all because it made the control and aiming way too complicated since it was too much of a challenge to try to look at both screens at the same time. Can't think of another game that tried something like that, but I did see a good number of games that used the gamepad for inventory, like the Zelda games and Monster Hunter.
Lack of advertising and its business model of the hardware basically being produced by licensees tacked on to other electronics products of the time ended up crippling consumer awareness, and the price point was the big nail in the coffin, at roughly $700 in the early 90s you really had to commit to wanting one. Unlike most other console companies, 3DO couldn't afford to sell the hardware at a loss because they didn't have much, if anything, for first party games to make up for it. It had some games that look like they'd be decent, at least a better quality library overall than arguably the Jaguar and definitely the CDi, but it's that tough cycle in gaming where you need good games to sell consoles (especially at $700, in any time) but third party devs won't make good games for consoles that don't sell.
TBF, the poor sounding soundtrack was likely as much to do with the GBA hardware as the music itself, they did what they could with the GBA's God-awful sound chip. The type distribution isn't great but Diamond and Pearl's in Gen 4 is even worse (Platinum fixed it in Sinnoh though).
The console looks like a nice upgrade and I'll get one eventually, but with most games also releasing on Switch 1 at least for a while and not much announces for it that interests me right now, coupled with a personal financial situation that prevents me from comfortably affording a console regardless of its price, I can wait on it for now.